# Avalon: Illustrated Rules and UI Guide

**Avalon** is a hidden-role contest played across five quests. Good needs three successful quests while keeping Merlin concealed. Evil can win with three failed quests or by identifying Merlin in the final assassination. Three successes do not end the match by themselves because the Assassin still gets one chance to steal it.

## Player count, roster, and quest sizes

The web game supports **5 to 8 players**. The engine chooses the role roster and quest sizes from the player count:

| Players | Good | Evil | Team size for quests 1 to 5 |
| --- | --- | --- | --- |
| 5 | Merlin, Percival, Loyal Servant | Morgana, Assassin | 2 / 3 / 2 / 3 / 3 |
| 6 | Merlin, Percival, 2 Loyal Servants | Morgana, Assassin | 2 / 3 / 4 / 3 / 4 |
| 7 | Merlin, Percival, 2 Loyal Servants | Morgana, Assassin, Oberon | 2 / 3 / 3 / 4 / 4 |
| 8 | Merlin, Percival, 3 Loyal Servants | Morgana, Assassin, Minion | 3 / 4 / 4 / 5 / 5 |

With **7 or 8 players, quest 4 needs at least two Fail cards to fail**. Every other quest fails as soon as one Fail card appears.

## Start a match

1. Open Avalon from the Party game catalog.
2. The setup page currently displays **Classic** and **Advanced Roles** selection cards. The live engine still uses the player count to build the roster shown above; those cards do not replace that roster with separate rule sets. Trust the selected player count, opening role card, and quest track.
3. Under **Players**, press one of the 5, 6, 7, or 8 number buttons.
4. Press **Enter game · drops** near the bottom. If this is your first game, enter a nickname and confirm it before the match is created.

![English Avalon setup page with game selection cards, player count, and Enter game button](/docs/game-guides/en/avalon/01-setup.webp "The current roster follows the selected player count, so choose 5 to 8 players before entering")

## Opening role and private sight

An **Only you** role card appears at the start. Tap to flip it, read your role, faction, and visible seats, then continue to the table. The private role panel remains available on the main screen.

- **Merlin** sees every evil seat, including Oberon with 7 players and the Minion with 8. Guide good without revealing that your reads come from perfect information.
- **Percival** sees the two seats occupied by Merlin and Morgana but cannot tell which is which.
- **Loyal Servant** receives no identity information and must read proposals, discussion, votes, and quest results.
- **Morgana** is evil and appears as a possible Merlin to Percival.
- **Assassin** is evil and chooses the final target after good earns three successes.
- **Oberon** appears only with 7 players. Other evil roles do not see him and he does not see them, but the current engine does reveal him to Merlin.
- **Minion** appears only with 8 players and shares ordinary evil recognition with Morgana and the Assassin.

The role panel reveals only information your role is allowed to know. Public avatars, jobs, and MBTI labels are persona details, not alignment clues.

## Read the round table

![English Avalon game screen showing the quest track, private role panel, player table, discussion feed, and action dock](/docs/game-guides/en/avalon/02-gameplay.webp "Read the quest and rejection tracks first, keep your role sight private, then act from the bottom dock")

- The **quest track** across the top contains Q1 to Q5. The number inside each disc is the required team size; its state reads Pending, Active, Success, or Failed.
- The **Good and Evil score** counts completed quest results. Reaching three failures ends the game for evil, while three successes opens the assassination.
- The **team vote track** shows the current proposal number. If proposal 5 on the same quest is rejected, evil wins immediately.
- The **round table** marks seat numbers, names, the current leader, and nominated team members. Persona details are public flavor only.
- **Your role** panel keeps your faction and private sight visible. Do not read its secret seat information aloud.
- The **table talk feed** records nominations, speeches, revealed team votes, and quest totals. Use it to compare patterns across quests.
- The **bottom action dock** changes with the phase and offers a submission only when it is your turn.

## Complete one quest in the UI

### 1. The leader nominates a team

The current leader sees **Pick N knights for quest Q**. Select eligible seats either on the table or from the seat chips in the action dock until the required count is full. You may add a short reason, then press **Confirm team**.

The button stays disabled until the exact count is selected. Tap a selected seat again to remove it. The leader is allowed to nominate themselves.

### 2. The table discusses

After the proposal, the remaining seats speak in order. On your turn, type a reason to approve, reject, trust, or question the team, then send it. Refer to earlier nominations, votes, and Fail totals instead of giving a bare yes or no.

### 3. Everyone seals a team vote

Every player must choose **Approve** or **Reject**; there is no abstention. Ballots remain sealed while the vote board shows only which seats have locked in. Once all players finish, the game reveals every approval and rejection together.

- The team passes only when approvals **outnumber** rejections.
- A tie rejects the team.
- After a rejection, leadership moves to the next seat and the same quest receives another proposal.
- Five rejected proposals on one quest give evil an immediate win.

### 4. Quest members play secret cards

Once a proposal passes, only nominated seats receive quest card controls:

- A good player can submit **Success** only.
- An evil player may choose **Success** or **Fail**, and can intentionally submit Success to stay hidden.

After submitting, the card stays face down and the board shows readiness only. When the whole team is done, the game reveals the number of Success and Fail cards, never who played each card.

### 5. Follow the quest track

The matching Q1 to Q5 disc changes to Success or Failed. If neither side has reached its ending condition, leadership rotates and the next quest begins with team building.

## Assassination and victory

- **Three failed quests:** evil wins immediately.
- **Five rejected proposals on one quest:** evil wins immediately.
- **Three successful quests:** the match enters the assassination instead of ending.
- When the Assassin acts, select the seat believed to be Merlin in the bottom panel and press **Strike**.
- Hitting Merlin gives evil the win. Missing Merlin gives good the final victory.

## What to track while deducing

1. Which seats each leader nominates and whether the same pair is repeatedly protected.
2. Who approved a team that later failed, and who rejected a team that later succeeded.
3. How many Fail cards a team produced. Two Fail cards prove that at least two evil players chose to sabotage within that team.
4. Quest 4 with 7 or 8 players still succeeds when it contains exactly one Fail card. That is the special threshold, not a UI error.
5. Merlin should provide direction while preserving plausible uncertainty. Percival can draw attention away from the real Merlin.

## Common mistakes

- The selection card title on the setup page does not change the current count-based roster. The opening role card is authoritative.
- A team vote judges the whole nominated team, not the leader in isolation.
- Good cannot submit Fail, and the UI will not offer that button.
- Quest resolution reveals only totals, so one failed quest cannot identify the exact saboteur by itself.
- Good still has to protect Merlin after the third success. The assassination settles the final winner.

## Common controls

- **How to play** reopens the short rules overlay.
- **Change name** edits your display name, and the speaker control toggles sound.
- **Exit** asks for confirmation before returning to the Avalon page.
- The ending reveals every role and the quest record. Use **Play again** for a new setup or **View recap** for the AI review.
