
- BGG rank
- BGG #240
- BGG rating
- 7.5
The Resistance: Avalon
- 5–10 players
- 30 min
- Complexity 1.7/5
- 2012

2019
Rules assistance for Wolves of Mercia
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Wolves of Mercia is a board game released in 2019 for 5–16 players, 45 minutes per game, and ages 13 and up. It was designed by John Leo and its main mechanics are Variable Player Powers, Variable Phase Order, and Traitor Game.
Hide your secret. Claim your destiny. Wolves of Mercia is a game of deception and strategy, set in the dark fantasy village of Mercia. But in this town, the villagers don't wait helplessly to be slaughtered by the werewolf. Each must deploy their unique abilities in order to fulfill their own hidden agenda! Whether torching the village, tracking the werewolf by night, or completing a fearful eldritch ritual, 5-16 players will lie, bluff, and kill to seize the night. The game is played over the course of up to five rounds, each divided into a day and night phase. During the day, players jockey for information and safety with unique villager roles such as Knight, Inquisitor, and Bishop. During the night, players take hidden actions in order to fulfill the asymmetric victory condition determined by their character's unique Secret card. Each game contains a full deck of jumbo-size tarot cards, hand-illustrated game board and tokens, and a story-rich rulebook for a unique experience every time.
Wolves of Mercia supports 5–16 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Wolves of Mercia is 45 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Wolves of Mercia for ages 13 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Wolves of Mercia has a complexity rating of 2.5 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Wolves of Mercia belongs to these categories: Card Game, Fantasy, and Deduction. Its main mechanics are Variable Player Powers, Variable Phase Order, and Traitor Game. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Wolves of Mercia are: John Leo. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Wolves of Mercia as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.