Tabletop Companion
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Minion of Mordred badge

Minion of Mordred

You know every face in the conspiracy — now fail quests without ever looking like you could.

Medium — full information, zero room for panic

Background

The Minion of Mordred is Evil's foot soldier: no printed power, but the one advantage that matters — during the reveal ritual you opened your eyes and saw the whole conspiracy (special characters aside). While Good spends the game guessing, you know: who to shield, who to crown, and exactly which teams deserve a quiet Fail card.

Your art is restraint. In Quest, Evil's win condition explicitly punishes the obvious: fail three quests and Good still gets its Last Chance to name you all. A Minion who was never quite suspected of anything is worth more than one who won three quests loudly.

How you win

Evil wins by failing three quests — but the third fail doesn't end anything: it hands Good the Last Chance to point out every Evil player, and if they succeed, your victory evaporates. So your true win condition is three fails plus anonymity. Every deflected suspicion, every framed Loyal Servant, every "reluctant" Success you played early is armor for that final scene.

If the table hosts a Blind Hunter, you have a second door: the Hunt, where Evil wins by identifying Good's key characters. Feed the Hunter your reads all game — quietly.

How they play

Every round offers you three levers, each double-edged:

  • On a team, choose your card — a Fail advances the track but stains everyone on that quest, you included. An early Success buys credibility that pays for a devastating late Fail
  • As Leader, pick a poisoned team — include exactly one conspirator (maybe yourself) among proven-looking players, so the coming Fail splashes onto Good names
  • Crowning is your quietest weapon — hand the crown to a fellow Minion while making it look like caution, or crown a confused Loyal Servant whose picks will look guilty later

And always: count Fails like an accountant. On "Two Fails required" spaces, an uncoordinated single Fail is pure evidence with zero progress — know before the cards are played who, if anyone, is failing.

Strengths

  • You know every conspirator from minute one. Good's accusations, alliances, and blunders are all transparent to you — you can always act on truth while they act on inference.

  • With no team votes, Quest strips away Avalon's paper trail. Your public record is only what you say and who you pick — far easier to keep clean than a wall of recorded votes.

Weaknesses

  • !

    Three fails is not a win — it's a trial. If your table-image is "probably Evil" when the Last Chance arrives, you personally hand Good the game. Sloppy Evil loses after winning.

  • !

    Every Fail marks everyone on that team, and with teams of 3–5 the suspect pool shrinks fast. Two failed quests with overlapping rosters can triangulate you with mathematical cruelty.

Tips & tricks

  • Tip

    An early, verifiable Success is the best purchase in the game: it buys you Leader trust, late-quest seats, and reasonable doubt at the Last Chance — all for one tempo concession Good expects to get anyway.

  • Tip

    Before a two-Fails quest, establish silently who pulls the trigger. Two Minions failing together on the right space is progress; both failing on the wrong one is a confession written in duplicate.

  • Tip

    Let Good win debates against you occasionally. Conceding gracefully to a wrong accusation makes you look like a reasonable Servant — and reasonable Servants are never the first name spoken at the Last Chance.