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The Resistance: Avalon
A 30-minute lie detector test where everyone's the suspect.
Designed by Don Eskridge · 2012
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If you've got five or more chatty people who love arguing, this is one of the best social deduction games ever made. The right table makes it unforgettable.
Best for: Big, talkative groups who love accusing each other
What it is
Here's the setup. A handful of you are loyal servants of Arthur, a couple are spies for Mordred, and over five missions the good team tries to pass three quests while evil tries to sabotage them. Nobody dies, nobody sits out. You just talk, argue, and lie. The twist that makes it sing is Merlin: one good player secretly knows who the bad guys are but can't say so outright, because if evil's Assassin guesses Merlin at the end, evil steals the win.
The catch
That Merlin layer is the whole magic, and it's also where it can hurt. Players consistently say the same thing: this game lives or dies by your group. Get five loud, suspicious, willing-to-bluff friends and it's electric. Get a quiet table that hates confrontation or treats it like a pure logic puzzle, and it drags into awkward silence. There's no elimination, which is great, but a tired group taps out after about three rounds because constant finger-pointing genuinely fries your brain.
Who it's for
So this isn't a fix-all for any night. It needs people and it needs the right kind. But if you've got them, few games deliver this much drama for thirty minutes and a tiny box. It scales from 5 to 10 and lots of players say it hums best around seven. Bring it to a party, a hangout, a group that likes to talk trash. Quiet duos and deep-strategy loners should look elsewhere.
What other players say
This write-up is grounded in real reviews and player discussion, not just one opinion. A few worth reading:
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