Shadows over Camelot


Table of Contents

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


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


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


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

Potion Explosion

potion explosion

Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual


Potion Explosion is a set collection game. Players take marbles (ingredients) from a dispenser to make potions. When ingredients are taken, they could cause other ingredients to collide and explode! You can then take those as well. Throughout the game, you can drink the potions you just made to help you make more potions. Each completed potion is worth points. The game ends when the pool of skill tokens are exhausted. The player with the most points at the end wins.

Set Up

  • Give each player a Desk board
  • Give a player the start player marker
  • Drafting starter potions
    • Remove 2 Kinds of potion at random from all the potion tiles
    • Take 2 random starter potion per player, place in center of table recipe side up
    • The first player starts by taking a potion of a choice, proceeding clockwise
    • Once all players have chosen a potion, the last player takes another one, proceed counter-clockwise until all players have 2 starters
    • Place the starters recipe side up on desk
  • Shuffle the other potions and separate into 5 stacks, recipe side up
  • Place ingredients randomly in the tank
  • Place little help tokens and skill tokens (depends on player number) in the middle of table


Players will take turns. Each turn consists of 3 phases. At anytime during your turn you may also drink a completed potion or Use a little help.

  1. Take ingredient
  2. Use ingredient
  3. End turn

Take ingredient

Take an ingredient from one of the columns in the dispenser. If removing the ingredient causes ingredients of the same color to collide, they explode you can remove those too. Explosions are only triggered by the regular remove action. They are not triggered by drinking potions or little help. If removing the exploded ingredients causes another explosion, you can then take all those exploded ingredients as well etc…

Keep all removed ingredients in your hand until the next phase

Use ingredient

Place ingredients on your desk according to these rules

  • When available, you MUST place ingredients from your hand onto available matching colored spaces on your potions.
  • You may freely move potions between your hand and the storage flask during your turn
  • Once an ingredient has been placed on a potion, it cannot be removed
  • Any marbles you cannot place must be placed in the flask until it is full

Completing a potion

When a potion has all their spots filled, it is completed. Place the marbles randomly back in the top of the dispenser and turn the potion over to the completed side. Place it under the desk board in your potion area, cork side up.

End turn

When you’ve taken your regular pick, drank any potion you wish, asked for a little help, and filled up your flask and recipes. Your turn now ends. Follow these steps

  • Discard all ingredients from your hand to the top of the dispenser
  • If you have less than 2 potions in your desk, draw one more from the top of any one of five stacks
  • You MAY NOT move ingredients from the flask to the new potion, because your turn has already ended
  • Check to see if you’ve earned one or more skill tokens
  • Check if Game has ended

Drinking a potion

At anytime during your turn, you may drink a potion you have completed. Indicate this by turning the potion upside down. The potion is still worth victory points at the end, and count towards earning skill tokens. Each potion will have a different effect. Taking ingredients do not trigger explosions.

A Little Help

Once per turn, you may take a little help token to take an ingredient from the dispenser. No explosions are triggered.

Skill Tokens

Skill tokens are worth 4 points. They are earned when

  • Player completes at least 3 potions of the same kind
  • Player completes 5 different potions

End Game

The game end is triggered when the last skill token is taken, or there are no potions available to take. Play continues untill all players have taken equal number of turns. Skill tokens may still be earned from the extra supply. Add up

  • Points from skill tokens
  • Points from potions
  • Negative points from little help tokens

The player with the most points wins the game. Ties broken by tied players in turn order taking one marble from the dispenser. The player that triggers the biggest explosion wins.

7 Wonders


Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual


7 Wonders is a card drafting game where players pick the cards they want to build up their civilization. There are multiple paths to score victory points. The game is played over three ages, each containing more powerful cards. The player with the most victory points at the end of the third age wins. This reference is only for 3 players and up.

Set Up

Set up the decks according to player number, adding the indicated number of guild cards to age III.

Player # Cards removed Guild cards added
3 4+, 5+, 6+, 7 5
4 5+, 6+, 7 6
5 6+, 7 7
6 7 8
7 use all cards 9
  • Each player will take a Wonder
  • Take 3 coins


The game is played over 3 ages. At the beginning of each age, deal 7 cards from the designated deck to each player. The players will simultaneously pick a card from their hand and place it face down, take one action, then pass the card to the adjacent player in the direction indicated on the back of the cards. This continues until the players have only 2 cards in hand. One last card is chosen and the action performed. The left over card is discarded. At the end of each round, score the military cards.

Military card scoring

Compare the number of shield icons on your tableau with your neighbors. The player with more shields gains either 1, 3, or 5 victory points depending on age. The player with fewer gains -1 VP. Keep track with military tokens. No effect if tied.

Card actions

Players can choose from 1 of 3 actions

Contruct the card

Reveal the card and place it in your tableau, gaining its effects. You must be able to satisfy the construction cost or prerequisites to build it, otherwise it is discarded. All player boards initially provide a free resource as indicated. You can buy resources from your neighbors for 2 coins to meet requirement. See the the last page of the Manual for detailed card effects.

Build a Wonder stage

Instead of revealing the card, you can place the card under the first available wonder stage to build it. You need to satisfy the cost of constructing the wonder. Follow these rules when building wonders

  • Building the wonder is not a requirement
  • You must build from the first available stage
  • You may construct stages of your wonder at any Age
  • Gain the effect of the wonder when it is constructed

Discard the card for 3 coins

Discard the card face down into a discard pile for 3 coins. Any card that cannot be constructed will be discarded instead.

End Game

The game ends at the end of Age III. Resolve the military cards one last time. Calculate the final score by adding the following scores

  1. Military
  2. Coins
  3. Wonders
  4. Civilian structures
  5. Science
  6. Commercial structures
  7. Guilds

Sushi Go Party!

Sushi go Party

Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF manual


Sushi Go Party! is a fast paced card drafting game. Players are creating a menu of sushi and other Japanese foods to score as many points as they can. The game is played over three rounds, and the player with the most points wins.

Set Up

  • Each player choose a color, place pawn at 0 on score track
  • Decide which cards to use using the tiles, make sure there are
    • 1 Nigiri
    • 1 Roll
    • 3 Appetizers
    • 2 Specials
    • 1 Dessert
  • Place corresponding tiles on game board
  • Place dessert cards to the side, shuffle other cards together


The game is played over 3 rounds. Shuffle in a number of desert cards each round and deal cards to each player depending on player number based on this chart.

Player count 2-3 4-5 6-7 8
Round 1 5 5 7 7
Round 2 3 3 5 5
Round 3 2 2 3 3
Cards dealt 10 9 8 7

Each turn happens simultaneously. All players will choose a card from their hand to play, and reveal them at the same time. The remaining hand is passed clockwise until it is empty. The current round ends and is scored. Score according to instructions on card, track score on tracker. Begin next round by returning all non-dessert cards. Add required desert cards for the round, shuffle and deal cards for the next round. The game ends after 3 rounds. Dessert card points are added to the final score.

End Game

The game ends after 3 rounds have been played. Score the last round as normal. Add on the score for dessert cards. Player with the most points wins. Ties broken by number of dessert cards.



 Table of Contents


In Bohnanza, players are farmers planting beans in their fields. Through proper timing of trading and harvesting the beans and their stocks, they aim to be the most profitable farmer. The player with the most coins at the end of the game wins.

Set Up

  • Deal 5 cards to each player
  • Place deck, 3rd bean fields in middle of the table
  • Pick starting player

IMPORTANT: Players may never change the order of their hand.


Each player has 2 bean fields to work with. Players may buy a third bean field for three coins at any time. On a turn, players will do the following 4 actions. At any time, players may harvest their bean field to gain coins.

When the deck runs out, reshuffle the discard pile to create a new deck.

Harvesting beans

Players may harvest any time. Look at bottom of bean card to see how many cards to flip over as coins when a certain number of beans are traded in. Coins are kept with the player and the other bean cards are placed in discard pile. Player must choose a field with 2 or more beans to harvest unless both fields have only 1 bean each.

 End Game

The game ends when the deck runs out 3 times. The current round finishes (possible for only one card in market). The player with the most gold coins wins. Ties broken by most cards in hand.



Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual


In Monarch, players are sisters in the Kingdom of Minerva who are proving their leadership skills to the Queen. Players will both work together to improve the kingdom all the while vying for control and prestige in their chosen leadership path. Monarch is a set collection game where players acquire cards from the market to place in their own court, send unwanted visitors to the opponent’s court, and buy upgrades for the kingdom that benefits all sisters. The game ends during the round where one sister obtains the 7th card in the court. The player with the most crowns win.

Set Up

  • Shuffle the 12 land boards and draw 9, place in 3×3 square
  • Shuffle and deal out 5 cards for the market
  • Lay out the 5 Banners on table
  • 5 gold and 5 food to each player


Starting with the first player going clockwise, players can perform the following actions in any order

Tax OR Harvest

Players can perform this action only once per turn. They can either collect the food indicated on the farm tiles, or pay one food to each village to gain the gold indicated on the village tiles.

Acquire cards from the market

Players may buy as many cards or sweep the market as many times as they like. Depending on which card is acquired, different action will take place. Court cards can be replaced. Land improvements can be upgraded by something equal or better.

  • Court Cards – Place in court
  • Farm and Village improvement – Place on corresponding land tile
  • Unwanted guests – send to other sister
  • Moons – Resolve event for all sisters

Players may choose to fly one Banner per game once the requirement is met. The banner cannot be exchanged and the special ability is permanent for the rest of the game.

End Game

The game ends after the round where one sister has 7 cards in their court. All players take an equal number of turns. The player with the most crowns win. Note special abilities on certain cards when calculating crowns.