
Avalon The Mistwalkers - Expansion
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FroGames — Moments You'll Remember
Your champion enters the mist and disappears from the map. No one knows what they saw in there. When they re-emerge, they have a card in hand — and you tell no one if it's game-winning or worthless.
What it's about
Five champions who can walk where no one else can go
In the base game, the mist is a wall: it hides tiles, and you only discover them when you enter with your miniatures. Avalon: The Mistwalkers transforms it into a place to go looking for something. Each faction receives its own Mist Walker, a champion with a dedicated two-tone miniature who traverses the mists, collects cards from the new deck, and returns with information about the island's still-hidden elements.
The expansion adds a fifth deck, the Victory Point deck: 45 new cards, each with its original artwork in the style of Pedro Nuñez and Aitor Sebastián. These are not simple points to accumulate at the end of the game. They function on three levels simultaneously — personal objective, bonus card, and extra resource to spend when needed — and this changes how you manage your hand turn after turn.
This is why this expansion integrates seamlessly: it adds very few new rules but touches the core of the system, the simultaneous choice of cards. Now each player has a second private game to play within the one on the table, and no one knows what it is. Requires the base game to be used.
The mist stops being a wall to break down and becomes a place to go looking for something.
The secret of The Mistwalkers in one line
With personal objectives in hand, bluffing also changes: you're no longer just hiding the move, you're hiding the reason.
From gameplay experience
Avalon: The Mistwalkers
What it adds to the table
Four things that change after the first turn
The fifth deck
The Victory Point deck joins the four from the base game. 45 new cards, each with its own illustration: it enters setup and stays on the table for the entire game.
One champion per faction
Five two-tone Mist Walker miniatures, one for each faction. They traverse the mist where other units cannot reach and return with cards and information.
Your very own objectives
Victory Point cards count as personal objectives and bonuses. Opponents see your moves but don't know what you're aiming for.
A hand that weighs more
The same cards are also a resource to spend. The hand management system of the base game remains identical in its rules, but the choices become harder.
🎲
Components3 types · 45 cards and 5 miniatures
The table is the same, the factions are the same. The only difference is that now everyone has a secret in the mist — and the game extends by an hour of post-game discussions.
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