Shadows over Camelot: The Card Game
2012
A tense cooperative card game of hidden loyalty, dangerous quests, and careful timing before seven black swords doom Arthur’s kingdom.
20
minutes
1 - 7
player(s)
8+
Medium Light
About this board game
Shadows over Camelot: The Card Game is a 20-minute card game for 1–7 players, where the children of the Knights of the Round Table must protect King Arthur’s kingdom from mounting threats.
Players mostly work together to complete quests before their danger level rises too high. However, each player receives a secret loyalty card, and at most one knight may be a traitor. The group must balance cooperation with suspicion while tracking the values of revealed quest cards.
The rumor deck combines five types of quest cards with Morgan le Fay cards and Merlin cards. Quest cards show 1–3 swords and a value from 2 to 5 or a question mark. Question marks are worth as many points as the number of question marks revealed for that quest, making the growing stacks increasingly difficult to judge.
- Reveal a rumor card and add it to the revealed stack.
- Attempt a quest when its total seems close to the winning range.
- Accuse a knight once enough swords have been claimed.
Morgan le Fay can silence the players, twist card values, or remove cards from play, while Merlin restores the ability to speak. A quest succeeds when its total is 11, 12, or 13, awarding white swords according to the quest cards. Arriving too early or too late instead adds black swords, and a failed attempt grants the player a special bonus card for later use.
In Shadows over Camelot: The Card Game, seven white swords stop Morgan’s forces and secure victory. But if seven black swords are collected first, Arthur’s kingdom falls.