Boardgames

Shadows over Camelot

Dive into a realm of knights, quests, and deceit in 'Shadows over Camelot'. Collaborate or betray, fight the Black Knight, find the Holy Grail and save Camelot!

90
minutes

3 - 7
player(s)

Medium

About the game

Welcome to the fascinating world of Shadows over Camelot, a unique board game that takes you back to the medieval era of Knights and their heroic quests. In this game, the legendary city of Camelot is under siege, and you, as one of Arthur’s loyal Knights, must defend it against the forces of evil!

The game is set in the iconic world of Arthurian legend, with a beautifully detailed game board depicting Camelot and its surrounding realms. The atmosphere is tense and thrilling, as players must work together to complete quests before the shadows take over Camelot.

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Setup and rules summary

Game flow Round and round we go

Shadows over Camelot is a cooperative/semi-cooperative board game where players assume the roles of Arthurian Knights and work together to protect Camelot. However, one player could potentially be a traitor, secretly working to bring down the kingdom. The game unfolds over a series of turns, each divided into two phases: the Progression of Evil phase and the Heroic Actions phase.

In the Progression of Evil phase, the player must first choose one of three evil actions:

  • Draw a black card: These cards represent various threats to Camelot. When drawn, they are immediately resolved.
  • Place a siege engine: Siege engines threaten Camelot directly. If there are ever 12 siege engines around Camelot, the game ends and the knights lose.
  • Lose a life: Each knight starts with 4 life points. If a knight ever loses all life points, they die. But beware, losing a life point can make the other knights suspicious of treachery.

Following the Progression of Evil, players then perform a Heroic Action. They may:

  • Move: Knights can move to any location, including Camelot, Quests, or other Knight’s locations.
  • Perform a Quest: Knights can attempt to complete various quests, such as the search for the Holy Grail, which provide benefits if completed but consequences if failed.
  • Draw white cards: Knights can draw up to 2 white cards. These cards are used to complete quests and provide various other benefits.
  • Heal: Knights can heal themselves or other knights, restoring lost life points.
  • Accuse: If a knight suspects another of being the traitor, they can accuse them. If correct, the traitor is revealed and penalized. If wrong, the accuser is penalized.

The game continues in this manner, alternating between the Progression of Evil and Heroic Actions, until either the knights fulfill their objective (usually by completing a certain number of quests) or the forces of evil prevail (usually by acquiring a certain number of siege engines or causing a certain number of quests to fail).

End of the game All good games must come to an end

The game of ‘Shadows over Camelot’ ends when one of several conditions is met. Each of these conditions can lead to either a team victory for the Knights of the Round Table or an individual victory for the Traitor.

Victory Conditions for the Knights of the Round Table:

  • Completing 12 white swords: If there are 12 white swords on the Round Table, the game ends immediately and the Knights of the Round Table win.
  • Completion of all Quests: If all quests are completed (both successful and failed) and there are more white swords than black swords on the Round Table, the game ends and the Knights of the Round Table win.

Victory Conditions for the Traitor:

  • Completing 12 black swords: If there are 12 black swords on the Round Table, the game ends immediately and the Traitor wins.
  • All Knights are Dead: If all Knights are dead, the game ends immediately and the Traitor wins.
  • Completion of all Quests: If all quests are completed (both successful and failed) and there are as many or more black swords than white swords on the Round Table, the game ends and the Traitor wins.

Before the final scoring, players must complete all actions for the turn in which the game-ending condition was met. This includes drawing and playing cards, resolving any events or battles, and placing swords on the Round Table. Once all actions for the turn have been completed, the final scoring can take place. The team or player with the most swords of their color on the Round Table is the winner. If there is a tie in sword count, the side with the sword placed last is the loser.

Scoring Did you outsmart your rivals?

Shadows over Camelot is a cooperative board game with a twist of betrayal. The aim of the game is to collectively score more white swords than black on the Round Table before it’s completely surrounded. However, the scoring system is quite intricate and involves several elements. Here’s a detailed breakdown:

White Swords

White Swords represent victories over evil. These are the primary points players aim to score throughout the game. Each time players successfully complete a quest, a white sword is added to the Round Table.

Black Swords

Black Swords represent the forces of evil and are negative points. They are added to the Round Table when a quest is failed.

Loyal Knights and Traitors

At the end of the game, if a traitor is revealed, an additional black sword is added to the Round Table. However, if a loyal knight successfully accuses a player of being a traitor, two white swords are added instead.

Scoring Overview

The game ends when there are 12 swords on the Round Table. The side with the majority of swords (white or black) determines the outcome. If the forces of good (white swords) are in the majority, the loyal knights win. If the forces of evil (black swords) are in the majority, the traitor wins. If there’s a tie, the side with the Excalibur wins.

Tie-Breaking Rules

In the event of a tie in the number of swords, the side that currently possesses the Excalibur wins. If the Excalibur is still in its quest, then the game results in a draw.

Alternate Winning Conditions

There are two alternate winning conditions: If all the knights are expelled from the Round Table, the traitor wins. If all siege engines are in play (12 in total), the forces of evil win.