cunlema board game rules assistant 中文

The Resistance: Avalon

At a glance

Players
5–10 players
Play time
30 min
Chinese title
抵抗组织:阿瓦隆
Published
2012
BGG rank
#86
BGG rating
7.36
Gstone rating
7.64
Complexity
BGG weight 4 / 10
Chinese rules
Available on cunlema
Card data
card images

Rules overview

English version of our rules overview, translated from the Chinese original (cunlema). The Chinese page is the source of record.

Game Overview

In Avalon, set against the backdrop of King Arthur's legend, players are divided into two major factions: loyal servants of Arthur (the righteous side) and minions of Mordred (the evil side). Players engage in a game of hidden identities, deception, and logical deduction. The righteous side wins by successfully completing three quests, while the evil side wins by causing three quests to fail, forcing five consecutive votes to fail, or assassinating Merlin at the end of the game.

Core Mechanisms: Hidden identities, social deduction, majority voting, and team building


1. Game Components

Component Quantity
Character Cards 14 cards (Merlin, Assassin, Percival, Mordred, Morgana, Oberon, 5 Arthurian Loyal Servants, 3 Mordred Minions)
Quest Cards 10 cards (5 Success cards, 5 Failure cards)
Team Tokens 5 tokens
Vote Tokens 20 tokens (10 for approval, 10 for disapproval)
Score Markers 5 markers (blue for the Good side, red for the Evil side)
Round Marker 1 marker
Vote Track Marker 1 marker
Leader Token 1 token
Score Tableaus 3 boards (front and back sides correspond to different player numbers)
Loyalty Cards 2 cards (optional, used with the Lady of the Lake and The Resistance storyline cards)
Lady of the Lake Token 1 token (optional)

2. Setup

2.1 Board and Component Placement

  • Choose the scoring board corresponding to the number of players and place it in the center of the play area.
  • Place the scoring markers, team markers, and mission cards next to the board.
  • Put the round marker on the first mission space of the board.
  • Give each player a set of two voting tokens (one for yes, one for no).

2.2 Faction Assignment

Randomly select a starting leader, who receives the leader token. Determine the number of players on the Good side and Evil side based on the total number of players:

Number of Players 5 6 7 8 9 10
Good Side 3 4 4 5 6 6
Evil Side 2 2 3 3 3 4

Shuffle the corresponding number of Good character cards (one is Merlin, the rest are "Arthur's Loyal Servants") and Evil character cards (one is the Assassin, the rest are "Mordred's Minions"), then secretly draw one card for each player. Each player secretly examines their own character card.

2.3 Night Revelation Phase

After all players have confirmed their identities, the leader guides the following process to allow the Evil side to confirm each other and enable Merlin to identify the Evil players:

  1. "Everyone closes their eyes and makes a fist."
  2. "Mordred's minions open their eyes and confirm their identities with each other."
  3. "The minions close their eyes."
  4. "Everyone closes their eyes and makes a fist again."
  5. "The minions raise their thumbs so Merlin can identify you."
  6. "Merlin opens his eyes and confirms the identities of the Evil players."
  7. "The minions lower their thumbs and make fists again."
  8. "Merlin closes his eyes."
  9. "Everyone closes their eyes and makes a fist."
  10. "Everyone opens their eyes."

3. Gameplay

The game consists of several rounds, each containing a team-formation phase and a mission phase. The round markers advance sequentially, and the leader token is passed clockwise.


4. Team Formation Phase

4.1 Team Assignment

After thorough discussion, the leader takes team tokens according to the number of players required for the current mission and assigns each token to any player (including the leader themselves). Each player may be assigned at most one team token.

The number of team members required for each mission is as follows (corresponding to the numbers on the scoring panel):

Number of Players 5 6 7 8 9 10
Mission 1 2 2 2 3 3 3
Mission 2 3 3 3 4 4 4
Mission 3 2 4 3 4 4 4
Mission 4 3 3 4 5 5 5
Mission 5 3 4 4 5 5 5

4.2 Team Voting

After the discussion concludes, the leader initiates a vote. Each player (including the leader) secretly selects a voting card; once everyone is ready, they reveal their cards simultaneously.

  • Majority in favor: The team passes and proceeds to the mission phase.
  • Majority against or tie: The team is rejected; the leader token is passed clockwise, and team formation restarts.
  • Five consecutive rejections: The Evil faction wins immediately.

5. Mission Phase

5.1 Execute Missions

The leader deals a set of mission cards to each team member. Each player secretly selects one mission card and places it face down in front of them; the leader then collects and shuffles these cards before revealing them.

  • Loyal players must choose a success card.
  • Rebel players may choose either a success card or a failure card.

5.2 Mission Outcome

  • Mission Success: All revealed mission cards are success cards.
  • Mission Failure: At least one failure card is revealed.

Special Rule: In games with 7 or more players, only the fourth mission (and no other) requires at least two failure cards to be declared a failure.

5.3 Scoring & Progression

  • Mission Success: Place a blue scoring marker (Arthur's Seal) on the board.
  • Mission Failure: Place a red scoring marker (Mordred's Seal) on the board.
  • Advance the round marker to the next mission space.
  • Pass the leader token clockwise to begin the next round.

6. End of the Game and Assassinating Merlin

6.1 Victory Conditions

  • Evil Side Wins: Three missions fail, or five consecutive votes are rejected.
  • Good Side Wins: Three missions succeed and Merlin is not assassinated.

6.2 Assassinating Merlin

If all three missions succeed, the Evil Side gets one final chance—to assassinate Merlin. After discussion among the Evil players, the player holding the Assassin Role Card identifies a Good player as Merlin. If the identification is correct, the Evil Side wins; if incorrect, the Good Side wins.


7. Optional Characters

Optional character cards can be freely combined into the game; it's recommended to add one at a time first, then adjust the combination once you're familiar with them. In most cases, Merlin is used, but it's not mandatory.

7.1 Percival (The Resistance: Avalon)

At the start of the game, you know who Merlin is. Make good use of this information to protect Merlin's identity. Adding Percival strengthens the righteous side. When using Percival in a 5-player game, you must also include either Mordred or Morgana.

7.2 Mordred (The Resistance: Avalon)

Merlin cannot identify Mordred's identity at the beginning of the game. Adding Mordred strengthens the evil side.

7.3 Oberon (The Resistance: Avalon)

Oberon does not reveal his identity to other evil players, nor does he learn the identities of other evil players. During the night reveal phase, Oberon keeps his eyes closed. Adding Oberon strengthens the righteous side.

7.4 Morgana (The Resistance: Avalon)

To Percival, Morgana appears just like Merlin—Percival sees both Merlin and Morgana simultaneously, but cannot tell which one is the real Merlin. Adding Morgana strengthens the evil side.

7.5 Night Reveal Procedure When All Optional Characters Are Included

When any combination of Percival, Mordred, Oberon, and Morgana is added, use the following reveal script:

  1. "Everyone closes their eyes and makes a fist."
  2. "Mordred's minions (excluding Oberon) open their eyes and confirm each other's identities."
  3. "The minions close their eyes."
  4. "Everyone closes their eyes and makes a fist again."
  5. "The minions (excluding Mordred himself) raise their thumbs so Merlin can identify them."
  6. "Merlin opens his eyes and confirms the identities of the evil players."
  7. "The minions lower their thumbs and make fists again."
  8. "Merlin closes his eyes."
  9. "Everyone closes their eyes and makes a fist."
  10. "Merlin and Morgana raise their thumbs so Percival can identify them."
  11. "Percival opens his eyes and confirms Merlin and Morgana."
  12. "Merlin and Morgana lower their thumbs and make fists again."
  13. "Percival closes his eyes."
  14. "Everyone closes their eyes and makes a fist."
  15. "Everyone opens their eyes."

8. Optional Rules

8.1 Free Targeting

Players may complete tasks in any order, adding another layer of strategic planning.

  • During the team-building phase, the leader simultaneously selects both team members and the task to attempt, marking the chosen task with a round marker.
  • The number of team members must meet the task's required count.
  • Once a task has been attempted, it cannot be tried again.
  • The fifth task can only be attempted after at least two other tasks have been successfully completed.
  • In games with seven or more players, the fourth task still fails only if two failure cards are drawn.

8.2 Lady of the Lake

An optional player ability; the holder's identity is public information.

How to Use:
- At the start of the game, pass the Lady of the Lake token to the player on the leader's right.
- After the second, third, and fourth tasks have been resolved, the holder chooses one player to inspect.
- The inspected player receives a pair of faction cards and hands over the card corresponding to their own faction to the inspector.
- The inspector may discuss but may not reveal the faction cards received.
- The inspected player then takes back the Lady of the Lake token.
- This ability is used three times per game.
- A player who has already used the Lady of the Lake cannot be inspected again.

Note: The Lady of the Lake is best suited for games with seven or more players. Adding this ability strengthens the righteous side.


Key Rules & FAQ

Commonly Misplayed Rules

  1. Character cards must not be revealed: At no time may character cards be flipped over or their artwork discussed.
  2. Voting is secret and simultaneous: All players choose their votes at once, then reveal them together—do not check others' votes before deciding.
  3. Tie votes count as rejection: There is no re-vote; instead, the vote is immediately rejected, and leadership passes to the next player.
  4. Five consecutive rejections mean immediate victory for the Evil side: This is an independent win condition separate from mission failure.
  5. The Good side must play a success card: Only the Evil side can choose to play a success or failure card.
  6. The double-failure rule for the fourth mission applies only in games with 7 or more players: In 5–6-player games, one failure on the fourth mission results in failure.
  7. When assassinating Merlin, the assassin makes the final identification: After the Evil side discusses, the holder of the Assassin role card makes the ultimate determination.
  8. Obéron does not open his eyes during the Night phase: He does not participate in the Evil side's mutual confirmation process.
  9. Mordred remains invisible to Merlin: Merlin cannot see Mordred, but Mordred can see all other Evil members.
  10. Percival sees both Merlin and Morgana: He must independently determine who is the real Merlin.

Frequently Asked Questions

  • Q: Must the Leader undertake a mission?
    A: No, it is not mandatory—the Leader may choose whether to join the team.

  • Q: Can the Evil side deliberately play a success card?
    A: Yes, the Evil side can choose to play either a success or failure card.

  • Q: How are five consecutive rejections calculated?
    A: If five votes are rejected in the same round (including ties), the Evil side wins immediately, without waiting for the mission outcome.

  • Q: In a 7-player game, how many failure cards are needed for the fourth mission to fail?
    A: At least two failure cards are required. For other missions, regardless of the number of players, one failure results in failure.

  • Q: When Percival and Morgana are both present, what does Percival see?
    A: Percival sees two figures giving him thumbs-up (Merlin and Morgana), but he cannot tell which one is the real Merlin.

  • Q: After using the Lady of the Lake's verification, can one lie?
    A: The verifier may make any verbal statement—including lies—but must not reveal the faction card received.

  • Q: How should optional character cards be combined?
    A: They can be freely mixed and matched. We recommend adding one card at a time to gradually become familiar with different combinations, as each setup affects the difficulty for both the Good and Evil sides differently.

Rules Q&A

Questions below are real questions players asked cunlema about this game; answers are ours, translated into English.

I've got Mordred's minions—how should I play them?

Conclusion

The rulebook does not contain a dedicated section on how to play or tips specifically for the role of "Minion of Mordred." It only specifies your identity, the freedom of action you have, and one general strategic tip. Below, I separate what the original text supports from what it does not.

1. What you definitely know (about the role itself)

  • You are on the evil side, and you can recognize your fellow evil teammates: during the night reveal, "Minions of Mordred" open their eyes and acknowledge each other. The exception is Oberon—he is not a Minion of Mordred, does not open his eyes, and you will not know him.
  • You are not the Assassin. In the entire game, only the evil player who holds the Assassin card is responsible for the final identification of Merlin.
  • Role cards may never be revealed at any time, nor may the artwork on the card be discussed.

2. The evil side's overall victory conditions (your objective)

One of three: three quests fail; or five teams are rejected consecutively in the same round (a tied vote also counts as a rejection); or after all three quests succeed, the Assassin successfully identifies Merlin.

3. What you can actually do in each phase

Team-building and voting phase
- The original rules allow anyone to make any claim at any time; discussion, deception, accusations, and logical reasoning are all equally important. In other words, you may speak freely, you may lie, and you may drive the narrative.
- Votes are cast secretly and revealed simultaneously; a tie is treated as a rejection, and the leadership passes to the next player.

… (condensed here; full text on the cunleme Chinese page)

Is the board Assassin Morgana?

Clear Conclusion: In this setup (with the Evil side consisting of the Assassin + Morgana), Percival is an optional character for the Good side, and at the start of the game, he knows who Merlin is. However, because Morgana is present, during the night phase he sees both "Merlin and Morgana" giving thumbs-up, yet he cannot distinguish which one is the real Merlin. The rulebook provides only a general guideline on how to play, without offering specific strategies.

Percival's Abilities and Conditions
- Faction: Good side; optional character card.
- Ability: At the start of the game, he knows who Merlin is.
- Player Limit: In a 5-player game, when using Percival, you must also include either Mordred or Morgana. Since your setup includes Morgana, this prerequisite is satisfied.

What He Sees During the Night Phase in This Setup
During the night reveal phase, the relevant actions involving Percival are:
- Merlin and Morgana give thumbs-up, prompting Percival to identify them;
- Percival opens his eyes to confirm Merlin and Morgana;
- Merlin and Morgana lower their thumbs and clench their fists again;
- Percival closes his eyes.

In other words, Percival sees the individuals who raise their thumbs toward him. Because Morgana's ability causes her to appear as Merlin in Percival's eyes, in this setup Percival will see two people and be unable to tell which one is the true Merlin.

Exceptions and Related Points
- Morgana's Interference: If Morgana were absent, Percival would essentially know Merlin directly; with Morgana present, he must rely on statements and behavior to make his own judgment.
- Mordred: Not included in your setup, so it does not affect the information that Merlin cannot see Mordred.
- The Assassin's Role: After all three tasks have been successfully completed, the Evil side discusses and selects one Good player as Merlin based on the identity card held by the Assassin. If the correct choice is made, the Evil side wins; otherwise, the Good side wins. This is precisely the endgame risk that Percival must guard against.

… (condensed here; full text on the cunleme Chinese page)

But during the assassination phase, doesn't the assassin have to reveal their identity?

Conclusion: During the assassination phase, Oberon neither needs to reveal his identity nor is he allowed to do so. The rules explicitly do not include a step where "the assassination phase requires flipping over character cards to reveal identities," so there is no basis for the claim that "if the assassin reveals their identity, Oberon must follow suit."

Specific procedures and conditions:

  • The assassination process itself does not involve flipping cards. After all three tasks have been successfully completed, the evil side gets one final opportunity: without revealing any character cards, they engage in discussion, during which the player holding the Assassin card verbally identifies a player from the good side as Merlin. If the identification is correct, the evil side wins; if incorrect, the good side wins. The Assassin exercises only the verbal act of "identification," rather than proving their identity by flipping over a character card.
  • "Who the Assassin is" was already determined during the opening night phase. At that reveal, the evil players confirmed each other's identities (with the exception of Oberon), so during the assassination discussion, the evil side already knew who the Assassin was and had no need to reveal their card at this stage.
  • Character cards may never be flipped open at any time. The rules clearly stipulate that under no circumstances may a player's character card be turned over, nor may the design on the card be discussed. This rule applies to all players, including both the Assassin and Oberon.
  • Oberon's special rule only applies to the initial night-time reveal. Although Oberon belongs to the evil side, he does not disclose his identity to other evil players, nor does he learn the identities of the others; therefore, during the opening reveal, he keeps his eyes closed and is not considered part of the group labeled "Mordred's minions." The rules do not extend this provision to the assassination phase, nor do they grant him an exception requiring him to reveal his identity.
  • Exceptions/Unaddressed Areas: The rulebook contains no provisions mandating—or even permitting—the revelation of character

… (condensed here; full text on the cunleme Chinese page)

What are the abilities of Merlin and Percival in the Good Guys faction?

The skills of Merlin and Percival in the Good Guys' camp are as follows:

Merlin
- Faction: The Justice Side (Good Guys). Merlin is a basic essential character; all games will use him—the core roles are Merlin and the Assassin, with optional additions including Percival, Mordred, Oberon, and Morgana.
- Skill: Merlin knows the identities of all Evil-Side members. During the night reveal phase at the start of the game, minions raise their thumbs to allow Merlin to identify them, thereby revealing who the Evil-Side players are.
- Key Usage Restrictions: Merlin may only convey his knowledge through riddles or veiled hints. The original text emphasizes that he "may only discuss this matter in riddle form"; once his true identity is exposed, the Good Guys lose entirely.
- Exceptions to Skill Weakening: If Mordred is included, Merlin cannot see Mordred at the beginning of the game; if Oberon is added, Oberon does not reveal himself to Merlin. In other words, Merlin sees all Evil-Side members except Mordred and Oberon.

Percival
- Faction: An optional role for the Justice Side.
- Skill: At the start of the game, Percival already knows who Merlin is. The original text explicitly states that wisely using the information Percival possesses is key to protecting Merlin's identity.
- Balance Impact: Adding Percival makes the Good Guys stronger and increases their chances of winning.
- Pairing Restrictions (Conditions): When using Percival in a 5-player game, you must also include either Mordred or Morgana.
- Exception Regarding Interaction with Morgana: Morgana's skill causes her to appear as Merlin in Percival's eyes. Therefore, during the night reveal, the command is: "Merlin and Morgana raise their thumbs for Percival to identify." When Morgana is present, Percival will see both Merlin and Morgana simultaneously—the original text does not specify whether he can distinguish which one is the real Merlin, leaving it up to his own judgment.

… (condensed here; full text on the cunleme Chinese page)

Does Oberon need to reveal his identity during the assassination phase?

Conclusion: No, it's not necessary. During the assassination phase, Oberon neither reveals nor is required to reveal his identity—because the assassination round doesn't involve flipping over any character cards at all.

Conditions and Exceptions:

  • The assassination of Merlin itself does not require flipping cards. After all three tasks have been successfully completed, the evil side gets one final chance: they discuss without revealing any character cards, and the player holding the Assassin card verbally identifies a player from the good side as Merlin. If the identification is correct, the evil side wins; if incorrect, the good side wins. There is no "revealing identities" step in this entire process.
  • Character cards must never be flipped throughout the game. The rules explicitly state that players may not reveal their character cards or discuss the images on them at any time. Therefore, not only Oberon but every character remains hidden during the assassination phase—no one can flip their card to prove their identity. The only thing the evil side needs to clarify is "who will make the final identification," which falls to the holder of the Assassin card.
  • Oberon's special rule applies only during the night reveal phase. Although Oberon belongs to the evil side, he does not disclose his identity to other evil players nor learn the identities of others. Consequently, during the initial reveal, he keeps his eyes closed and is not counted among "Mordred's minions." This rule does not extend to the assassination phase, nor does it impose any obligation on Oberon to reveal his identity.
  • Is there a specific provision for what happens to Oberon during the assassination phase? The rulebook contains no separate clause addressing Oberon's situation in this stage; instead, the general rule applies: do not reveal character cards, and let the Assassin make the final identification verbally.

Thus, in practice: Oberon keeps his identity concealed, discusses with his fellow evil players (within his reach), and then leaves the final identification to the Assassin holder—without needing or being allowed to reveal his card.

… (condensed here; full text on the cunleme Chinese page)

What's the difference between Morgana and Modric?

First, let me clarify: there is no character named "Modric" in the rulebook. The only optional characters for the Evil side in this game are Mordred, Morgana, and Oberon. If you're referring to "Modric," it's likely a typo for Mordred—in which case, here's how they differ; if it truly is another name, we couldn't find that character in the original rulebook text.

Mordred
- Faction: An optional character for the Evil side.
- Ability: His identity is not revealed to Merlin at the start of the game.
- During the Night Revelation phase, "Mordred's minions (excluding Mordred himself) raise their thumbs, allowing Merlin to identify them"—so Mordred isn't counted among the Evil players Merlin sees.
- Balance Impact: Adding him makes the Evil side stronger and increases their chances of winning.

Morgana
- Faction: An optional character for the Evil side.
- Ability: She appears to Percival as Merlin.
- The Night Revelation command is "Merlin and Morgana raise their thumbs, letting Percival identify them," so Percival will see both Merlin and Morgana simultaneously. The rulebook doesn't specify whether he can tell who's the real Merlin.
- Balance Impact: Adding her makes the Evil side stronger and increases their chances of winning.

Core Differences
| | Mordred | Morgana |
|---|---|---|
| Target | Merlin | Percival |
| Ability Effect | Hides from Merlin; Merlin cannot see him | Pretends to be Merlin before Percival; confuses him |
| Direction of Effect | Weakens Merlin's intelligence | Disrupts Percival's intelligence |
| Faction/Optional Status | Optional Evil character | Optional Evil character |

In a nutshell: Mordred "hides himself from Merlin," while Morgana "poses as Merlin in front of Percival."

As for whether these two characters have any other abilities, we couldn't find any mention of them in the rulebook.

This information is for reference only; in case of conflict, please refer to the official rulebook and consult experienced players.

Avalon, isn't speaking just a free-for-all when it comes to village rules?

Conclusion: This is not a village rule. Free speech and making declarations at will are themselves part of The Resistance: Avalon's official rules.

Specifically, the rulebook states:

  • At any point during the game, players may make any declaration they wish. Discussion, deception, accusation, and logical reasoning are all listed as equally important tools for either the righteous side to win or the evil side to gain an advantage.
  • During the Team Building Phase, the process itself requires that "after thorough discussion," the leader assigns team markers before calling for a vote; the text even explicitly says, "Discuss, Discuss, Discuss," urging all players to participate in discussions to help the leader choose the right candidates.
  • Similarly, the voting phase also takes place only after "thorough discussion," with the leader convening the vote afterward.

Thus, "free speaking, mutual discussion, and even lying" are integral parts of the game's core mechanisms (hidden identities + social deduction), and the official rules actively encourage such communication.

The only real constraints are these few exceptions:

  1. Character cards must never be revealed, nor may players discuss the character illustrations on the cards. This is explicitly prohibited by the rules.
  2. Voting is conducted secretly, with ballots revealed simultaneously: After everyone has selected their vote card, the leader instructs all players to reveal their choices at once—players cannot peek at others' votes before deciding.
  3. The Lady of the Lake, as the verifier, may discuss and lie, but she may not show the faction cards she has received.

In other words: "Freedom of speech" is built into the rules themselves, while "no revealing cards, no discussing card artwork" constitutes the actual restrictions. Free speech does not count as a village rule. As for specific procedural details like the length of speeches, order of speaking, or whether players must take turns, these are not stipulated in the rulebook and remain matters for players to agree upon among themselves.

… (condensed here; full text on the cunleme Chinese page)

Can Oberon speak when identifying Merlin during discussion?

Conclusion: The rulebook contains no provision prohibiting Oberon from speaking during the "identify Merlin" discussion phase; according to the original text, the assassination phase is discussed by the evil players, and Oberon belongs to the evil faction, so he may participate in the discussion and speak.

Conditions and Clarifications:

  • The original assassination procedure is as follows: after all three tasks have been successfully completed, the evil players engage in a discussion, after which the player holding the Assassin role card identifies one of the good players as Merlin. The original text does not impose any separate restriction on Oberon preventing him from speaking.
  • The original text only limits Oberon's special ability to the initial night reveal phase: he neither reveals himself to other evil players nor learns the identities of the other evil players, so he keeps his eyes closed during this phase. This limitation does not explicitly extend to later discussion phases in the game.
  • There is also a general rule in the original text stating that players may make any statement at any point during the game.
  • A practical difference (an informational one, not a restriction on speaking rights): Since Oberon does not know who the other evil players are at the start, he typically lacks the information needed to confirm each other's identities during discussions, which may lead to discrepancies in his judgments compared to other evil minions. This is a matter of information disparity, not a ban on speaking.

The rulebook does not contain a specific entry addressing whether "Oberon can speak during the discussion about assassinating Merlin"; nor does it include any additional speaking restrictions imposed on Oberon during the assassination phase.

This content is for reference only; in case of conflict, please refer to the official rulebook and advice from experienced players.

Who can assassinate Merlin?

Conclusion: The player holding the "Assassin" character card identifies Merlin.

Specific procedure:

  • Trigger Condition: Once all three tasks have been successfully completed, the evil side gets one final chance to win—by correctly identifying which among the good side is Merlin.
  • Discussion Phase: Without revealing any character cards, the evil players first discuss collectively who might be Merlin.
  • Final Identification: After discussion, the player holding the Assassin character card points to one good-side player, declaring them to be Merlin.
  • Outcome: If the identified player is indeed Merlin, the evil side wins; if not, the assassination fails and the good side wins.

Conditions and Exceptions:

  • The Assassin is a base character; the rulebook explicitly states that the Assassin and Merlin are used in all games (they are not optional characters). Optional characters include Percival, Mordred, Oberon, and Morgana.
  • The assassination opportunity arises only when all three tasks have been completed successfully; if the evil side has already failed at all three tasks or won through five consecutive veto votes, the game ends immediately, and no assassination phase takes place.
  • During the identification phase, the evil side engages in collective discussion, but the final identification is made by the player holding the Assassin character card.

As for more detailed procedures—such as whether only the Assassin can speak or whether other evil players can make the identification—the rulebook does not provide explicit guidance.

What is Pasquier doing?

Conclusion: Percival is an optional character for the Good side, and his special ability is that he knows who Merlin is at the start of the game.

Detailed explanation:

  • Faction: An optional character for the Good side (optional character cards can be combined in any way).
  • Ability: At the beginning of the game, he already knows Merlin's identity. Skillfully using this information to protect Merlin from being exposed is Percival's key role.
  • Balance Impact: Adding Percival makes the Good side stronger and increases their chances of winning.
  • Conditions: When playing with five players, Percival must be paired with either Mordred or Morgana.
  • Interaction with Morgana: Morgana's ability is "to appear as Merlin in Percival's eyes." Therefore, during the night reveal phase, the command is: "Merlin and Morgana give a thumbs-up so Percival can identify them," and "Percival opens his eyes to recognize both Merlin and Morgana." When Morgana is present, Percival sees both Merlin and Morgana simultaneously; the original text does not specify whether he can distinguish which one is the real Merlin.

Apart from the above, no other abilities of Percival are mentioned in the official rulebook.

This content is for reference only; in case of conflict, please refer to the rulebook and advice from experienced players.

Rules, cards and Q&A (Chinese)

The rules, card data and player questions for this game are written in Chinese. Open the Chinese page to read them.

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Where to find full rules

Full rules and card lookup are available in the cunlema app at cunlema.cn — pick this game and ask about any rule, card or turn you are unsure about.