Avalon Mission & Assassination Rules: Success, Fails and Merlin

Avalon has two different Evil victory routes: fail three missions, or correctly assassinate Merlin after Good completes three successful missions.

Team vote needs majority approval

After the leader proposes the required mission team, all players vote simultaneously. If the team receives the required majority approval, the mission proceeds. Otherwise the leader marker moves and another team is proposed.

Five rejected proposals gives Evil an immediate victory

If five consecutive team proposals are rejected for the same mission, Evil wins without a mission being attempted.

Good must submit Success

A Good player on a mission has no choice: they submit Success. Evil players may submit either Success or Fail.

One Fail normally causes mission failure

For most missions, at least one revealed Fail card makes the mission fail. Mission cards are shuffled before revealing so the individual saboteur remains unknown.

Mission 4 at 7+ players needs two Fails

At seven or more players, the fourth mission only fails if at least two Fail cards are submitted. A single Fail still produces a successful mission but provides important information.

Three mission failures ends the game for Evil

As soon as the third mission fails, Evil wins. There is no Merlin assassination phase because Good never reached three successful missions.

Three successes triggers the Assassin

After Good’s third successful mission, Evil reveals and the Assassin chooses the player they believe is Merlin. If correct, Evil steals the victory; if incorrect, Good wins.

Optional roles modify information, not the core mission race

Mordred, Morgana, Percival and Oberon change who knows whom, but the standard race to three missions and final assassination structure remains unless a variant explicitly says otherwise.

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