RulesPal
Chat
Rulebook
The Resistance: Avalon X thumbnail

The Resistance: Avalon X

Expansion for The Resistance: Avalon

The Resistance: Avalon X Rulebook

Table of Contents

Table of Contents

  • Lancelot
    • Reveal Stage Script
  • Modules and Variants
    • Variant Rules for Lancelot
      • Variant 1
      • Variant 2
  • Excalibur
  • Plot Cards
    • Distributing Plot Cards
    • Playing Plot Cards
    • Detailed Card Descriptions

Lancelot

Lancelot is a complex character with many underlying motivations. He has two character cards that are dealt to two different players: a Good card and an Evil card. These two Lancelots know each other, and each other's true allegiance. Recommended for games of seven or more players. See page 12 for Variant Rules for Lancelot.

Reveal Stage Script

The Lancelot lines of the Reveal stage script, in the order they are read:

"Lancelot, open your eyes to reveal your counterpart"

"Lancelot, close your eyes"

Modules and Variants

Variant Rules for Lancelot

There are two variants when playing with Lancelot in your game. For both variants, use both Lancelot character cards in place of one Good and one Evil character card.

In these variants, the two Lancelot characters do not know each other. Remove that step during the Reveal stage.

Also during the Reveal stage, Evil Lancelot does not open his eyes, but instead extends his thumb so that he is known to the other agents of Evil, but does not know them. Make this change to the script in the Reveal stage:

"Evil Lancelot, extend your thumb so that the other agents of Evil may know you"

"Minions of Mordred - not Evil Lancelot - open your eyes and look around so that you know all agents of Evil"

"Evil Lancelot, re-form your hand into a fist"

Variant 1

Lancelot switches allegiance during the game.

Build an Allegiance deck of six cards: four No Change (blank) cards and two Switch Allegiance cards. Shuffle and place the Allegiance deck adjacent to the tableau.

At the beginning of the first Quest, and at the beginning of each subsequent Quest, someone draws a card from the Allegiance deck and places it in a faceup discard pile. If a No Change card is drawn there is no change of allegiance and play continues as normal. This card is not secret.

If a Switch Allegiance card is drawn, Lancelot has had a change of heart. The two Lancelot players secretly switch their allegiances. This switch applies to all aspects of gameplay including victory conditions and rules regarding playing Quest cards. They do not swap or show their character cards.

It is possible that Lancelot will switch allegiance once, twice, or not at all during a game.

Variant 2

Lancelot knows in advance if his allegiance will switch, and Evil Lancelot must Fail every Quest that he is on.

Build an Allegiance deck of seven cards: five No Change (blank) cards and two Switch Allegiance cards. Shuffle and deal five Allegiance cards faceup above the tableau: one for each Quest. Return the rest to the box.

During each Quest, Good Lancelot must play a Success card as always. Evil Lancelot may only play a Fail card.

If a Switch Allegiance card has been dealt above a Quest, the two Lancelot players secretly switch their allegiances at the very beginning of the Quest. This switch applies to all aspects of gameplay including victory conditions. They do not swap or show their character cards.

Example: Christina is dealt the Good Lancelot character card and Jenny is dealt the Evil Lancelot character card. No Change cards are drawn for the first, second, fourth, and fifth Quests. Switch Allegiance is drawn for the third Quest.

Jenny must play Fail if she is on the first or second Quest, even though she knows she will end the game on the side of Good. At the beginning of the third Quest, Christina immediately becomes Evil and Jenny becomes Good. For the third, fourth, and fifth Quests, Christina must Fail any Quest that she is on.

Jenny and Christina change allegiances but they do not swap character cards.

Excalibur

The one who controls Excalibur has tremendous power, for Good or Evil. Choose wisely, and use cautiously lest the forces of Evil be strengthened.

Excalibur gives a member of the Team the ability to alter the outcome of the Quest by switching another player's played Quest card.

During the Team Building phase, Excalibur is assigned by the Leader to one of the players on the Team by giving that player both a Team token and the Excalibur token. The Leader cannot assign Excalibur to themself.

During the Quest phase, Team members select their Quest card and play it facedown in front of themselves so that it is clear which player played what card. Before collecting the played Quest cards, the player with Excalibur may tell any one other player to switch their Quest cards (the unplayed card becomes the played card).

After switching the cards, the player with Excalibur looks at the switched card (the card that was originally played). They thus know which card that player chose, and if their switch was beneficial or harmful to the Quest. The Leader then collects and shuffles the played Quest cards before revealing as normal.

Example: Ron, the Leader, entrusts Sarah to both be on the Team and wield Excalibur. He also chooses himself and Pat to be on the Team. After the Team is approved, Ron, Pat, and Sarah play their Quest cards in front of themselves. Sarah elects to use Excalibur and switches the Quest card that Pat had played. Sarah then looks at the Quest card that Pat originally played (Quest Success), and she knows that her switch has doomed the Quest to fail. The Leader collects and shuffles the Quest cards before revealing two Success cards and one Fail.

When using Plot cards, Excalibur's ability comes into play before a player may use "Ambush." Also, Excalibur may not switch a set of cards if they've been played faceup due to "We Found You!"

Plot Cards

These cards provide additional opportunity for character affiliations to be identified or concealed.

The Plot cards are marked to indicate if they can be used with five or more players (5+) or only with seven or more players (7+). Games of five or six players use seven Plot cards; games with seven or more players use all fifteen Plot cards.

Plot cards are not secret. Flip over Plot cards as soon as they are drawn and keep them exposed as long as they remain in play.

Distributing Plot Cards

At the beginning of each Quest the Leader draws Plot cards (one for 5-6 players, two for 7-8 players, and three for 9-10 players) and chooses the player(s) to receive the card(s). The Leader may not keep the Plot card for themself. The Leader chooses the order in which Plot cards are distributed. Any immediate cards are resolved as soon as they are passed.

Playing Plot Cards

There are three types of Plot cards. Cards with the Leader icon on them are used immediately, and then discarded. Those with a fleur-de-lis icon are held until used. The card with the flower icon remains in play for the entire game.

If a situation arises in which multiple Plot cards could be used, precedence and order is determined by proximity to the Leader (starting with the Leader in a clockwise manner). Each player gets one chance to play any applicable cards. A player may not pass and then subsequently elect to play cards later in response to the same opportunity. Information gained by the use of a Plot card can be discussed, but a player's Loyalty card or Quest card may never be shown to the other players.

Example: The Leader draws "Are You the One?" and "Lead to Victory." The Leader passes "Are You the One?" to Deniz, who immediately uses it to check the loyalty of Paula, who is seated to his left. Deniz may make any (true or false) statement regarding Paula's affiliation, but may not show anyone else the Loyalty card that she passed him. The Leader passes "Lead to Victory" to Charles. Charles may not play the card immediately. He holds the card to play in the future.

Detailed Card Descriptions

Below are the Plot cards and their effects.

Icon note: the card icons are transcribed as printed in the scanned rulebook. The Big Box rulebook's text labels the King Returns, Ambush, Lead to Victory, We Found You! and Restore Your Honor cards as "flower icon"; the scan prints the fleur-de-lis icon on them, which matches the rule that fleur-de-lis cards are held until used.

Are You the One? (Leader icon) - The player who receives this card may check the loyalty of one adjacent player using Loyalty cards.

Charge! (flower icon) - The player who receives this card must select and reveal their vote token before any other players have selected their vote tokens. This card remains in effect until the end of the game. If two "Charge!" cards are in play, those players must reveal their votes simultaneously.

Show Your Strength (Leader icon) - The Leader must pass a Loyalty card to any other player for examination.

Show Your True Nature (Leader icon) - The player who receives this card must pass a Loyalty card to any other player (including the Leader) for examination.

The King Returns (fleur-de-lis icon) - The player who receives this card may use this card to reject an approved Team (successful vote). Using this card counts as a failed vote for the round and can trigger the five consecutive failed votes rule.

Ambush (fleur-de-lis icon) - The player who receives this card may use this card to examine a played Quest card. The player does not need to announce that they will use this card before Quest cards are played. This card does not affect the Quest card checked. Multiple Quest cards may be checked in a single round, but no more than one player may check a single player's Quest card on a Quest.

Lead to Victory (fleur-de-lis icon) - The player who receives this card may use this card to become the Leader. The card must be declared before the current Leader takes any actions, such as drawing Plot cards or distributing Team tokens. When "Lead to Victory" is played, another "Lead to Victory" may not be played until a vote has taken place.

We Found You! (fleur-de-lis icon) - The player who receives this card may use this card to force a player to play their Quest card faceup. The player playing this card must declare its use and the target player prior to any player on the Team selecting their Quest card.

Restore Your Honor (fleur-de-lis icon) - The player who receives this card must take one Plot card from any other player.