
Hidden-role social deduction game for 5-10 players set in Arthurian Britain. Knights of King Arthur try to complete three quests; Minions of Mordred try to sabotage them. Bluffing, deduction, and an end-game assassination decide who wins.
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Two teams: Good (Loyal Servants of Arthur) and Evil (Minions of Mordred). 5 quests; teams of 2-5 are sent on each. Good wins 3 quests AND survives Merlin assassination, or Evil wins 3 quests / 5 consecutive vote rejections / correct Merlin identification.
The Resistance: Avalon is a 5-10 player hidden-role social deduction game set in the Arthurian legend. Each player is secretly a Loyal Servant of Arthur (Good) or a Minion of Mordred (Evil). Over up to five quests, leaders propose teams while players bluff, accuse, and reason their way to a 3-quest majority - culminating in an assassination shot at Merlin if Good prevails.
Place the score tableau matching player count (covers 5p through 10p).
Deal loyalty + character cards face-down based on player count:
Run the closed-eyes night phase: Minions of Mordred identify each other (Mordred is excluded if used; Oberon is always excluded). Merlin sees all evil except Mordred. Percival (if used) sees Merlin and Morgana but cannot tell them apart.
Give each player Approve / Reject vote tokens. Random starting leader.
Team building. Leader proposes a team of the required quest size.
Vote. All players simultaneously vote Approve or Reject. Majority Approve sends the team; tie or majority Reject passes leadership clockwise. Five consecutive rejections in one quest = Evil wins immediately.
Quest. Team members play Success or Fail face-down. Good MUST play Success; Evil may play either. If any Fail card is played, the quest fails. (Exception: in 7+ player games, Quest 4 needs 2 Fails.)
| Players | Q1 | Q2 | Q3 | Q4 | Q5 |
|---|---|---|---|---|---|
| 5 | 2 | 3 | 2 | 3 | 3 |
| 6 | 2 | 3 | 4 | 3 | 4 |
| 7 | 2 | 3 | 3 | 4* | 4 |
| 8 | 3 | 4 | 4 | 5* | 5 |
| 9 | 3 | 4 | 4 | 5* | 5 |
| 10 | 3 | 4 | 4 | 5* | 5 |
*Quest needs 2 Fails to fail.
If Good completes 3 quests, the Assassin (Evil) names one player they believe is Merlin. If correct, Evil wins.
Either side reaches 3 quest wins (Good must additionally survive the Merlin assassination), or 5 consecutive team rejections occur in one round.
Winner-only by team.
Record sides as Good and Evil; mark the winning team. Optional: per-player role tag.