Game Title:
Shadows Over Camelot
Designer: Bruno
Cathala & Serge Laget
Manufacturer:
Days of Wonder
Year: 2005
Shadows Over Camelot was
probably one of our best charity shop finds ever! I think it was just £3 and a
fantastic early Christmas present to ourselves. I’m not sure I had even heard
of the game, but the Days of Wonder
logo caught my eye and Amy grabbed it before the incoming geeks who had been
distracted by some Warhammer in an
adjacent cabinet. This is a co-op game we’re very happy to own.
Shadows Over Camelot
is a 3-7 player cooperative game. In each game there is a chance that there is
one traitor, although all 7 players might be loyal. The game can also be played
without a traitor if you do not enjoy the traitor mechanism. Each player takes
on the role of a knight of the round table, each of whom has a unique special
ability. The Knights work as a team to complete quests before the progression
of evil overwhelms them.
The game is won by the loyal knights if they have a majority
of white swords on the round table at the end of the game, when the round table
is full of swords. White swords are obtained for completed quests, whereas
black swords are collected for failed quests or for false Traitor accusations
made against loyal Knights. The game is also lost for the knights if there are
12 siege engines on the board, waging war on Camelot.
The Quests in progress. No-one is yet taking on the challenge of the Vikings, nor entering the tug-of-war to obtain Excalibur or fighting for Lancelot's Armour. |
On a Knight’s turn they first must complete their ‘bad
action’ to progress evil. This can either be to reveal a black card from the
top of the deck, to heroically lose one life or to place a siege engine on the
board. They can then choose one action, which can be to move, to play a card,
or if you are in Camelot, you may fight a siege engine or draw more white cards
to help improve your hand to take future actions. A particularly heroic Knight
might also exert his self to take a second action and lose one life point.
The 7 Knights of the base game and the secret loyalty cards to determine who (if anyone) is a traitor. |
The game is primarily about hand management. Each Knight
typically tries to specialise their self to take on a solo quest or work
together to take on the quicker quests, for the Holy Grail, Excalibur or to
fend of Picts or Saxons. The Holy Grail and Excalibur quests simply require you
to play a card to advance the quest one step forward more quickly than the
black cards for each quest are revealed. The fight against the Picts and the
Saxons require the cards 1,2,3,4 and 5 to be played in order on that quest
before 4 Saxons or Picts have been revealed from the black deck. All players
may also cooperate to fight the dragon which is on the reverse of the Sir
Lancelot quest and requires 3 matching sets of 3 cards. One solo quest is
fought against the Black Knight, where one player must play two pairs with a
total value greater than the Black Knight cards which have been drawn from the
black deck. The second solo quest is fought for Sir Lancelot’s Armour and
requires a full house (ie. 3 cards of one number and 2 cards of another number)
and these need to be of greater value that all of the Lancelot cards drawn from
the black deck.
There is no doubt that this is a fun co-op, but I am not its
biggest fan. Without a traitor I find that the base game is too easy, however I
don’t enjoy games with hidden traitors and therefore I don’t enjoy Shadows Over Camelot with the traitor,
even though it is harder. I have heard that the expansion ups the difficulty so
maybe this is what I need to do to really enjoy the game. All of the above
said, I still enjoy the fact that this game is a good co-op that plays a crowd
without slowing down the game too much. It definitely has a place in our
collection, but for me it’s a very infrequent visitor to the table. The game is
a 6/10 from a personal point of
view, even though I can see its appeal.
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