Avalon · 5–10
The rules at this table.
Avalon is a game of hidden loyalties. Good players try to complete three missions while evil players quietly sabotage them. Even after three successes, the Assassin can turn the result by finding Merlin.
Gather 5–10 people in the same place. Everyone opens this site on their own phone. One person creates a room, shares its code or QR, and plays alongside everyone else. No cards, download or account are required.
Gather your table ↗Our recommended setup
Every game has Merlin and Assassin. The host can add Percival, Morgana, Mordred and Oberon, replacing ordinary teammates while keeping the player-count faction balance. Five-player games with Percival also require Morgana or Mordred.
Merlin sees evil players except Mordred, including Oberon. Evil teammates recognize each other except Oberon, who knows no teammates. Percival sees Merlin and, if present, Morgana without distinguishing them. Loyal Servants and the host get no extra information. In voice mode, players learn these clues during the eyes-closed opening.
| Players | Good / Evil | Team sizes (missions 1–5) | Failure votes needed |
|---|---|---|---|
| 5 | 3 / 2 | 2, 3, 2, 3, 3 | 1, 1, 1, 1, 1 |
| 6 | 4 / 2 | 2, 3, 4, 3, 4 | 1, 1, 1, 1, 1 |
| 7 | 4 / 3 | 2, 3, 3, 4, 4 | 1, 1, 1, 2, 1 |
| 8 | 5 / 3 | 3, 4, 4, 5, 5 | 1, 1, 1, 2, 1 |
| 9 | 6 / 3 | 3, 4, 4, 5, 5 | 1, 1, 1, 2, 1 |
| 10 | 6 / 4 | 3, 4, 4, 5, 5 | 1, 1, 1, 2, 1 |
A mission, step by step
1. Propose a team
The leader chooses exactly the required number of different players, optionally including themselves. The first leader is random. Discuss face to face before the leader submits the team.
2. Vote on the team
Everyone privately votes approve or reject, once. A strict majority approves; a tie rejects. Only aggregate totals are revealed after everyone votes. On rejection, the next seat becomes leader and proposes again for the same mission. Five consecutive rejections immediately give evil the win. Approval resets that counter.
3. Complete the mission
Only the selected players submit a mission choice. Good players must choose success. Evil players may choose success or fail. Choices cannot be changed after submission. The mission fails when failure votes reach the threshold in the table. Only the total number of failures is shown, never who submitted them.
4. Reveal and continue
The result displays for five seconds before the server advances. If neither side has three mission outcomes, the next seat leads the next mission. For seven or more players, mission four requires two failure votes; all other missions require one.
5. The final accusation
Three failed missions give evil victory. Three successful missions allow the Assassin one final choice among the players they know to be good. Finding Merlin gives evil victory; otherwise good wins. There are no automatic choices or decision timeouts.
Paused, disconnected, or ready for another?
Refresh or reconnect in the same browser to recover your seat and role. Your cookie is your guest credential: a room code or nickname alone cannot recover it. The host may pause, resume, transfer control to an online player, or end the game without a winner. After the host is offline for 90 seconds, the earliest online seat may take over. An inactive game ends after 24 hours without progress. A rematch returns everyone to the lobby, clears readiness, and deals a fresh game only after everyone confirms.
What becomes public?
During play, only your own role and permitted knowledge reach your device. A completed game reveals all roles, the winning side, team vote totals and mission summaries. Individual votes and mission choices remain private even after completion. An ended game has no winner and does not reveal roles.
About Avalon →An independent phone companion using the recommended rules described here. No official affiliation is implied.