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Avalon Rules

Avalon | 5-10 players | ~30 min

Overview

Avalon is a hidden-role social deduction game for 5-10 players. Good must use Merlin's secret knowledge to identify Evil while keeping Merlin hidden, and Evil must either sabotage missions or unmask Merlin to steal the win in the final assassination.

Roles (simplified MVP)

  • Merlin (Good): Sees every Evil player at game start. If their identity is exposed, Evil can assassinate them at the end and win.
  • Assassin (Evil): After Good wins 3 missions, takes one guess at Merlin - correct guess wins for Evil.
  • Loyal Servants / Minions: No special abilities. Minions of Mordred know each other.
  • Extension roles such as Mordred, Percival, and Morgana are not supported in this implementation.

Round flow

  1. The leader (rotating clockwise) proposes N mission members. (For 5 players: 2/3/2/3/3 across the rounds.)
  2. All players vote yes or no. A majority approves the mission; otherwise leadership rotates and the rejection counter increases by 1.
  3. After 5 consecutive rejections, Evil wins immediately.
  4. Mission members secretly play a Success or Fail card. Even one Fail card makes the mission fail.
  5. Good players are always required to play Success.

Winning condition

  • 3 mission successes: Good is the provisional winner - the Assassin then guesses Merlin. Correct guess wins for Evil, wrong guess wins for Good.
  • 3 mission failures: Evil wins immediately.
  • 5 consecutive team rejections: Evil wins immediately.

Implementation simplifications

  • Special roles limited to Merlin and Assassin (Mordred, Percival, etc. are unsupported).
  • The 4th mission's 2-Fail rule is not applied (all missions require only 1 Fail).
  • Clients only show your own role plus Merlin's view of Evil or Evil's view of teammates. Full role info is revealed after the game ends.

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This is a fan-made implementation for learning purposes, not affiliated with the original publishers.