Avalon Rules — How to Play The Resistance: Avalon

Complete Avalon board game rules: role setup for 5-10 players, the night phase, team building, voting, missions, the two-fail fourth quest, and the assassination of Merlin. Learn to play in 10 minutes.

5-10 players20-30 minutesHidden rolesSocial deductionAges 13+Designer: Don EskridgePublisher: Indie Boards & Cards (2012)

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What is Avalon?

The Resistance: Avalon is a hidden-role social deduction game for 5-10 players. Most players are Loyal Servants of Arthur fighting for the forces of good; a smaller group of Minions of Mordred hides among them and secretly sabotages missions.

The good team wins by completing three successful quests, but victory is not final until the forces of evil get one last chance: if they can identify and assassinate Merlin, the good team's most powerful informant, they steal the win at the last second.

Like all social deduction games, most of the fun comes from the discussion at the table. This page teaches you the complete rules so a group can learn and start playing in about ten minutes.

Components

  • Role cards: Merlin, Percival, 5 Loyal Servants of Arthur (good); Mordred, Morgana, Assassin, Oberon, 4 Minions of Mordred (evil)
  • Quest cards: Success cards and Fail cards
  • Vote tokens: Approve and Reject, one set per player
  • Team markers, a Leader token, round marker and vote-track marker

Good vs. Evil: the Roles

Good (blue) secretly knows only their own role. Evil (red) knows their fellow minions — with one exception: Oberon does not open his eyes during the night phase, so evil does not know who he is, and he does not know who they are either.

Merlin is the good team's superpower: during the night phase he sees who all the evil players are — except Mordred, who stays hidden from him. Merlin must guide his team to victory without revealing that he knows too much, because at the end of the game the Assassin gets to shoot at him.

Percival is Merlin's protector. During the night phase both Merlin and Morgana raise their thumbs for him; Percival knows which two players they are but not which is which. His job is to spot the fake Merlin and back the real one.

Morgana is evil's counter-Merlin: she raises her thumb for Percival pretending to be Merlin, hoping Percival will trust the impostor.

Mordred is invisible to Merlin and participates normally in the evil wake-up, making him the safest evil role against a strong Merlin player. The Assassin is the evil team's marksman who takes the final shot at the end of the game.

Player Count and Role Setup

The remaining good players are Loyal Servants of Arthur. Merlin and Percival are always in the game in the standard setup; Oberon and Mordred can be swapped in for extra Minions in experienced groups.

Recommended role distribution by player count (Merlin and Percival always included)
PlayersGoodEvilRecommended evil roles
532Assassin, Morgana
642Assassin, Morgana
743Assassin, Morgana, Mordred
853Assassin, Morgana, Mordred
963Assassin, Morgana, Mordred (or Oberon)
1064Assassin, Morgana, Mordred, Oberon
New groups should start with 5-6 players using only Merlin, Assassin and Morgana. Add Mordred and Oberon once everyone is comfortable.

Quest Team Sizes

The star (*) marks the most famous rule in Avalon: in games of 7 or more players, the fourth quest requires at least two Fail cards to fail. With fewer players, a single Fail card fails any quest. Without this rule, one evil minion on every fourth-mission team could block good forever.

Quest team sizes by player count — * marks the fourth quest in 7+ player games, which needs two Fail cards to fail
PlayersQuest 1Quest 2Quest 3Quest 4Quest 5
523233
623434
72334*4
83445*5
93445*5
103445*5

The Night Phase (Eyes Closed)

  1. All players close their eyes.
  2. Evil opens their eyes and sees each other — except Oberon, who keeps his eyes closed. Mordred participates normally, but Merlin will not see him later.
  3. Evil closes their eyes. Merlin opens his eyes: every evil player except Mordred raises a thumb so Merlin can memorize them.
  4. Merlin closes his eyes. Percival opens his: Merlin and Morgana both raise a thumb (Percival learns who the two of them are, not which is which).
  5. Everyone opens their eyes. Randomly choose the first Leader and place the round marker on quest 1 with the vote track at zero.

Round Flow: Team Building, Vote, Quest

Each of the five quests has three phases:

1. Team Building

The current Leader publicly picks the number of players required for the current quest (see the team size table). The Leader may include themselves. The whole table discusses the proposed team before moving to the vote — that discussion is where most of the game happens.

2. The Vote

Every player — including the Leader and both chosen and unchosen players — simultaneously reveals an Approve or Reject token.

The team is approved only on a strict majority of Approve votes (4 of 6 in a six-player game). Ties count as rejections. On approval, continue to the quest. On rejection, the Leader token passes clockwise, the vote track advances, and a new team is proposed.

If five consecutive teams are rejected for the same quest, the forces of evil immediately win the game. This 'hammer' rule keeps the game moving and punishes a good team that cannot agree.

3. The Quest

Approved team members each secretly choose a quest card: Loyal Servants of Arthur must play a Success card — they have no choice. Minions of Mordred may play either card, and will often play Success to build trust.

All chosen cards are shuffled face down and revealed. If any Fail card appears (or two Fail cards on the starred fourth quest in 7+ player games), the quest fails. Otherwise it succeeds.

Only the number of Fail cards is revealed — never who played them. A failed team tells you at least one evil player was on it; a successful quest tells you the team was probably loyal, but evil minions can pass tests to earn trust for later.

Rejected team proposals do NOT count as quest failures. They only burn the vote track.

The Assassination of Merlin

If the good team wins three quests first, the game is not over yet. The forces of evil get one final move: the Assassin (or an evil player they name, in common house rules) publicly points at one player they believe is Merlin.

If the target is indeed Merlin, evil wins the game on the spot. If the target is anyone else, the good team wins. Before the assassination, evil players are allowed a short private conference to decide — this is official.

Winning Conditions

  • Good wins: three successful quests, and the Assassin fails to kill Merlin.
  • Evil wins: three failed quests; OR five consecutive rejected teams on one quest; OR successfully assassinating Merlin.

Edge Cases and Etiquette

  • Quest cards cannot be taken back once played. Good players have no choice; evil players have full choice.
  • No player is ever eliminated — everyone talks until the game ends.
  • Never show your role card or pass hidden signals beyond the game's official information (the night phase).
  • Keep the timing of playing quest cards consistent, so evil players cannot read information from how long someone hesitates.
  • Merlin CAN see Oberon during the night phase (Oberon is hidden from his fellow evil, not from Merlin).

Variants and Expansions

The official Lancelot Expansion adds two Lancelot role cards (one per team) and seven loyalty cards. From the third quest onward, one loyalty card is revealed each round; on a flip result, both Lancelots swap victory objectives. The expansion also adds Excalibur: the Leader gives the sword to one player, who may secretly swap one already-played quest card before the reveal and inspect what they swapped away.

Popular house rules include a 'final statement' for the accused player before the assassination, requiring the Leader to state their reasoning before proposing a team, and banning Oberon in new groups because his hidden information confuses beginners.

The Resistance: Avalon is a trademark of its respective owner. This page is an unofficial rules guide and is not affiliated with or endorsed by the trademark owner.

Related Hidden-Role Game Guides

Enjoyed these Avalon board game rules? Two more guides pair well with it: One Night Ultimate Werewolf roles and the night wake order — the fastest hidden-role game for the same table — and Who Is the Spy, a free browser party game built on the same social deduction core. Or browse the board games hub for every playable game and rules guide on the site.

Frequently Asked Questions

Have another question? Let us know.

How many players does Avalon need?

Avalon plays 5 to 10 people. The standard sweet spot is 6-8: enough players for real deduction, few enough that everyone speaks every round. Below 5 the role math breaks down, and at 9-10 the fourth quest's two-fail rule becomes essential.

What does Merlin do in Avalon?

During the night phase, Merlin secretly learns who every evil player is — except Mordred, who remains hidden from him. During the day he must steer his team toward good teams and away from evil ones without looking too knowledgeable, because at the end of a 3-quest good victory, the Assassin gets one shot at him. If Merlin is shot, evil wins.

Why does the fourth quest need two fail cards?

In games of 7 or more players only. The official rule states that the fourth quest — and only the fourth quest — fails only if it contains at least two Fail cards. This prevents a single evil minion from single-handedly stalling good on the quest that usually decides the game.

Can good players play a fail card?

No. Loyal Servants of Arthur must play Success cards — they physically have no choice. Only Minions of Mordred may choose to play Fail or Success, which is why evil can pass quests to build trust for a decisive later betrayal.

What happens if the vote is tied?

A tie is a rejection. The team is only approved on a strict majority of Approve votes. Each rejection passes leadership clockwise and advances the vote track — and if five teams in a row are rejected for the same quest, evil immediately wins the game.

Who wins if evil is on a winning team that succeeds the quest?

Nobody 'wins' a quest individually — results belong to the team as a whole. But evil players often play Success cards on purpose: passing quests builds trust, and trust is exactly what an evil player needs to be placed on the fourth or fifth quest, where a single fail card can swing the game.

Is Avalon the same as Werewolf or Mafia?

They are cousins but not the same. Werewolf eliminates players overnight and mixes random luck into who dies; Avalon has no eliminations at all — every player speaks every round, and the drama comes from the mission results, the voting track, and the endgame assassination. Avalon is more structured and more about teamwork under false information.

Can I play Avalon online or solo?

Avalon is a face-to-face social game: the fun is live discussion, so there is no meaningful solo version. Online, sites like game.hullqin.cn provide the role dealing and bookkeeping while players talk over voice chat. This page is a rules guide — read it with your group before your first game night.

What is the best beginner role setup?

For 5-6 players, use Merlin, Percival, the Assassin and Morgana, filling every remaining seat with Loyal Servants of Arthur — the fixed good/evil ratio leaves no room for Minions at these counts. Leave out Mordred and Oberon until everyone understands the basic loop — Oberon's hidden-from-his-own-team information is notoriously confusing for new players.

How long does a game of Avalon take?

About 20-30 minutes including setup and the explanation. Five quests with discussion typically take 4-6 minutes each. Groups that debate a lot can run longer — the five-rejection hammer rule exists partly to keep sessions from stalling.

How do you play Avalon?

Each of the five quests repeats three steps: the Leader picks a team of the required size, everyone votes on it simultaneously (strict majority approves), and chosen team members secretly play Success or Fail quest cards. Good players can only play Success; evil may play either. Three successful quests almost win the game for good — but evil gets one final assassination attempt on Merlin. Three failed quests or five consecutive rejected teams end the game for evil immediately.

What are the roles in Avalon?

Good roles: Merlin (sees all evil players except Mordred), Percival (learns which two players are Merlin and Morgana, but not which is which), and the Loyal Servants of Arthur. Evil roles: Morgana (poses as Merlin to deceive Percival), the Assassin (takes the final shot at Merlin), Mordred (invisible to Merlin), Oberon (hidden from his own team), and the Minions of Mordred. The standard setups by player count are in the role setup table above — most games use only a subset of these roles.

How does the assassination of Merlin work?

When the good team completes three successful quests, evil gets one last move before losing: the Assassin publicly names the player they believe is Merlin. Evil players may hold a short private conference first to agree on a target — this is official. Name the real Merlin and evil steals the win; name anyone else and good wins. This endgame is why a strong Merlin player feeds the team just enough information to win votes without looking like the smartest person at the table.

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