Shadows Over Camelot The Card Game

Shadows Over Camelot The Card Game

Regular Price $24.99

Vendor: Asmodee

Product Type : Board Games

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This fast-paced game invites you to take on the role of sons & daughters of the legendary Knights of the Round Table!

Together, you must unite to defeat the game's threats, represented by a deck of Rumor cards that swirl around Camelot. Once again, the Knights face Traitors in their midst as loyalties are tested and may even switch sides during the game.

 

 

The Knights of the Round Table must assemble once again to protect King Arthur's kingdom from numerous threats. But wait – these aren't the knights of old, but rather their children. Can these newcomer knights prove up to the task of tracking the dangers out there and putting a stop to them before it's too late?

In Shadows over Camelot: The Card Game, the players (mostly) work together to complete quests before the danger level of a quest gets too high.

In game terms, the quests are represented by five types of cards, with each card showing 1-3 swords, as well as a number from 2 to 5 or a question mark. These cards are shuffled together with Morgan le Fay cards (which curse the players when they appear) and Merlin cards (which remove some aspects of the curse) to form the rumor deck. Each player receives a secret loyalty card at the start of the game, with at most one person being a traitor to the cause. On a turn a player either:

  • Reveals a rumor card.
  • Attempts a quest.
  • Accuses a knight.

To reveal a rumor card, the player flips it onto the top of the revealed stack of cards. If it's a quest card, players try to keep track of the total value of cards from that quest, with ?s each worth as many points as the number of ?s revealed of that quest. If a Morgan le Fay is revealed, players can no longer speak to one another; in addition, Morgan twists the values of some cards or removes some from play. Merlin allows players to speak once again.

Players are trying to stop quests when the total value is 11, 12 or 13. Any lower, and they arrived too soon, wasting time; any higher, and they arrived too late. To attempt a quest, the player points to the top quest card and says, "It's time." The player then reveals all cards in the deck. If the sum of that quest is 11-13, then the players receive 1-3 white swords, as shown on the quest cards. If lower, they receive one black sword; if higher, 1-3 black swords. All other quests are checked to see whether the players were too late, then the stack resets. A failed quest rewards the attempter with a special bonus card for later use.

Once three swords have been claimed, whatever the color, a player can choose to accuse another player of being traitorous to the cause, winning a reward if correct and a penalty otherwise. If the players collect seven white swords, they have stopped Morgan's forces and win. If, however, they collect seven black swords first, then Arthur's kingdom falls.

Shadows over Camelot: The Card Game, Days of Wonder, 2012 – two sample quest cards (image provided by the publisher)

Shadows over Camelot: The Card Game, Days of Wonder, 2012 – Morgan makes you count, at least in this instance; Vivien tests your loyalty (image provided by the publisher)

Shadows over Camelot: The Card Game, Days of Wonder, 2012 – cards and tokens (image provided by the publisher)

Only one card type contains text, therefore DoW had to add them in each language (Ge/Eng/Fr)

Close up of the cardboard chits

We have a 30-day return policy for all Brand New Items, which means you have 30 days after receiving your item to request a return.

We have a 30-day replacement policy for all Pre-Owned Items, which means you have 30 days after receiving your item to have any malfunctioning part replaced with another of the same item.


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