Table of Contents
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
Board set up
- Place all game boards on table
- Lancelot board placed with his side up
- Siege engines, picts, saxons, and swords near board
- Figures for Excalibur, Holy grail, and Lancelot’s Armor on respective quests
- Remove Merlin cards from white deck equal to number of players
- Shuffle the white cards and deal 5 per player
- Shuffle the black cards and place the deck in indicated area
- Shuffle the loyalty cards and deal one per player
Player set up
- Take a knight figure and character sheet, place figure on corresponding round table spot
- Take a Merlin and a Loyalty card
- Place same colored dice on character sheet set to 4
- All players now select a white card from hand and play it face up on table
- Determine how to share those cards, if no concensus reached, the cards are shuffled and randomly distributed again
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
See Quests for more information on individual quests.
Progression of Evil
Perform one of three actions
- Draw a black card
- Add a siege engine around Camelot
- Sacrifice a life point
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
- Black Knight
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.
You may use your special power during your Heroic action phase
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
- Objective – Perpetual solo quest. Play 2 pairs of fight cards of distinct value, with total card value greater than the knight
- Progression of Evil – Place the black knight card on the board, may place face down to draw a white card. Once the 4th card is placed, the quest ends.
- Heroic action – Play a white fight card, making 2 pairs. When the 4th white card is played, quest ends
- Victory effect – The knight on quest gains a life point, 3 white cards, add one white sword to table
- Loss effect – Add 1 black sword to table
- Objective – Solo quest. Play a full house with total value greater than Lancelot’s card
- Progression of Evil – Place the Lancelot card on the board. Once the 5th Lancelot card is placed, the quest ends
- Heroic action – Place a white card on the board progressing towards a full house. When the fifth white card is played, the quest ends
- Victory effect – For the knight in the quest, gain one life, one white sword to table, 4 white cards, and Lancelot’s armor. Flip board over to Dragon’s quest
- Loss effect – Lose one life point and gain one black sword. Flip board over to Dragon’s quest
- Relic – Whenever the owner draws a black card, draw 2 instead, and choose one. Place the other at the bottom of the black deck. This is the only relic that stays with the player, even when revealed as a traitor
- Objective – Group quest. Play 3x three of a kinds of distinct values with sum greater than the dragon cards.
- Progression of Evil – Use the dragon number on the Lancelot/dragon cards. Ends when the 5th dragon card is played
- Heroic action – Play white fight card making 3x three of a kind. Ends when the 9th card is played
- Victory effect – All participating knights gain 2 life. 7 white cards are shared. 2 white swords to round table. Remove quest from game
- Loss effect – All knights lose 2 life. Add 2 black swords. Remove quest from game
When the quest is removed, any further Lancelot/dragon cards drawn will add a siege engine instead
- Objective – Group quest. Move the sword to the knight’s shore
- Progression of Evil – For every Excalibur card drawn, move sword one step closer to frozen side
- Heroic action – Discard one white card per action to move the sword one step closer to knights
- Victory effect – 2 white swords to table. All participating knights gain one life. 7 white cards shared among participants. Player that played the final action gains Excalibur. Remove quest from game.
- Loss effect – All participating knights lose 2 life. Add 2 black swords to the round table. Remove quest from game
- Relic – The knight that played the last white card gains Excalibur. Add one combat strength to any combat quest, including fight against siege engines. At any point during the game, the owner may sacrifice Excalibur to cancel any one black card. This is the only way to prevent a standard black card from coming into play after it is drawn. Excalibur cannot be passed to another knight.
Qhen quest is removed, any further Excalibur cards drawn will add a siege engine instead
- Objective – Group quest. Lay down 7 white grail cards face up to win and gain the grail
- Progression of Evil – Add a desolation, despair, or dark forest card. Follow text for further instructions. If the 7th black card is placed, the quest is over and lost. Flip over the board.
- Heroic action – Add a white grail card to the first available space from the left. If no spaces available, remove the first despair card. If all 7 spaces are covered by white card, the knights win. Flip over the board.
- Victory effect – Gain 3 white swords to the round table, share 7 white cards among participating knights, and gain one life for each knight. The knight who played the last card will gain the Holy grail.
- Loss effect – Gain 3 black swords to the round table. All participating knights lose one life. The grail is removed from the game.
- Relic – If a knight falls to zero health, the owner may let him drink from the Grail and recover 4 life. One time use.
When the Grail quest is flipped over, any further grail black cards will add a siege engine instead.
- Objective – These are 2 similar but distinct perpetual group quests. Progressively play white cards from 1 to 5 (A straight) before 4 warriors appear
- Progression of Evil – Place a warrior as indicated by the card. The war is lost if the 4th warrior is placed on that war.
- Heroic action – Play a white fight card in ascending order. Once a 5 card straight is made, the war is won
- Victory effect – Gain one white sword to the table. Share 4 white cards among participants, and all participants gain one life. Remove warriors from board.
- Loss effect – One black sword to table, all participants lose one life. 2 Siege engines to Camelot.
Camelot is a special area where Knights start at the beginning of the game, and return to at the end of other Quests. There are 2 actions
- Draw 2 white cards
- Fight a siege engine
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