Players: 5-10
Playtime: 30+ minutes
Manufacturer: Publisher Services Inc
How it works: Some players are good (decided by picking cards) and others are evil. The goal is for the good to finish a mission of Merlin. The goal of the evil is to halt the mission. The person who draws the Merlin card knows who is good and who is evil but can not tell. He can only use his eye contact and disguised gestures to attempt to warn the good of who is evil. Evil knows who else is evil, so they can together work towards the failure of the mission. Deciding who goes on missions is done through each person’s opinions and votes. If the mission goes with an evil person on it, it will fail. Though, this failure will give clues to who is evil. It may sound complicated, but after a round or two of actually playing, it is not hard to pick up.
Critical Evaluation:
The cards themselves are works of art. Each features a character that is good, evil, or Merlin. In advanced generations of play, there is also the evil Morgana card. The cards are drawn beautifully and clearly denote whether you have been chosen to fight on the side of evil of good.
There are a lot of instructions, but they are clear enough that when it comes time to play, it can be done without too much hassle. In addition to the cards, there are voting chips and a small board that keeps track of failed and successful missions.
The game is heavy on interpretation of people’s actions and deduction of people’s choices and actions. That makes this a game that may make introverts uncomfortable. They will be asked about the reasoning behind making their choices and they will be forced to a lot of unwanted eye contact. Others will love this game for the psychological warfare that is played out.
There is also a script to be read at the beginning of the game. All the players eyes are closed, and the script informs the evil character to raise their thumbs. The script then allows Merlin to open his eyes, so he can see who is evil. Then the evil characters can open their eyes to see who else is evil. The script is written in a lyrical prose that is reminiscent of medieval times which gives the game a fun start and puts the players in the right mood.
Curriculum Ties: Could be used in a unit on good and evil. After playing teachers can ask “How does evil work?” And students can respond based on what they saw during their time playing. It could also be used in a psychology course on noting peoples unconscious tells like in Poker.
Teen Talk:
How do you define good?
How do you define evil?
Is it always black and white?
Interest Age: 13+
Why did you pick this for your collection?
I played this for the first time as an adult and was incredibly uncomfortable. I don’t do well with eye contact or accusing people of being good or evil. Even if its just a game. My coworkers loved the game. They would pull it out whenever we had a break and they were so engaged and delighted. Years later, the game would pop up again at a friend’s party. I only observed, but I could see that this was a game that these people had played often over the years and kept coming back to. I don’t know if teens would like it, but I would love to watch them play. I think that they could become equally as obsessed as my co workers and friends. I also like that its kept in a small box. Space is often an issue in libraries and the less space a game takes up, the better.