Shadows over Camelot

Standard

Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game

Introduction

Shadows over Camelot is a cooperative game where players are Knights of the Round Table. They must go on different quests to retrieve valuable artifacts, and bring white swords to the round table. On every turn, evil will also progress, possibly adding black swords to the table. There is also potential for a traitor hidden among the knights.

The game is won when 12 swords have been placed on the table, and there are more white swords than black swords. The game is lost if any of the following happens

  • Camelot is surrounded by 12 siege engines
  • 7 or more black swords are on the table
  • All loyal knights are dead

Set Up

Board set up

  1. Place all game boards on table
  2. Lancelot board placed with his side up
  3. Siege engines, picts, saxons, and swords near board
  4. Figures for Excalibur, Holy grail, and Lancelot’s Armor on respective quests
  5. Remove Merlin cards from white deck equal to number of players
  6. Shuffle the white cards and deal 5 per player
  7. Shuffle the black cards and place the deck in indicated area
  8. Shuffle the loyalty cards and deal one per player

Player set up

  1. Take a knight figure and character sheet, place figure on corresponding round table spot
  2. Take a Merlin and a Loyalty card
  3. Place same colored dice on character sheet set to 4
  4. All players now select a white card from hand and play it face up on table
  5. Determine how to share those cards, if no concensus reached, the cards are shuffled and randomly distributed again

Gameplay

King Arthur will begin the game if present, otherwise the youngest player. Play goes around in clockwise order with each player taking one turn. Each turn consists of two phases

  1. Progression of Evil
  2. Heroic Action

See Quests for more information on individual quests.

Progression of Evil

Perform one of three actions

Drawing a black card

Draw the top black card in the deck and apply the effects. Whenever the deck runs out, reshuffle all the discards into a new deck, and shuffle the white card discard and draw pile together as well.

Special black cards

Some of these card have persistent effects. Apply the effect immediately when the card is drawn. They may be countered by playing the group playing 3 Merlin cards as a group.

Standard black cards

Place these cards on its corresponding quests. They cannot be countered by 3 Merlin cards.

  • Mercenaries, Picts, and Saxons
  • Lancelot and the Dragon
  • Excalibur
  • Black Knight
  • Despair

Heroic Action

You must take one of 5 Heroic actions

  • Move to a new quest
  • Perform quest action – see Quests
  • Play special white card
  • Heal yourself
  • Make accusation

You can also sacrifice one life point to perform a second action. The second action must be different than the first.

Special Powers

You may use your special power during your Heroic action phase

Quests

All quests outside of Camelot share these common traits. During quests, ties always go to evil side. At the end of each quest, return the knight(s) to the round table. For all solo quests, all white cards must be removed if the knight is to depart from the quest.

  • Knight positions
  • Card spots
  • Victory and defeat effects

End Game

The game ends immediately when the 12th sword is laid on the round table. If the traitor is still hidden, they may reveal their loyalty card to turn 2 white swords into black swords. It is possible to end the game with more than 12 total swords. If there are more white swords than black swords, the game is won in favor of loyal knights.

The game may end prematurely when

  • Camelot is surrounded by 12 siege engines
  • There are 7 or more black swords in Camelot
  • All loyal knights are dead