Updated: Mar 12, 2022
"Where you re-enact Arthurian courtly politics."
Information updated as of 8/21/21
Avg. Retail Price - $19.99
Brand/Publisher - Indie Boards & Cards
Genre/Game Type - Bluffing Game
Number of Players - 5-10 players
Co/Op - Yes (partly)
Expansion(s) - None, but one is scheduled to release in the future
WHAT WE LIKED BEST:
We have played a number of bluffing games at our store, but this is one of our favorites. It has a nice blend between Werewolf (with the roles) and Sheriff of Nottingham (simplicity). This feels like it is perhaps among the most, if not the best balanced bluffing game in my opinion. You are getting the best of not having to manage resources, and not getting too lost in complex roles.
I like the politics at play in this game, especially, when quests finally start to fail. The bad knights can string this out for a couple of rounds to throw everyone off guard, and people at the table are encouraged to foster doubt in other players. This is done by both evil and good knights alike, whom gradually no longer know whom to trust.
This is a very decent bluffing game, if you are into that sort of thing.
HOW TO PLAY:
The GOAL for the good players is to win 3/5 quests, while the bad players must focus on at least 3/5 of quests failing OR should good win then you must choose which player is Merlin. If the bad players choose Merlin, then evil has won.
Avalon is a bluffing game in the simplest of descriptions. You must play with at least 5 players, so we will use that as a basis for example here.
The five players are dealt randomized cards where 3 are on the side of GOOD and 2 are on the side of BAD, which is depicted as "servants of Mordred". At least one of the good players MUST be Merlin for the sake of game play. The number of good and bad players scales up with the more players you add into the game with other roles being unlocked with more players, thus adding more complexity to the game.
The players at the table represent the knights of the Roundtable, and it is there job to go on quests. More to the point they must SUCCEED the most number of quests, however not all of the knights are on the side of good...some just want to see the quests fail and Camelot burn. Meanwhile, Merlin has the knowledge of which players are evil, thus he will ALWAYS choose the good knights to go on the quests in order for them to succeed.
Every round begins with one person being the "King" that chooses which knights go on the quests, and the number of knights he sends is proportional to the number of players. He passes out tokens to those he wishes to send, and then a "blind vote" is administered by all of the knights to determine if they AGREE with the King's decision. Everyone reveals their votes at the same time with voting token of sorts, and through this process is where players will find themselves debating one another.
The GOOD knights MUST always vote for the quest to succeed. The BAD knights can choose if they want the quest to succeed or not. This choice is hidden, again, by tokens that designate the outcome they wish. Typically these tokens are given to the king to reveal, or a third (neutral) person, who MUST NOT peak at who voted for what. If just ONE token is a "fail" then the quest fails.
The position of king is passed around until all 3 out of 5 quests are completed/failed. Be mindful that a failure for the knights to send or AGREE will move a specific track (marked by a bag). This can be lowered through game play, but if this MAXES out then Camelot has lost, due to a loss of confidence.
No further information as of this time.