Tabletop Companion
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Morgan le Fay

Let them bind you with magic — your smile under the amulet is the deadliest lie in Camelot.

Hard — Evil's queen, immune to the one safeguard Good relies on

Background

Morgan le Fay is in every game of Quest, and she is the reason Good can never feel safe. The Leaders' great late-game safeguard — the Magic amulet that forces a quest member to play Success — simply does not work on her. She accepts the binding with grace, and then plays whatever card she pleases.

She is Evil's queen on the board: a full member of the conspiracy who turns Good's most trusted ritual into a trap. When a Leader proudly announces "this quest is safe, I magicked the doubtful one," Morgan le Fay is the quiet possibility that makes the whole table's stomach drop.

How you win

You win as Evil does: three failed quests, survived cleanly through Good's Last Chance — or a victorious Hunt if the Blind Hunter calls one. Your immunity is the wildcard that makes the third fail possible at all: on the amulet quests, where Good believes the numbers finally add up, you are the number that lies.

But the immunity is also your fingerprint. If a magicked player "impossibly" produces a Fail, the table learns with certainty that Morgan le Fay was on that quest under the amulet. Use the power once, at the moment it wins the track — not early, where it merely wins a round and costs you the mask.

How they play

You play the full Evil game — poisoned teams, strategic crowns, coordinated Fails — with one private superpower held in reserve:

  • Court the amulet — behave like the trustworthy-but-unproven player Leaders want to magick. Being chosen for the binding is your ticket onto endgame quests
  • Under the amulet, decide the game — play Success to bank enormous trust ("the magic proved them clean!"), or play the Fail that no one believes possible
  • Track the two-Fails spaces — your unstoppable Fail combined with one Minion's Fail can break even the guarded quests
  • Never advertise — if you're suspected of being Morgan le Fay specifically, Leaders stop magicking you and start excluding you, and your entire edge evaporates

Strengths

  • The amulet is Good's only mechanical guarantee of a Success — and it is a lie on you. You are the one player in the game whose card is always free, precisely when everyone believes it isn't.

  • Playing Success under the amulet certifies you in the table's eyes at zero real cost — the magic gets the credit, and you bank the trust for the quest that matters.

Weaknesses

  • !

    A Fail under the amulet is signed evidence: the table instantly knows Morgan le Fay was on that team, wearing the binding. The suspect list collapses to a handful of names — one of them yours.

  • !

    Everyone knows Morgan le Fay is in the game. At the Last Chance, Good must name all of Evil anyway — and "who among these was la Fay?" is often the thread they pull first to unravel the whole conspiracy.

Tips & tricks

  • Tip

    Budget your immunity for exactly one Fail — ideally the quest that puts Evil's third mark on the track or breaks Good's would-be third success. Anything earlier trades your identity for tempo Evil could have gotten with an ordinary Minion.

  • Tip

    Say yes to magic enthusiastically — even suggest it lands on you "so the table can finally relax about me." Nothing looks less like Morgan le Fay than someone who keeps asking to be magically supervised.

  • Tip

    Some special characters (like the Scion) are printed as known to you without knowing Evil back. Factor those sight lines into the reveal ritual — what you saw, others may not have, and mismatched stories sink conspiracies.