Tabletop Companion
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Loyal Servant of Arthur badge

Loyal Servant of Arthur

No powers, no secrets — just your wits against a conspiracy that knows your face.

Easy — pure deduction, no ability to manage

Background

The Loyal Servant of Arthur is Good's rank and file: no special ability, no hidden knowledge, nothing but honest eyes and a seat at the table. The Minions of Mordred woke up knowing exactly who you are; you woke up knowing nothing at all.

Don't mistake plainness for weakness. Precisely because you have no information to protect, you can speak freely, accuse boldly, and volunteer for any quest without endangering a secret. The Cleric must guard what they know and Evil must guard what they are — you alone have nothing to hide, and honesty wielded loudly is its own kind of power.

How you win

You win with Good when three quests succeed — or, if Evil fails three quests first, by nailing every Evil player during Good's Last Chance. That second path matters as much as the first: a Loyal Servant who spent the game quietly mapping the table is exactly who Good needs when the final accusation must be perfect.

Every quest you join and play Success on is evidence in your favor; every clean team you help assemble builds the trusted core that carries Good to three victories.

How they play

Your round is simple; your job is not:

  • Lobby the Leader — you can't control the team, but you can shape it. Argue for proven players and against convenient unknowns
  • On a quest, play Success — always. Your cards never lie, so your record is spotless by definition; make sure the table notices
  • Watch the crown — who each Leader picks, and who they crown next, is the game's only hard evidence. Track the chains
  • Prepare for the Last Chance — from round one, keep a private shortlist of who you'd accuse if Evil reaches three fails today

Speak up. A silent Loyal Servant gives Evil a free seat to hide behind.

Strengths

  • You carry no secret worth protecting, so you can be maximally loud, maximally transparent, and impossible to blackmail with suspicion — the freest voice on the Good side.

  • Every quest you're on either succeeds or exposes someone else: you always play Success, so repeated quests steadily prove you. A twice-quested Servant with clean results is the safest pick on the board.

Weaknesses

  • !

    You start with zero information while every Minion starts with the full conspiracy map. Early quests are guesses, and Evil will exploit your uncertainty to look exactly as innocent as you.

  • !

    "I'm just a Loyal Servant" is also every Minion's favorite disguise. Claiming your own role earns you nothing — you must be demonstrably good through quests and picks, not just verbally good.

Tips & tricks

  • Tip

    Write the crown's path in your head: who led each quest, who they picked, who they crowned. Evil Leaders tend to crown Evil or the easily-fooled — when a chain of Leaders keeps producing failed quests, the chain itself is the suspect.

  • Tip

    Someone at the table knows the first Leader's true loyalty. When a player's read seems oddly confident, consider that they may be the Cleric being subtle — back their instincts without outing them to the Hunt.

  • Tip

    Don't wait for the third failed quest to start thinking like a detective. If the Last Chance began right now, could you name every Evil player? If not, spend your table talk closing exactly that gap.