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The Resistance: Avalon

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Regular price $27.00
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The Resistance: Avalon is a light, fast-playing social deduction game for 5–10 players (ages 13+, around 30 minutes), in which King Arthur's loyal servants hunt the hidden minions of Mordred while Merlin conceals his vital knowledge.

Players
5–10 players
Play time
Up to 1 hr
Age
Teens
Complexity
Medium

About the Game

In The Resistance: Avalon, King Arthur's loyal servants set out on quests to secure Britain's future — but Mordred's minions hide among them, secretly working to sabotage each mission. Every round brings tense debate, a team vote and a quest that can pass or fail. Merlin alone knows the agents of evil, but he must speak only in riddles, for if his true identity is discovered, all will be lost.

A game for 5–10 players, The Resistance: Avalon typically plays in around 30 minutes. The rules are light, recommended for ages 13 and up, with notable mechanics including hidden roles, voting, bluffing and variable player powers.

A standalone game from Indie Boards & Cards, Avalon reimagines The Resistance in Arthurian legend and introduces special character roles. The Resistance is not required to play, and the two games are compatible and can be combined.

History

The Resistance: Avalon is a standalone game from Indie Boards & Cards that carries the hidden-traitor gameplay of The Resistance into the world of Arthurian legend, adding special character roles such as Merlin. The Resistance is not required to play, and the two games are compatible and can be combined.

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Shipping details

The Resistance: Avalon

$27.00

Watch: How to play

Rules of The Resistance: Avalon

  • Setup: Choose role cards for your 5-10 player count, deal one secretly to each player, then run the night step for the roles in play so evil players and Merlin receive their secret information.
  • Place the quest marker on Quest 1, set out the vote tokens and Success/Fail cards, and give the leader token to the starting leader.
  • Each round: the leader proposes a quest team of the required size; everyone debates, then all players vote to approve or reject the team.
  • If the team is rejected, leadership passes on; if five proposed teams are rejected for the same quest, evil wins.
  • If approved, only team members secretly choose Success or Fail; a Fail usually fails the quest, though in larger games one quest may require two Fails.
  • Objectives: good wants three quests to pass; evil wants three quests to fail while staying hidden.
  • Endgame: three failed quests win for evil; if good pass three quests, the Assassin names a suspected Merlin - evil wins if Merlin is found, otherwise good wins.

Strategy

  • Early on, approve cautiously: prefer teams with players whose votes and quest choices have been consistent, and ask why each person was picked.
  • Track every approved team and result; a failed quest points suspicion at that team, but remember evil may have stayed off it.
  • Good players should share specific observations rather than vague accusations, and change views when the vote record does not fit.
  • If you are Merlin, steer the room with questions and mild doubts; never confirm suspects so directly that evil can identify you.
  • If you are evil, behave like a helpful good player: sometimes pass a quest, avoid defending the same people too loudly, and give believable reasons for your votes.
  • Watch the Assassin threat: as good nears three passed quests, do not let the table casually narrow Merlin down to one or two players.
  • No vote proves innocence by itself; combine team composition, quest results, rejected proposals and behaviour before committing.