The Resistance :
AVALON


5 - 10 players








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The Resistance : Avalon is a game

of hidden loyalty.

Players are either Loyal Servants

of Arthur fighting for Goodness

or aligned with the Evil ways of Mordred.

Good wins the game by

successfully completing 3 Quests.

Evil wins if 3 Quests end in failure.

Evil can also win by assassinating

Merlin at game's end or

if a Quest can't be undertaken.








<Components>



- 14 character cards

(Merlin, Assassin, Percival, Mordred,

Morgana, Oberon, 5 Loyal Servants of Arthur

and 3 Minions of Mordred)


- 10 quest cards

(5 Success & 5 Failure)


- 5 team tokens


- 20 vote tokens

(10 Approve & 10 Reject)


- 5 score markers

(Blue & Red)


- 1 round marker


- 1 vote track marker


- 1 leader token


- 3 score tableaus

(one side for each player count)


- 2 loyalty cards

(Optional, for use with Lady of the Lake

and Plot Thickens cards from the Resistance)


- 1 Lady of the Lake token

(Optional)








<Set Up>



Select the tableau corresponding to

the number of players.

Place the tableau in the center

of the play area with the Score Markers,

Team tokens, and Quest cards

adjacent to the tableau.

Place the Round marker

on the tableau's 1st Quest space.

Given each player a set of 2 vote tokens.


Randomly select a Leader.

The Leader receives the Leader token.


Shuffle the appropriate number of

Good character cards and Evil character cards.

Deal one card to each player face down.

Each player secretly looks at

their assigned loyalty on their character card.


After all the players know their loyalty,

the Leader must ensure that

all the Evil players know each other

and that Merlin knows all the Evil

by repeating the following Script


Everyone close your eyes

and extend your hand into

a fist in front of you.


Minions of Mordred open your eyes

and look around so that

you know all agents of Evil.


Minions of Mordred close your eyes.


All players should have their eyes

closed and hands in a fist

in front of them.


Minions of Mordred

- extend your thumb so that

Merlin will know of you.


Merlin, open your eyes

and see the agents of Evil.


Minions of Mordred

- put your thumbs down and

re-form your hand into a fist.


Merlin, close your eyes.


All players should have their eyes

closed and hands in a fist

in front of them.


Everyone open your eyes.








<Game Progress>



The game consists of several Rounds.

Each Round has a Team Building phase

and a Quest phase.

In the Team Building phase

the Leader proposes a Team

to complete a Quest

- all the players will either

approve the proposed Team and

move to the Quest phase,

or reject the proposed Team passing

leadership to the next player

and repeating the process until

a Team is approved.

In the Quest phase those players

selected to be on the Team

will determine if the Quest is successful.



Team Building Phase


Team Assignment

: After appropriate discussion,

the Leader takes the required number

of Team Tokens and assigns

each Team Token to any player.

The Leader can be on the Team,

but is not required to be so.

Note a player may only be assgined

one Team Token.


Team Vote

: After appropriate discussion,

the Leader calls for a vote

on the Team assignments.

Each player, including the Leader,

secretly selects one Vote card.

When all players have their

selected Vote card ready,

the Leader asks for the Votes

to be revealed.

All Vote tokens are flipped over

so everyone can see how you voted.

The Team is approved if

the majority accepts.

If the Team is approved,

play continues in the Quest phase.

If the Team is rejected,

the Leader passes clockwise and

the Team building phase is repeated.


Evil wins the game if 5 Teams

are rejected in a single round.



Quest Phase


The Leader passes a set of

Quest cards to each Team member.

Each player on the Quest

selects a Quest card and plays it

face down in front of themselves.

The Leader collects and shuffles

the played Quest Cards before revealing.

The Quest is completed successfully

only if all the cards revealed

are Success cards.

The Quest fails if one(or more)

Fail cards have been played.


Indicate a successful Quest

on the tableau by placing

blue Score marker with Arthur's sigil.

A failed quest is shown by placing

a red Score marker with Mordred's sigil

on the tableau.

After the Quest has been completed

(either in success or failure),

advance the Round marker

to the next Quest space on the tableau.

The Leader passes clockwise

and the next Round begins

in Team building phase.








<How to Finish the Game>



The game ends immediately

after either three successful

or three failed Quests.

The Evil players win the game by

correctly naming which of

the Good players is Merlin.

Without revealing any Character cards,

the Evil players discuss and the player

with the Assassin character card

will name one Good player as Merlin.

If the named player is Merlin,

then Evil players win.

If the Evil players do not name

Merlin then the Good players win.








<Optional Character Cards>



Percival

: Percival is an optional Character

on the side of Good.

Percival's special power

is knowledge of Merlin

at the start of the game.

Using Percival's knowledge wisely

is key to protecting Merlin's identity.

Adding Percival into a game

will make the Good side more powerful.


Mordred

: Mordred is an optional Character

on the side of Evil.

Mordred's special power

is that his identity is not revealed

to Merlin at the start of the game.

Adding Mordred into a game

will make the Evil side more powerful.


Oberon

: Oberon is an optional Character

on the side of Evil.

Oberon's special power

is that he does not reveal himself

to the other Evil players,

nor does he gain knowledge

of the other Evil players

at the start of the game.

Oberon is not a "Minion of Mordred"

and does not open his eyes

during the reveal at the start of the game.

Adding Oberon into a game

will make the Good side more powerful.


Morgana

: Morgana is an optional Character

on the side of Evil.

Morgana's special power

is that she appears to be Merlin

- revealing herself to Percival as Merlin.

Adding Morgana into a game

will make the Evil side more powerful.








<Optional Rules>



Targeting

: The targeting varEviet

allows the players to complete

the Quests in any order

they see fit adding a level

of strategic planning into the game.


During the Team phase,

the Leader chooses both which

players to be on the Team

and which Quest the Team

will attempt to complete.

Use the included Round marker

to indicate which Quest the Leader selected.

The number of players chosen

to be on the Team must correspond

to the number required for that Quest.


The 5th Quest cannot be attempted

until at least two other Quest

have been completed successfully.


For games with 7 or more players,

the 4th Quest still requires 2 Fails

to be played in the Quest phase

to be a failed Quest.



Plot & Loyalty Cards

: The Loyalty cards are used only

if you are playing with the optional

Plot cards contained in The Resistance.

Some Plot cards require a player

to reveal their identity,

but in The Resistance : Avalon Merlin's

identity must be kept secret

if his loyalty can be revealed.

Use Loyalty cards instead of

your Character card whenever

you are subject to a Plot card

that reveals your Character card.

You must use the Loyalty card

that corresponds to the loyalty

on your Character card.

Using the wrong Loyalty card

will result in losing the game.



Lady of the Lake & Loyalty Cards

: The Lady of the Lake token

is an optional player ability.

The player with the Lady of the Lake

will be able to look at the loyalty

of another plakyer.

Unlike the other character powers,

the player that has this ability

is open information.


At the beginning of the game,

give the Lady of the Lake token

to the player on the Leader's right.

Immediately after the 2nd, 3rd,

and 4th Quest is resolved,

the player with the Lady of the Lake token

will choose one player to examine.

The player being examined will receive

the pair of Loyalty cards

and pass the card that correspond to

the loyalty of their Character card

to the Lady of the Lake.

Using the wrong Loyalty card

will result in losing the game.


The Lady of the Lake may discuss,

but cannot reveal the Loyalty card passed.

The player being examined receives

the Lady of the Lake token.

The Lady of the Lake will only

be used three times in the game.

A player that used the Lady of the Lake

cannot have the Lady used on them.