Shadows Over Camelot Rules Summary V2

Total Page:16

File Type:pdf, Size:1020Kb

Shadows Over Camelot Rules Summary V2 SUPPORT THE EOG BY BECOMING AN OFFICIAL MEMBER SIGN UP AT ORDEROFGAMERS.COM The Esoteric Order of Gamers orderofgamers.com High quality materials for the dedicated devotee of immersive, thematic tabletop games. Game rules summaries, foamcore box plans, articles, interviews, reviews, videos, tutorials, forums – and lots more. @EOGamers gplus.to/EOGamers facebook.com/EOGamers EsotericOrderGamers instagram.com/orderofgamers v2 May 2011 Game: SHADOWS OVER CAMELOT Publisher: Days of Wonder (2005) Page 1: Rules summary Page 1: Rules summary Merlin’s Company Print on card (ensure you are printing at 100% scale) laminate and trim to size. These sheets are intended only for the personal use of existing owners of the game for additional reference. Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use. Setup Progression of Evil Quests Set up the boards (for the Lancelot and Dragon Draw a Black Card You must play specific combinations of cards to win board, Lancelot’s side is faceup) and place the Relic Draw the top card, read it aloud and apply its effect. Combat Quests. If a Solo Quest is abandoned all miniatures on their respective boards. White cards played so far are discarded. A Special Black card can be cancelled if you and/ Each player randomly takes a Coat of Arms and or your fellow Knights collectively play 3 Merlin cards. Tournament vs the Black Knight introduces himself and their Special Power to the A Standard Black card is played faceup on its Perpetual, Solo, Combat Quest. group. Place your Life Die set at 4 on the Coat of corresponding Quest (the last one played on a Quest Arms and your miniature at the Round Table. Quest for Lancelot Solo Combat Quest. can be cancelled by a Merlin card). Give one Merlin card to each player then shuffle the Lancelot’s Armour: When drawing a Black card, the Lancelot and Dragon cards are placed on whichever of White, Black and Loyalty cards into decks. Deal 5 owner may draw the top two and keep one, placing these Quests is currently in play. White cards to each player and place the rest on the other at the bottom of the deck. Unlike other relics, the board. Deal one Loyalty card to each player who A Black Knight, Lancelot or Dragon card may be Armour remains with the Traitor even if unmasked. secretly looks at it and places it under his Coat of played facedown (not read aloud) to hide its value. Dragon’s Quest Group Combat Quest. Arms. Unused Loyalty cards are put away unseen. This allows the player to draw a free White card. Appears only after Lancelot’s Quest has been finished. Each player selects one White card and places it on If the Quest on the card is no longer in play, a Siege the Round Table. Players discuss how these cards Engine is added to Camelot instead. Quest for Excalibur Group Quest. should be shared. Discarding a White card while on the quest moves Losing a Life Point Excalibur one step closer to the Knight’s side. A King Arthur begins the game and play proceeds Points can never go below 0 or above 6. Do not reveal Merlin card cannot be used to cancel a move. The clockwise. your Loyalty if you die. Knight triggering the last move receives Excalibur, even if not on the Quest. Excalibur: Adds +1 to the Cards are usually played faceup. All cards Heroic Actions played must be discarded facedown. outcome of any combat quest (including vs Siege Moving to a New Quest Engines) the owner is on. At any point the owner may If a White or Black deck ever runs out, shuffle choose to sacrifice it to cancel ANY Black card drawn. the discards of BOTH decks into fresh decks. Each move to a new Quest requires an Action. Movement between the areas of Camelot (Siege Quest for the Holy Grail Group Quest. All TIES in the game are always resolved in Engines and the Round Table) does not. favour of Evil. The Dark Forest card is played next to the Quest, not Performing a Quest-Specific Action in on the track. Holy Grail: If a Knight falls to 0 Life Points and is about to die, the owner may restore him Collaborating If a Quest’s End Conditions are met, move all Knights on the Quest back to the Round Table (at no cost), to 4 points. The Grail then vanishes. Declarations of intent, resources and capabilities can apply the Quest’s Victory or Defeat consequences, be discussed as long as comments are non-specific Pict and Saxon Wars Perpetual Group Quests. and discard the cards played on the Quest. and in character and do not refer to specific values. If a 4th figure is placed on a War, that War is lost. Playing a Special White Card Game Turn Read the card aloud and apply its effect. You can Camelot never play more than one Special White card per turn. Round Table: A Knight may stay at the Table and draw 1 Progression of Evil 2 White cards (unless he already has 12 or more cards). Healing Yourself You must choose one of the following 3 actions: Discard 3 identical cards and go up a Life Point. Siege Area: A Knight may remove an Engine by – draw a Black card, read it and apply its effects; playing as many Fight cards as desired and then Making an Accusation rolling under the total value. If the roll is equal or – add a Siege Engine around Camelot; or This can only be done if there are at least 6 Siege greater, the Knight loses a Life Point. – lose a Life Point. Engines around Camelot or at least 6 Swords on the Round Table. Each Knight may choose this Action Game End 2 Check End of Game Conditions only once during the entire game. 3 Heroic Actions Accuse a Knight of being the Traitor. Reveal his The game is lost if one of the following happens: You must choose one (or more in special cases) of the Loyalty card; if Loyal, turn a White Sword on the a. Camelot surrounded by 12 Siege Engines following 5 actions: Table to its Black side. If a Traitor, add a White Sword b. 7 or more Black Swords on the Round Table to the Table. The Traitor turns his Coat of Arms over – move to a new Quest; c. All Loyal Knights killed. and follows the instructions there. – perform an action related to the Quest you’re on; Otherwise, after the first Action in which a 12th Additional Heroic Actions: Sacrifice Sword (or more) is laid on the Table. If the Traitor is – play a Special White Card; Once per turn, a Knight may sacrifice a Life Point for still alive and undetected, he reveals his Loyalty card – Heal yourself; or an additional Heroic Action. and turns 2 White Swords to Black. – Accuse another Knight. You can never perform the same Heroic Action The game is won by the loyal Knights if there is a 4 Check End of Game Conditions twice in the same turn. majority of White Swords. Merlin’s Company Setup Modifications Travels and the Travel Deck Disposing Black cards for Completed Quests Shuffle the 16 new Travel cards to form aTravel deck, Each time a Knight chooses to move to a new Quest When Black cards are drawn that relate to a Quest placed facedown off the board. as a Heroic Action during his turn or through the that is no longer in play, they are now permanently use of his Special Power (Sir Tristan), he must first removed from the game, rather than discarded. Place the Merlin figure next to the deck; he does not declare where he wishes to move, then draw a Travel enter the board until the first Merlin Travels card is Drawing such a card still leads to the addition of a card from the Travel Deck and apply its effect before drawn. Siege Engine around Camelot, whenever applicable. potentially completing his move and reaching his Add the 14 new Black cards to the original game’s intended destination. Black cards and the 23 new White cards to the 7 and 8 player games No other moves in the game trigger the draw of a original White cards. Travel card; only those made by a Knight as a Heroic The game now accommodates up to 8 players Then proceed with the game’s normal set-up. Action during his turn or through the use of his (7 Knights and King Arthur). However in 7 and 8 Special Power. player games, add the second Traitor card to the mix New Knights of Loyalty cards at the start of the game. King Arthur is always present; first assign his Coat of Nothing Happens ... nothing happens. The Knight Arms at random to one of the players. completes his move and successfully reaches the The 2 Traitors do not know who the other might be, Quest of his choice. or even if another one is present in the group or not. When drawing Knights, you may now either: Merlin Travels The Knight successfully reaches the At game’s end, if there is one undiscovered Traitor, – Replace the entire set of original Knight’s Coat Quest of his choice and Merlin’s figure is moved to he will have to turn over 2 White Swords to the Black of Arms (including Sir Bedivere, but excluding his side on this new Quest.
Recommended publications
  • Queen Guinevere
    Ingvarsdóttir 1 Hugvísindasvið Queen Guinevere: A queen through time B.A. Thesis Marie Helga Ingvarsdóttir June 2011 Ingvarsdóttir 2 Háskóli Íslands Hugvísindasvið Enskudeild Queen Guinevere: A queen through time B.A. Thesis Marie Helga Ingvarsdóttir Kt.: 060389-3309 Supervisor: Ingibjörg Ágústsdóttir June 2011 Ingvarsdóttir 3 Abstract This essay is an attempt to recollect and analyze the character of Queen Guinevere in Arthurian literature and movies through time. The sources involved here are Welsh and other Celtic tradition, Latin texts, French romances and other works from the twelfth and thirteenth centuries, Malory’s and Tennyson’s representation of the Queen, and finally Guinevere in the twentieth century in Bradley’s and Miles’s novels as well as in movies. The main sources in the first three chapters are of European origins; however, there is a focus on French and British works. There is a lack of study of German sources, which could bring different insights into the character of Guinevere. The purpose of this essay is to analyze the evolution of Queen Guinevere and to point out that through the works of Malory and Tennyson, she has been misrepresented and there is more to her than her adulterous relation with Lancelot. This essay is exclusively focused on Queen Guinevere and her analysis involves other characters like Arthur, Lancelot, Merlin, Enide, and more. First the Queen is only represented as Arthur’s unfaithful wife, and her abduction is narrated. We have here the basis of her character. Chrétien de Troyes develops this basic character into a woman of important values about love and chivalry.
    [Show full text]
  • Сest Romanz Fist Crestïens Chrétien De Troyes and the Birth of the French Novel
    Natalia M. Dolgorukova СEST ROMANZ FIST CRESTÏENS CHRÉTIEN DE TROYES AND THE BIRTH OF THE FRENCH NOVEL BASIC RESEARCH PROGRAM WORKING PAPERS SERIES: LITERARY STUDIES WP BRP 24/LS/2017 This Working Paper is an output of a research project implemented at the National Research University Higher School of Economics (HSE). Any opinions or claims contained in this Working Paper do not necessarily reflect the views of HSE Natalia M. Dolgorukova1 СEST ROMANZ FIST CRESTÏENS CHRÉTIEN DE TROYES AND THE BIRTH OF THE FRENCH NOVEL2 The paper addresses three controversial issues in two romances by Chrétien de Troyes - Yvain, or the Knight with the Lion and Lancelot, or the Knight of the Cart. Both romances were written around 1176-1180 and because of their narrative continuity and complementarity could be considered as a diptych. First, we examine the evolution of Chretien’s conception of love, “mysteriously” changing from his first romances to Lancelot; then we enter into the debate between celtisants and their critics about the Celtic influence in Chretien and consider Celtic sources of the two romances; we conclude the article, tracing out the fairy tale paradigm in both romances, which helps us reveal new meanings of the cart and the lion, operating as magic agents in the romances. Keywords: Chrétien de Troyes, “Yvain, or the Knight with the Lion”, “Lancelot, or the Knight of the Cart”, fin’amors, Breton Cycle, Celtic material, troubadours, trouvères, V. Propp, Mabinogion, parody Jel: Z 1 National Research University Higher School of Economics. Faculty of Humanities, School of Philology. Senior Lecturer. E-mail: [email protected].
    [Show full text]
  • Actions Héroïques
    Shadows over Camelot FAQ 1.0 Oct 12, 2005 The following FAQ lists some of the most frequently asked questions surrounding the Shadows over Camelot boardgame. This list will be revised and expanded by the Authors as required. Many of the points below are simply a repetition of some easily overlooked rules, while a few others offer clarifications or provide a definitive interpretation of rules. For your convenience, they have been regrouped and classified by general subject. I. The Heroic Actions A Knight may only do multiple actions during his turn if each of these actions is of a DIFFERENT nature. For memory, the 5 possible action types are: A. Moving to a new place B. Performing a Quest-specific action C. Playing a Special White card D. Healing yourself E. Accusing another Knight of being the Traitor. Example: It is Sir Tristan's turn, and he is on the Black Knight Quest. He plays the last Fight card required to end the Quest (action of type B). He thus automatically returns to Camelot at no cost. This move does not count as an action, since it was automatically triggered by the completion of the Quest. Once in Camelot, Tristan will neither be able to draw White cards nor fight the Siege Engines, if he chooses to perform a second Heroic Action. This is because this would be a second Quest-specific (Action of type B) action! On the other hand, he could immediately move to another new Quest (because he hasn't chosen a Move action (Action of type A.) yet.
    [Show full text]
  • The Book of Quests
    THE BOOK OF QUESTS uests are the driving force in the life of every noble Knight. So it should Qbe no surprise to find Quests at the very heart of Shadows over Camelot. While the content of the Rules Booklet should be familiar to every aspiring Knight, the Book of Quests is primarily a reference, written for inquisitive Knights in search of insight, or the scheming Traitor looking for a lethal edge. In the back of this book you will find two appendices. The first, unearthed from , old manuscripts, offers a glimpse of each Knight s personality. The second is a detailed manifest of each card used in the game. In this booklet, page numbers given in reference point to the corresponding entries in the Rules booklet, unless indicated otherwise. nnnnnnnnnn THE QUESTS nnnnnnnnnn There are several “Standard” Quests in Camelot’s immediate vicinity: N The Tournament against the Black Knight N The Quest for Lancelot N The Dragon’s Quest N The Quest for Excalibur N The Quest for the Holy Grail N The Pict and Saxon Wars each with its own entry in the Book of Quests. For each Quest won or lost, new Swords are laid onto the Round Table. As the game progresses, the Swords show which side currently has the advantage. There are also two “Special” Quests within Camelot proper, where a defeat spells immediate doom for the Loyal Knights: • The Siege of Camelot, which is lost if 12 Siege Engines ever surround Camelot; • and The Quest of the Round Table, where the outcome of the game is decided in favor of whichever color Swords have the majority, once 12 or more have been laid down.
    [Show full text]
  • MERLIN's COMPANY Kiegészítő Doboz a „Shadows Over Camelot” C
    MERLIN’S COMPANY Kiegészítő doboz a „Shadows over Camelot” c. társasjátékhoz (A játékhoz szükség van az eredeti társasjátékra is.) A fordító email címe: [email protected] A KIEGÉSZÍTŐ DOBOZ TARTALMA: Egy Merlin figura, amely egy új, független szereplő a táblán, aki segíti lovagokat a nehéz helyzetekben. Egy bónusz lovagfigura: Sir Bedivere, címerlappal és életkockával. Ez a figura még az eredeti játékhoz tartozó keresett reklámtárgy, amelyhez ma már nehéz hozzájutni. 7 új lovag címerlap, minden színű lovaghoz egy új, Sir Bediverehez is, kivéve Artúr királyt, aki az egyetlen igaz király. 63 kártya: - 9 új hűségkártya (7 hűséges + 2 áruló) - 16 új Travel-kártya (travel=utazás) - 23 db fehér kártya: Harci kártyák 11 db (3 db ?es, 3db 1es, 2 db 2es, 1 db 3as, 1 db 4es és 1 db 5ös), Grál 3 db Merlin 1 db 8 db új speciális fehér kártya A ?-es harci kártya értékét (egytől ötig) mindig az a lovag határozza meg, aki használja. Kivételessége ellenére nem speciális, hanem rendes kártya, mint a többi harci. - 14 fekete kártya: Despair (Kétségbeesés) 2 db Excalibur 2 db Mercenaries (Zsoldosok) 1 db Picts (Piktek) 1 db Saxons (Szászok) 1 db 7 db új speciális fekete kártya, a 7 boszi, mindannyian Morgan szövetségesei) A JÁTÉK ELŐKÉSZÍTÉSEKOR TÖRTÉNŐ MÓDOSÍTÁSOK: - Keverjük össze a 16 Travel-kártyát, és tegyük őket egy pakliban a tábla mellé, képpel lefelé! - Tegyük a Merlin figurát a Travel-pakli mellé! - Az új fehér és fekete kártyát keverjük a régi társaikhoz! (Az új kártyák egy része azonos szerepű a régiekkel, így a hátlapok alapján nem tudhatjuk, hogy új tartalmú lap következik-e) SZEREPVÁLASZTÁS: Artúr királynak, mint különleges egyéniségnek mindig szerepelnie kell.
    [Show full text]
  • Overall Board
    CIVIL CSSURVEY CCONSULTANTS, INC MERIDIAN, IDAHO Committed to Service W USTICK RD W USTICK RD North W KING ARTHUR DR N TUDOR DR W SUSSEX DR W TUDOR DR ST N FIVE MILE RD MILE FIVE N W GUINEVERE DR W SUSSEX DR N CONSTANTINE ST W RACE ST W LANCELOT AVE CITY OF BOISE W WOODCHUCK PROPOSED PARK SITE N MORROW AVE N BURTON ST N FAYETTE AVE W GALLAHAD AVE W SAGRAMORE AVE W MONTANA AVE W WOODLAND LN ST N CARADOC ST N GAWAINE ST N HAMPTON ST W EXCALIBUR ST W EXCALIBUR AVE W CANTERBURY DR NOT TO SCALE N CITRUS PL W EXCALIBUR ST W ARDYCE ST ST N FAYETTE PL W ARDYCE CT W ARDYCE ST W DE WITT LN W ARDYCE ST W ARDYCE ST N MORROW PL W MACAW LN AVE SHEET 3 N CITRUS LN W MACAW CT N MITCHELL N WILDWOOD W LONE WOLF LN LN N ARGENTINA LN N PILGRIM LN W ABRAM DR W ABRAM LN N DENNIS PL Canal N SIESTA LN N ASTER N SHEET 2 W GRANGER AVE W PALM DR W PALM ST (PRIVATE) ASTOR LN N DUSTY LN N W PALM LN N CARISSA W JAVA DR AVE W JAVA CT N MORROW AVE N BALI DR N CITRUS DR W CORY ST W TAHITI CT W TAHITI ST N ARMSTORNG W CORY ST N HAMTON W SOUTHWIND W GLEN ELLYN DR N PILGRIM PL W GLEN ELLYN ST W GLEN ELLYN CT W GLEN ELLYN ST W GLEN ELLYN CT W GLEN ELLYN CT W GLEN ELLYN ST N BALI AVE CITRUS AVE W POPPY ST W POPPY ST N SIESTA WY N CARISSA PL W POPPY ST N FAYETTE PL W POPPY ST W POPPY ST N SUNRISE AVE W MARLINWOOD ST N DOVE AVE W MARLINWOOD DR N PILGRIM PL W SUNFLOWER LN W CHARITAN DR N CONSTANTINE AVE N ASTER AVE W BLUECANYON ST SHEET 2 W MARLINWOOD DR W LUPINE ST N SPRINGLAND PL ST W LUPINE ST Settlers W LUPINE AVE W CHARITAN ST SHEET 1 W CHARITAN ST N FARWELL AVE DR W LANDMARK DR W LANDMARK DR N SIESTA AVE N DOVE AVE N MITCHELL ST W CHARITAN DR W LANDMARK ST W LANDMARK ST W BUMBLEBEE DR N CITRUS W BUMBLEBEE DR RD N MUMBARTO W OLYMPUS ST W TIDEWATER CT ST W HOLT ST Milk W TIDEWATER CT W HALSTEAD LN W HALSTEAD DR N HAMPTON N PILGRIM AVE N CARISSA AVE N FARWELL LN W HALSTEAD CT Lateral N ANCESTOR AVE W ESHELMAN ST W ESHELMAN ST N WILDWOOD W GARVERDALE CT W GARVERDALE LN N FIVE MILE RD W FAIRVIEW AVENUE W FAIRVIEW AVENUE.
    [Show full text]
  • 2013 Carnage Booklet 9-13
    Carnage How to Get There on the Mountain Killington Grand Hotel 1 -800 -621 -MTNS 4763 Killington Road, Killington, VT 05751 http://www.killington.com Driving Directions from Major Cities: Killington Resort is located in central Vermont at the junction of US 4 and VT 100 North in Killington, 11 miles east of Rutland. BOSTON MA : 3 hours driving time. Take Interstate 93 to just south of Concord, NH Exit onto Interstate 89 north and follow to US 4 Rutland, Exit 1 in Vermont. Follow US 4 west to Killington. HARTFORD CT : 3 1/4 hours driving time. Follow Interstate 91 to north of Bellows Falls, VT. Take Exit 6 (Rutland) onto VT 103 and follow to VT 100. Take VT 100 north to US 4 and follow US 4 west to Killington. 4 3/4 hrs. from NY CITY (via Connecticut Turnpike): Connecticut Turnpike (Int. 95) to Int. 91 and then follow directions given under "Hartford." NY AND NJ AREAS (via NY Thruway): 5 hours driving time. NY Thruway to Exit 24 Albany. Take Northway (Int. 87) north to Fort Ann/Rutland Exit 20. Pick up NY 149 and follow east to US 4. Turn left on US 4 and follow east to Killington. MONTREAL: 3 1/2 hours driving time. Take Highway 10 east to Highway 35 south. Exit at Route 133 south and follow to Interstate 89 south. Exit Interstate 89 at Exit 3 in Bethel, VT and follow VT 107 west to VT 100 south to Killington. See Center Page for Handy Site Map Killington Grand Resort Killington, VT November 8-10 2013 2 www.carnagecon.com Welcome Join us in Killington, Vermont for the 16th annual Carnage convention, a celebration of tabletop gaming.
    [Show full text]
  • Exploring Anonymity in Cooperative Board Games
    Exploring Anonymity in Cooperative Board Games Jonas Linderoth University of Gothenburg Department of Education, Communication and Learning Box 300, 40530 GOTHENBURG, SWEDEN +46-31-7862172 [email protected] ABSTRACT This study was done as a part of a larger research project where the interest was on exploring if and how gameplay design could give informative principles to the design of educational activities. The researchers conducted a series of studies trying to map game mechanics that had the special quality of being inclusive, i.e., playable by a diverse group of players. This specific study focused on designing a cooperative board game with the goal of implementing anonymity as a game mechanic. Inspired by the gameplay design patterns methodology (Björk & Holopainen 2005a; 2005b; Holopainen & Björk 2008), mechanics from existing cooperative board games were extracted and analyzed in order to inform the design process. The results from prototyping and play testing indicated that it is possible to implement anonymous actions in cooperative board games and that this mechanic made rather unique forms of gameplay possible. These design patterns can be further developed in order to address inclusive educational practices. Keywords Inclusive education, board games, design based research, game mechanics, gameplay design patterns INTRODUCTION In 1994 UNESCO held a conference in Salamanca, Spain, addressing issues regarding children’s equal rights to education. Three hundred participants representing 92 governments and 25 international organizations came to the worldwide consensus that educational systems should be designed to acknowledge the wide diversity of children’s abilities and needs, and that this was best achieved by promoting inclusive education.
    [Show full text]
  • Then Arthur Fought the MATTER of BRITAIN 378 – 634 A.D
    Then Arthur Fought THE MATTER OF BRITAIN 378 – 634 A.D. Howard M. Wiseman Then Arthur Fought is a possible history centred on a possi- bly historical figure: Arthur, battle-leader of the dark-age (5th- 6th century) Britons against the invading Anglo-Saxons. Writ- ten in the style of a medieval chronicle, its events span more than 250 years, and most of Western Europe, all the while re- specting known history. Drawing upon hundreds of ancient and medieval texts, Howard Wiseman mixes in his own inventions to forge a unique conception of Arthur and his times. Care- fully annotated, Then Arthur Fought will appeal to anyone in- terested in dark-age history and legends, or in new frameworks for Arthurian fiction. Its 430 pages include Dramatis Personae, genealogies, notes, bibliography, and 20 maps. —— Then Arthur Fought is an extraordinary achievement. ... An absorbing introduction to the history and legends of the period [and] ... a fascinating synthesis. — from the Foreword by Patrick McCormack, author of the Albion trilogy. —— A long and lavishly detailed fictional fantasia on the kind of primary source we will never have for the Age of Arthur. ... soaringly intelligent and, most unlikely of all, hugely entertaining. It is a stunning achievement, enthusiastically recommended. — Editor’s Choice review by Steve Donoghue, Indie Reviews Editor, Historical Novel Society. Contents List of Figures x Foreword, by Patrick McCormack xi Preface, by the author xv Introduction: history, literature, and this book xix Dramatis Personae xxxi Genealogies xxxix
    [Show full text]
  • Days of Wonder Announces Shadows Over Camelot - the Card Game
    US Contact: Mark Kaufmann [email protected] 650-941-5606 Europe: Adrien Martinot Days of Wonder SARL [email protected] (33) 1 56 02 65 69 Days of Wonder announces Shadows over Camelot - The Card Game Loyal Knights band together against rumors and traitors in this stand-alone card game follow-up to the best-selling cooperative board game Los Altos, CA; Paris, France – August 27, 2012. Today, Days of Wonder announces Shadows over Camelot - The Card Game. Based on the award-winning cooperative board game released in 2005, the Card Game follows in the footsteps of the original, as players work together to defend Camelot against rumors swirling about the kingdom. The fast-paced game invites players to take on the role of sons & daughters of the legendary Knights of the Round Table; together, they 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. “Shadows over Camelot holds a special place for co-designer Serge Laget and I,” said the game’s co-designer, Bruno Cathala. “We worked many hours on a game design that while using the same basic mechanisms (cooperative, quests, and traitors...) would bring a new, very different, game experience. Only recently did it became a refined card game, with an all new twist based on observation. In the end it’s very different from the board game, while still keeping the basic elements that made the original Shadows over Camelot such a success.” Shadows over Camelot - The Card Game Includes a deck of 62 Rumor cards; 9 Knight cards; 9 Loyalty cards; 10 Quest Tokens and 16 double-sided (black and white) swords.
    [Show full text]
  • MARK TWAIN's Connecticut Yankee, Finding Himself Suddenly
    PROLOGUE ddd ARK TWAIN’S Connecticut Yankee, finding himself suddenly M transported across centuries into the strange world of Camelot, man- ages, despite the shock of time travel, to preserve his acute sense of observa- tion. From the start he views the Arthurian court ambivalently, feeling horror at its failure to anticipate the democratic and technological glories of his own nineteenth century, mixed with a somewhat reluctant dash of romantic admi- ration for its very otherness, exhibited with such vigour and colour, especially in the quaint richness of its verbal expression. If the Yankee thus drops substantial weights onto the pans swinging on each side of the scales of judgement, the balance arm tips heavily toward the nega- tive. His early conclusion is that Camelot must be an insane asylum, its denizens virtual savages who can be dismissed as ‘white Indians’. Listening to the talk in court for the first time, he reports: As a rule the speech and behavior of these people were gracious and courtly; and I noticed that they were good and serious listeners when anybody was telling anything— I mean in a dogfightless interval. And plainly, too, they were a childlike and innocent lot; telling lies of the stateliest pattern with a most gentle and winning naivety, and ready and willing to listen to anybody else’s lie, and believe it, too. It was hard to asso- ciate them with anything cruel or dreadful; and yet they dealt in tales of blood and suf- fering with a guileless relish that made me almost forget to shudder.1 This passage, of course, shows us much that we try to avoid as historians.
    [Show full text]
  • Title Publisher Boardame Players Assoication 2017 Game Library
    Boardame Players Assoication 2017 Game Library contents as of May 6th, 2017 # Title Publisher 1 6 Nimmit Amigo 2 10 Days in Asia Out of the Box 3 10 Days in the USA-(2) Out of the Box 4 24 Suntex 5 1812 - Invasion of Canada Academy Games 6 1989: Dawn of Freedom-(2) GMT Games 7 Abyss Asmodee 8 Ace of Aces Flying Buffalo Inc. 9 Acquire-(2) Avalon Hill/Hasbro 10 Adel Verpflichtet Avalon Hill 11 Adventrure Time Card Wars Cryptozoic 12 Agricola-(2) Z-Man Games 13 Agricola: All Creatures Big & Small Z-Man Games 14 Air Marshall Griggling Games 15 Airlines - Europe Rio Grande Games 16 Alexander the Great Avalon Hill 17 Alhambra- (3) Queen Games 18 Alien Frontiers Clever Mojo 19 Aliens vs. Zombies Victory Point Games 20 Angels One Five Victory Point Games 21 Animal Herders Unknown 22 Aquaretto Rio Grande Games 23 Aquarius Looney Labs 24 Are You the Werewolf? Looney Labs 25 Arena Roma II Queen Games 26 Ark & Noah Elfinwerks 27 Arctic Scavengers (3) Rio Grande Games 28 Arctic Scavengers Recon-(4) Rio Grande Games 29 Article 27 Stronghold Games 30 Attila Blue Orange Games 31 Avalon Indie Cards & Games 32 Aztack Blue Orange Games 33 Bargain Hunter Valley Games 34 Barons Cambridge Game Factory 35 Battle This Clance Morning 36 Battle Sheep Blue Orange Games 37 Battlegroup Lost Battalion 38 Battleline GMT Games 39 Battlestar Galactica: Pegasus Fantasy Flight Games 40 Beep Beep Valley Games 41 Belfort Tasty Minstrel Games 1 of11 Boardame Players Assoication 2017 Game Library contents as of May 6th, 2017 # Title Publisher 42 Bismark Avalon Hill 43 Blackbeard
    [Show full text]