
Avalon is a game of social deception in the spirit of Werewolf. The game includes 5 - 10 players, and the rules vary slightly according to how many are playing:
Order of Battle
- 5: 3 good, 2 evil
- 6: 4 good, 2 evil
- 7: 4 good, 3 evil
- 8: 5 good, 3 evil
- 9: 6 good, 3 evil
- 10: 6 good, 4 evil
- Good: Three successful quests AND keep Merlin hidden
- Bad: Three failed quests OR five failed votes in a row OR find Merlin to thwart Good victory
- Players start in a random order.
- The first player on the list is the first Leader. The role of Leader moves from person to person in a cycle with no variation.
- Players receive randomly-assigned roles.
- The last player on the list is the first Lady of the Lake. The role of Lady of the Lake moves twice according to rules explained below.
- Normals: Loyal Servant (Good); Minion of Mordred (Evil)
- Specials (Good): Merlin, Percival
- Specials (Evil): Assassin, Morgana, Mordred, Oberon
The Loop
A: The Team-Building Phase
A.1. The current Leader nominates a certain number of people to form a questing party. The number required for the quest is shown on the progress placard:

For example, when the 10 player placard (shown) is used, the first quest requires a party of 3, the second and third quests require 4, and the fourth and fifth quests require 5.
The Leader nominates party members by using the [accuse tag on the username of every nominee. The Leader need not include himself in the party.
A.2. All players vote on whether to ACCEPT or REJECT the party the Leader has nominated. Voting is by PM to the Moderator. When all votes have been received, or when a suitable time has passed, the Moderator announces the results of the vote by posting each player's name and vote. The questing party is ACCEPTED only on a majority vote; the people REJECT the party on a tie or less.
A.3. If the questing party vote fails, the failed vote count (which starts at 0) increases by 1 and The Loop starts over with a new Team-Building Phase. Five vote failures in a row result in an immediate Evil victory. If the question vote succeeds, the failed vote count is set to 0 and the phase B of The Loop ensues.
B: The Quest Phase
B.1. The members of the Quest vote secretly on whether the Quest succeeds or fails. A single FAILURE vote sabotages the quest. Since members of the Good team must always vote for SUCCESS, the Good players do not have to take action at this point. If the quest party includes a member of the Evil team, the Evil player(s) may either do nothing (resulting in an automatic FAILURE vote after 24 hours) or (preferably!) PM the Moderator to register a SUCCESS or FAILURE vote sooner than that.
B.2. After a designated time (24 hours from the moment the questing party is finalized) has passed, the Moderator will announce how many SUCCESS votes and how many FAILURE votes occurred. (If all quest party members passively accept the defaults, then the vote count will match their alignments). The Moderator will not reveal who voted which way. A Quest fails if the FAILURE count is greater than 0 (except on the 4th Quest, which fails only if the FAILURE count is greater than 1).
B.3. If the quest FAILS, then a RED marker is placed on the progress placard; if the quest SUCCEEDS, then a BLUE marker is placed on the progress placard. If 3 RED markers are achieved, Evil wins. If 3 BLUE markers are achieved, then the ASSASSIN may (after consultation with teammates) attempt to kill (i.e., guess which player is) Merlin. A correct guess results in Evil victory; an incorrect guess results in Good victory.
B.4. If the game does not end in step B.3, then The Loop starts over for the next Leader and Quest.