The Resistance: Avalon
Arthurian hidden loyalties, where Good can win the missions and still lose to the Assassin.
What it is
A hidden-role game for 5 to 10, perfect for groups who like long looks and short accusations. Arthur's loyal servants send teams on missions while Mordred's minions, who know each other, sabotage from inside, and the first side to three wins. Merlin knows the traitors but cannot say so, and if his identity is discovered all is lost. It stands alone, and it can be combined with The Resistance.
What we love
- Merlin gives Good real information and a real risk
- Optional roles like Percival, Morgana and Mordred add layers
- The group votes on every team, so everyone talks every round
Honest trade-offs
- Needs at least five people
- Accusation-heavy talk can sting in a sensitive group
- Merlin and Morgana appear as characters from legend, though there is no ritual in play
AI summary of player sentiment
Across the tables we polled, players consistently praise the game's approachability and pacing. The most common complaint is needs at least five people.
This summary is regenerated from new reviews each week. Astra will wire the generation job to the Vercel Cron detailed in the handoff doc.
Content advisory
Combat is central but abstract; no graphic depiction.
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