Trapper in Avalon: expansion rules

Trapper sends one extra participant on every mission and lets the leader exclude one played card. It is an expansion, not a separate role: the current mission leader makes the decision. These are the rules of our online version of Avalon.
Availability and eligible cards
Available for 8–10 players and incompatible with Plot Cards. Exclude exactly one card from the current mission. The leader may choose their own card, the sword holder’s card or a card changed by Excalibur. The player remains a mission participant; only their card is excluded.
Order of play
- Choose one more team member than usual. For example, a three-player mission sends four players. Vote on the team as usual.
- Every mission participant plays Success or Fail according to their role’s normal rules.
- If Excalibur is enabled, its holder first uses the sword or skips it.
- The leader selects a mission participant and confirms “Exclude card”. Trapper does not reveal the card before confirmation. The choice is final; the leader then privately sees its current value.
- Do not count the excluded card. Resolve the Witch, if present, then determine the mission result. The normal number of failures required stays the same.
If the selection timer runs out, the game randomly excludes one eligible card.
Interaction with Excalibur
Trapper resolves after the sword. If Excalibur changed Success to Fail, the leader sees Fail; excluding that card removes it from the result. Excluding the sword holder’s card does not undo a flip they already made to another card.
Who sees what
Everyone sees whose card was excluded. During play, only that mission’s leader sees its value in a private dialog and history. After the game, history reveals it to everyone. The vote table keeps ✓ for participation and ⊘ for exclusion; it never shows the card’s value, even after the game.
Counting examples
- A mission needs one Fail to fail. Four players play three Success cards and one Fail. The leader excludes Fail: three Success cards remain, so the mission succeeds.
- With the same cards, excluding Success leaves a Fail, so the mission fails.
- The fourth mission needs two Fails. Excluding one of two Fails leaves just one: without other effects, the mission succeeds. Trapper does not change the two-Fail threshold.