The Resistance: Avalon, by Don Eskridge, is a social deduction game where nobody gets eliminated. Good players try to complete quests while hidden evil players sabotage them, and Merlin knows who's evil but can't say so openly.
It's a great step up from Mafia for groups who don't want anyone sitting out.

Arthur's knights against Mordred's spies, with no player eliminations.
The majority. They don't know who's evil.
Knows the evil players, but if evil identifies Merlin at the end, evil wins.
Know each other and try to fail quests.
Gets one guess at Merlin if good completes three quests.
Deal roles. Evil players open their eyes to see each other; then Merlin is shown who is evil.
The leader proposes a team for the quest. Everyone votes openly to approve or reject.
If approved, the team members secretly play Success or Fail cards. Good players must play Success; evil players may play Fail. One Fail usually fails the quest.
Leadership passes to the left. There are five quests in total.
Optional roles like Percival, Morgana, Mordred and Oberon add more bluffing once the group is comfortable.
Merlin: guide the table gently. If you're too obvious, the Assassin will find you.
Watch the team votes as closely as the quest results.
Upcoming SyncTrip board-game and social deduction nights. Most people come alone.
Avalon is a version of The Resistance with an Arthurian theme and special characters like Merlin and the Assassin.
Five to ten, and it's best with seven or more.
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