The Resistance: Avalon

2012 · Spies / Secret Agents

The Resistance: Avalon

Players take on secret roles as members of Arthur’s court, divided between loyal servants of Good and hidden agents of Evil. Over successive rounds, teams are proposed to undertake quests; players discuss, accuse, and vote to approve mission crews while hidden loyalties determine their choices. One player may secretly know the identities of some opponents and must guide the group without revealing themselves, while Evil players coordinate to sabotage quests. The game resolves through social deduction, voting, and mission outcomes across multiple rounds, with optional compatibility to combine with related sets.

Players
5–10 best 7
Playing time
30 min
Age
13+
Complexity
1.7 / 5
7.3 on Ludoyafrom $16.16Party GameMedievalTraitor GameTeam-Based GameVariable Player Powers

On Ludoya's tables

Full stats in Ludoya
1,536
Plays logged
1,077
Players
22m 31s
Average play
289
In collections
13
On wishlists
1
Pre-ordered

7.3/10

from 118 Ludoya reviews

  • Fun10.0
  • Interaction10.0
  • Replayability10.0
  • Uniqueness10.0
  • Looks10.0
  • Accessibility10.0
  • Jan Solo6.5

    Juego de roles ocultos en el que la Resistencia deberá completar al menos 3 de los 5 objetivos. Sencillo y divertido. Un clásico para grupos de 5 a 10 jugadores.

  • Mestremuten6.0

    Rating: 4/5 Production value: 2/4 Is the game in my collection/Love to have?: 0/1

  • Javo7.0

    Clásico juego de roles ocultos. Funciona muy bien a cuantos más jugadores haya. Ofrece varios personajes extras para darle más variabilidad al juego.

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

If one player plays a Fail card, does the quest automatically fail?

A quest fails if one or more Fail cards are played; only exception is the 4th Quest in games of 7+ players, which requires at least two Fail cards to fail (page 5).

What happens if the team vote is tied?

A tied vote is treated as a rejection, the Leader passes clockwise and a new team is proposed; if five Teams are rejected in a row, Evil wins (page 4).

Who sees whose loyalty during setup — what does Merlin know and do Evil players know each other?

During setup the Leader runs the reveal script so that all Evil players see each other and Merlin is shown who the Evil players are; Merlin must keep that knowledge secret (page 2).

How many players are required on each Quest for different player counts?

Team sizes are given by the chart: for 5 players: 1st–5th = 2,3,2,3,3; 6 players = 2,3,4,3,4; 7 players = 2,3,3,4,4; 8 players = 3,4,4,5,5; 9 players = 3,4,4,5,5; 10 players = 3,4,4,5,5 (page 3).

If the Good team completes three successful Quests, can Evil still win?

Yes — after three successful Quests the Assassin names one player as Merlin; if the named player is Merlin, Evil wins, otherwise Good wins (page 6).

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Game facts (players, playing time, age, credits) from BoardGameGeek.