Avalon: Rules

3 tournament game for 3 to 6 fearless knights aged 8 pears and upwards.
Author: Marco Silles

Fanfares sound. The ground vibrates under the horses hooves. The jousting tournament to decide who is the most fearless knight can begin. Well armoured, the fighters enter the arena. Who will be the last to still have a complete set of weaponry, and therefore able to decide the tournament for himself? And who will be in posession of the most gold at the end of the fighting, and be the real victor of the jousting?


  1 playing hoard - the arena.
  4 large chips for "Gods judgement" (crown, cup, scepter and all three)
66 weaponry cards (sword, shield, lance, chest armour and joker)
  4 small chips (crown, cup, scepter, points)
  5 cards to determine the course of the tournament
50 coins of the values 1, 5 and 10.
  6 cards showing the coats of arms
  1 set of rules
Preparation for play


3 players card values 1- 6 3 jokers
4 players card values 1 – 9 4 jokers
5 players card values 1 – 12 2 jokers
6 players card values 1 – 15 6 jokers

Tip: to reduce the random factor when sharing out the cards, we recommend that you proceed according to the variation set out at the end of these rules.

The aim of the game:

The game is finished when only one player is left with a complete set of weaponry. The winner is the player with the largest fortune at this lime.

How to play:
There are separate cards to determine the course of the tournament, according to the number of players. A round (1 2 etc) always starts with a bartering session, whereby cards may be exchanged and sold. After that, the knights must do battle! In order to be allowed to fight, the knights must he in posession of a full set of weaponry. When playing with three or five players, one of the players (/E) has no opponent. The other players must duel together (A-B).
The weaponry cards:

Each weaponry card shows a picture and a value between 1 and 15. The higher the value, the better. Jokers always have the value 0. For each duel, the knight has to be in posession of a complete set of weaponry. A complete set always consists of the cards: shield, sword, lance and armour. If one of these cards is missing, then the player may not take part in this particular joust. However, he may still barter with the other players. A joker may take the place of any one or more of the cards. It is even allowed to fight if you are only in posession of four jokers.


Once the weaponry cards have been taken up, and before beginning each round of fighting, a round of bartering takes place. Each player tries to collect a complete set of weaponry. There are no regulations or limits during the bartering. Offers and enquiries may he made out loud, or the cards may be shown only to certain players. It’s your choice. However, giving false information is forbidden. Once nobody wants to barter any more, the next round of the tournament begins.

Some examples of bartering:

The tournament:

For example
Player A wins with sword, lance and chest armour. He receives the spoils (the coin with the value of 10) and the corresponding cards of the loser: sword 4, shield 1 and joker 0. Player B was victorious with his lance, and therefore takes the corresponding card from his opponent - lance 11. All four winning cards are so badly damaged that they are no longer usable, and are thrown on the junk pile.

Two jokers against one another:

If two jokers are played against each other, then both of them are considered too badly damaged to be of further use. They both land on the junk pile.

The junk pile:

The four cards ruined during the fighting are always laid face down on the junk pile. As there are always a number of helpful blacksmiths at the tournaments, weaponry thrown on the pile is considered to be instantly repaired. At the end of the fighting, the two contestants are each allowed to draw one card from the pile. Each card always cost a coin with the value 5, and is drawn, without looking, from the pile. The victorious knight always goes first. The other knights are not allowed to purchase cards at this time.

God’s judgement:

Often, a round of fighting will end in a draw. Then „God’s judgement" decides the winner. Here, it's a case of a quick eye and fast reactions! The four large chips in the corner of the board show a crown, a cup, a scepter and all three together. Three of the small chips show the same pictures. The fourth shows one and two dots.

A third player takes the small chips, and throws them together in the middle of the board. Now both of the competing knights have to be the first to lay their hand on the right one of the large chips, and so win the round. There are a number of different combinations:

Some examples:

 The first knight to lay his hand on the right chip is awarded „God's judgement", and receives the reward of the coin with the value 10. It does not matter where the large chips are laying on the hoard. The players can re-arrange them as they wish. It is only important that each of the contestants can easily reach all four chips with his hand. Honourable knights will always sit with one hand behind their back, and the other the same distance from the board as their opponent back, and the other the same distance from the board as their opponent.

No complete set of weaponry:

In each round the knights are challenged to a duel. Whoever is not in posession of a complete set of weaponry at this time is disqualified from the fighting for the rest of the tournament. It is also allowed for a knight to withdraw from the fighting, even though he is in posession of a full set of weaponry. However, withdrawal at any time also disqualifies that knight from fighting for the rest of the tournament. Contestants who may no longer fight, are allowed to participate in all the bartering which follows.

As soon as one of the players retires or is disqualified from the fighting, the card which determines the course of the tournament is changed. All the cards showing the coats of arms are collected up, and the letters adjusted according to the new card which determines the further course of the tournament. Each of the remaining knights able to fight then receives a new card with his coat of arms. Therefore it will happen that players have more than one coat of arms during the course of a single game. The tournament continues according to the first round shown on the new card determining the course of the tournament.

The end of the game and victory:

The game is over as soon as only one of the players left in the game is able or willing to show a complete set of weaponry. This player receives a special award of a coin with the value 10, irrespective of how many full sets of weaponry he still posesses. However. the winner of the tournament is the knight with the largest amount of money at the end of the game – no matter how many bruises he may have!


To reduce the random factor when sharing out the cards, we recommend the following variation: the weaponry cards are selected according to the number of players. The cards are shuffled and dealt as shown in the table below. The extra cards are laid face upwards on the table.

Each player in turn now takes any one of the exposed cards into his hand. The player with the coat of arms card A begins. Play then continues clockwise. Once all of the players have taken a card, player A turns over his coat of arms. Now player B begins the second round. Again play continues clockwise. Play then continues with player C, etc, until all of the coats of arms cards have been turned over, and all of the weaponry cards have been taken. Afterwards the tournament starts with the first round of bartering.

Players card values jokers deal turn over
3 1 to 6 3 6 9
4 1 to 9 4 6 16
5 1 to 12 2 5 25
6 1 to 15 6 5 36

Tip: If you only rarely play with six players, then you can protect the cards from excessive wear. When playing with three players, use the cards 1-6 for the first time, 7-12 or 10-15 the second time. When playing with five players, use the cards 1-12 or 4-15.

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