Welcome to The Resistance: Avalon! This is a research study conducted by. The purpose of this study is to understand how players communicate and strategize in social deduction games.
Please read the instructions below before starting the game.
The Resistance: Avalon is the game of hidden loyalty. Players are either Loyal Servants of Arther fighting for Goodness and honor or aligned with the Evil ways of Mordred. Good wins the game by successfully completing three Quests. Evil wins if three Quests end in failure. Evil can also win if 5 consecutive party proposals for a single quest are rejected. Players may make any claims during their turns. Discussion, deception, accusation, and logical deducation are all equally important in order for Good to prevail or Evil to rule the day.
Before playing a game, please check out the official rules. The differences in this version of The Resistance: Avalon in comparison to these rules will be explained below.
In this version of The Resistance, six players will each play as one of two roles:
Servants are on the side of Good but do all other player's roles are unknown to them. There are 4 Servants in this game.
Minions are on the side of Evil and know who the other evil players are.
Minion players will see a red ring on each evil player in the game, including themselves. There are 2 Minions in this game.
For example, in this scenario, Paul is the the current player and knows that Jane is the other Minion.
For the purposes of this research study, communication between the players will be conducted through turns. During each player's turn, they will be able to communicate through the chat window, responding to previous questions or accusations, making new statements, and asking questions to other players. However, only the player whose turn it is will be able to use the chat. Please only communicate with the players within the chat interface provided in this version of the game.
Failed quest result
Successful quest result
Rejected party proposal
The jester hat over a player indicates that it is their turn. Player turns start from the top left and loop clockwise throughout the game. During their turn a player may send messages or end their turn.
The crown over a player indicates the current quest leader. During their turn, a quest leader may send messages, propose parties for the current quest, start a round of discussion, or start a party vote.
The quest leader has to allow one round of discussion prior to being able to initiate a party vote. However, party proposals can be changed whenever it is the turn of the leader.
Parties are indicated by a little shield icon next to a player's profile. Players with a shield are part of the party. Players without a shield are not included the party.
The quest leader can add players to the party by clicking on their profile picture frame. To unselect a player, click their profile picture frame again to remove the shield. Once the required number of players is selected, click the 'Confirm Party' button to finalize your selection. After confirming the party, start a vote by clicking the 'Vote for Party' button, or click 'End Turn' to initiate a round of discussion.
If a party vote is active, you will be asked to vote on the current proposed party. Click 'yes' or 'no' to cast your vote. The party details will also appear in the game chat, and all party votes will be displayed there.
If you are a member of an approved party, you will be asked to vote on whether the quest fails or succeeds. Click 'yes' or 'no' to cast your vote. Your quest vote will NOT be visible to any players!