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I am looking for any game theoretical insights for the most basic form of The Resistance: Avalon. Specifically I am looking at a 5 player game, with just two added roles: Merlin and the Assassin. I am looking at strategies that can be executed without using psychology, tells, hidden messages (including but not limited to cryptography and signing) etc.

Without the additional roles - ie the vanilla version of the original Resistance game - it is quite easy to calculate the winning chances for the rebels if both sides play optimally - for it is 30% (assuming the traitors can avoid double-failing missions with two spies). The good team basically has three chances to identify the spies (or the good team). And they have nothing better than chance to rely on, so they will choose each of the 10 possible teams with equal probability, for a total of 3/10 winning chance.

When adding Merlin, things seem to be worse for the good guys! If he takes no action to help the good team, he just reduces their winning chances to 20% (since he has a 1/3 chance of being killed). If he does help the good team, he increases their winning chances - but he also increases his chances of being killed. Any action he takes, or statement he makes, which sways the other players to choose the right team, will also be visible by the bad guys. Assuming no hidden communication, they will see each of the statements made, and know who encouraged the winning team, or discouraged the losing ones.

So is there any strategy for the good team which does better than 20% in this setup? The strategy must be known to all players ahead of time. Just to make it absolutely clear: I am not asking for ways to "hint" to your team-mates which team to pick, without the bad guys noticing or understanding what is going on.

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  • How are you assuming the spies avoid double failing? The only way to do that would be to communicate, which would be possible for the good team to intercept, which seems like it violates your assumptions Commented 2 hours ago
  • @ArcanistLupus: Someone says "If there are two spies on the team, I suggest that the youngest spy fails the mission". Now no double fails will happen (assuming male spies) and everyone hates the person who just reduced the a priori winning chances of everyone. In fact, I just said it. So if you play with people who followed (and remember) this discussion, no double-fails will happen. Commented 2 hours ago

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Let me start with the giant caveat that if you're trying to analyze any Mafia-genre game (which both Resistance and Avalon are) without including psychology, you have missed the point of the game. These are at least as much psychology games as they are logical deduction games. With that aside, let's move on to a purely theoretical analysis. In the following, "team good" is a stand-in for the Rebels or team Arthur, and "team evil" is a stand-in for the spies or team Mordred (due to there being multiple versions of the game referenced in the question).

A big thing you've missed in your analysis is the nominations and voting. Both nominations and voting are sources of data even in the vanilla game. For example: you're running mission 4 and team good have already scored 2 points. Team evil cannot afford to lose another mission to team good, and so will vote "no" on any proposed team that doesn't contain an evil player (or that doesn't contain two evil players if you are at a player count where mission 4 requires two fail cards to fail). By noticing who is voting as a block, and also by examining who was nominated by people that you deduce are evil, you can often get a lot of information that gives team good a substantially better than a 30% chance of winning, even for lack of psychological evaluation.

Given that, there are several things Merlin can do to be effective without necessarily revealing themself:

  1. Nominate an all-good team in one of the early rounds. This is most powerful when nominating the first mission of the game. If you can have that initial team be successful (ex. yourself and one other good person in a 5 or 6 player game), you can immediately score one point for team good and establish two or three semi-trusted people for future missions without it being obvious that you are Merlin (from the perspective of team evil, there is a 50% chance you picked your mission-mate by luck in a 5 player game).
  2. Be able to cut through debate to nominate an all-good team in a late round when there is not enough information to tell which of two players is good and which is evil. So long as there is sufficient ambiguity, this could be also attributable to luck.
  3. Be able to recognize which nomination or voting pattern is incriminating and point it out to the other good players.

Essentially, Merlin gets to do one fairly subtle intervention in order to be minimally suspicious. However, one well-played intervention changes the odds of success for team good enough to at least counterbalances the risk of Merlin being assassinated. The psychological aspect of the game also act as important cover for Merlin; as Merlin, you know who is lying, and can point out specific behaviors as "proof" that those people shouldn't be trusted as evidence for why you are making decisions that are good (so long as you aren't too clairvoyant, and spread suspicion on good players as well). Anecdotally, I've seen team good win in a majority of my games of Avalon, even taking into account assassinating Merlin, though I usually am playing with 6+ players.

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  • Do you have any analysis to back up you claim that " one well-played intervention changes the odds of success for team good enough to at least counterbalances the risk of Merlin being assassinated"? Take for instance your first example: Merlin nominates a Good team for the first (2-player) quest. At this point, he is the single most likely person to be Merlin, from the perspective of the Assasin. So Merlin needs to rely on one of his team mates taking an even more incriminating action - and be right. Also, a successful 2-player mission does not really help the Good team. Commented 15 hours ago
  • As for your "nominations and voting" vanilla example: Mission 4 is 3 players. Anyone who is not on the team should vote against it, anyone who is on it can do no better than voting for it (either they are Evil, and know that the mission will fail, or they are Good and have no info). So no info is gained from voting. In any case, an Evil player can play as if they have Amnesia - that is, during nominations and voting, they play as if they were Good. Evil still wins 30%, no matter which strategy is followed (in the vanilla game). Commented 14 hours ago
  • @NisJørgensen An all-good initial mission puts team evil on the back foot for the entire game. Team good now has a point; if they get an all-good team on the second mission, there's no reason to run a different team on the third mission and they win. If the second mission is a failure, the most likely person to point to is the person who just got added and it's easier for team good to pick an all-good team on later missions. All Merlin needs to do to build cover is forget that they are Merlin for the rest of the game and/or make claims that are inconsistent with their knowledge
    – Zags
    Commented 13 hours ago
  • @NisJørgensen A player voting for a mission despite not being on it is one of the key pieces of information that a player is evil. If team evil must win mission 4 because team good has already won two missions, then an evil player acting with amnesia is not at all optimal play; a team evil player would much rather potentially give away their identity to get to round 5 than not
    – Zags
    Commented 13 hours ago
  • A player in a 5 person game, who votes for a 3-player mission they are not themselves on is STUPID, not EVIL. If they are evil, they should vote against, and have the 3 players on the team vote for it (including their fellow spy). If they are good they know the team is bad, so should vote against (but expect it to pass by the three people on it). Commented 12 hours ago

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