How to play Shadows over Camelot Official Rules

By: Dennis B. B. Taylor

Shadows over Camelot Game Rules

Welcome, brave souls! Today, I’d like to talk to you about a fantastic board game called Shadows over Camelot. Now, hold on to your seats, because this game is going to transport you straight into the world of King Arthur and the Knights of the Round Table.

So, what is Shadows over Camelot all about? Well, my friends, it’s a cooperative game, which means we all work together as a team to achieve a common goal. In this case, our mission is to protect Camelot from the evil forces that threaten it.

Our first order of business is to make sure that Camelot itself is safe. To do this, we need to complete quests and protect the kingdom from siege engines. These siege engines are like monstrous weapons that can wreak havoc on our beloved land. If we let too many of them through, we’ll be in serious trouble!

But wait, there’s more! As if defending Camelot wasn’t enough, we also have to deal with the traitor among us. That’s right, there’s a possibility that one of our fellow knights is secretly working against us. It’s up to us to figure out who the traitor is and stop them from sabotaging our efforts.

Now, let’s talk about how we actually play the game. Each round, we’ll draw a card that tells us what we need to do. It might be a quest that we have to complete or a challenge we have to face. It’s important to remember that we’re all in this together, so we’ll need to strategize and work together to overcome these obstacles.

Along the way, we’ll have the opportunity to gain special abilities and equipment that will help us in our quest. We can also use the famous Round Table to our advantage. The Round Table is like our command center, where we can gather and plan our next move.

Now, I know what you’re thinking – all this sounds amazing, but how do we win? Well, my friends, we win by completing quests and keeping Camelot safe. However, we lose if Camelot falls to the siege engines or if the loyalty of the knights is compromised by the traitor.

So, are you ready to join me on this epic adventure? Let’s gather our courage, hone our skills, and work together to protect the kingdom of Camelot. Together, we can overcome any challenge that comes our way!

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Okay, here’s what you gotta do to set up the Camelot board game. First, put the big gameboard right in the middle of the table. Then, punch out the Excalibur, Holy Grail, and Lancelot & the Dragon Quests and put them next to the gameboard. Make sure you put the Lancelot & the Dragon Quest with Lancelot’s side facing up.

Next, put the little Excalibur, Holy Grail, and Lancelot’s Armor figures on their spots on the Quests. Now grab the 12 Siege Engines, 4 Saxons, 4 Picts, and 16 double-sided Swords and put them aside in a Reserve next to the gameboard.

Time to deal out a Coat of Arms to each player. Take a look at your Knight and say hi to everyone while telling them your Special Power. Put your Coat of Arms face up next to you and grab a six-sided die. Put it on the spot for the die with the number four facing up. We’ll use this die to keep track of your Knight’s Life points.

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I’ll start by saying that when you play this game, you need to place your Knight’s miniature on its designated seat at the Round Table. That’s where your adventure begins.

Now let’s talk about getting things ready. You have to separate the cards into three piles. There are White cards, Black cards, and Loyalty cards. Take the Black cards and shuffle them up. Then, put them on their special spot in Camelot. Now, let’s move on to the White cards.

You’ll need to give each player a Merlin card from the White cards. Make sure everyone gets one. After that, shuffle the rest of the White cards, including any leftover Merlin cards. Each player should get 5 of these White cards. The remaining White cards go in a draw pile in Camelot. We’re making progress!

Last but not least, let’s deal with the Loyalty cards. Shuffle all 8 of them and give one to each player. But wait, it’s a secret! You need to take a peek at your Loyalty card to find out if you’re Loyal to the Round Table or if you’re a sneaky Traitor working for the forces of Evil. Once you know, tuck your Loyalty card face-down under your Coat of Arms. Any extra Loyalty cards go back in the game box where they can’t be seen.

Object of the Game

In this game, the purpose is to score more points than your opponent. It’s a game of strategy and skill, where you have to outsmart your adversary to come out on top. The game starts with both players having an equal chance of winning, but as the game progresses, you’ll need to make tactical decisions to gain an advantage. The player who can anticipate their opponent’s moves and make the right choices will have a better chance of winning. So, the key is to think ahead, analyze the situation, and make the best move possible. It’s all about outwitting your opponent and claiming victory for yourself. Therefore, think carefully and plan your moves wisely. Remember, the ultimate goal is to have the highest score at the end of the game. Good luck and may the best player win!

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In the game Shadows over Camelot, you and your buddies join forces as brave Knights who have pledged to protect the Kingdom from the evil forces that threaten it.

Your success hinges on completing legendary Quests, like finding Excalibur, the Holy Grail, or Lancelot’s Armor. You’ll also face challenges in tournaments against the Black Knight and battles against the Saxons and Picts.

Each Quest comes with its own set of difficulties, with rewards for the victors and dire consequences for the defeated.

When a Quest is completed, it adds new Swords to the Round Table. White side up means victory and shows support for the Knights, while Black side up indicates the progress of Evil.

If the Loyal Knights fail to prevent the forces of Evil from achieving any of the following, the game ends prematurely and is lost:

    When I’m playing the game Shadows Over Camelot, there are a few ways the game can end. One way is if we manage to surround Camelot with 12 Siege Engines. Another way is if we place 7 or more Black Swords on the Round Table. And if we happen to kill all of the Loyal Knights, the game is over too.

    But there’s also a chance that the game can end right after the first Action where we lay down a 12th Sword on the Round Table. If that happens, the game is won if the Loyal Knights have put a majority of White Swords on the Round Table.

    Now, if there happens to be a Traitor among us, things get a bit more complicated. The Traitor actually wins if the forces of Evil manage to defeat the rest of the Knights. So it’s an extra challenge to watch out for.

    When we’re actually playing the game, we take turns doing Actions. During each Turn, we draw an Adversity card, which tells us what challenge we need to face. We can choose to do Quests, which are special missions we have to complete. We can also do other Actions like going on Expeditions or Healing. It’s all about working together and using our special abilities to our advantage.

    So that’s how the game goes. It’s all about teamwork, strategy, and a little bit of luck. Let’s see if we can save Camelot from the forces of Evil!

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    When it comes to starting the game, King Arthur takes the lead as befits a monarch. If he’s not available, the youngest player gets to begin as the Knight.

    Each player takes their turns in a clockwise direction until one of two conditions is met: a 12th Sword is placed on the Round Table, or the game is lost prematurely. If the game ends, victory or defeat is determined by the color of the majority of Swords on the Round Table.

    There are Two Phases

    Each game turn consists of two distinct phases, with a check in between to see if the game ends.

    • In the first phase, called The Progression of Evil phase, you’re faced with three disappointing choices, all benefiting the forces of Evil.
    • In the second phase, known as The Heroic Actions phase, you have the opportunity to support your cause by performing one (or occasionally more) of five Heroic Actions.

    Overview of a Game Turn

    During your turn, you’ll need to follow two steps:

    The Advance of Evil

    Here’s how the evil forces in the game progress:

    1. I draw a card from the black draw pile and apply its effect.
    2. A Siege Engine is added around Camelot.
    3. Or you lose a Life point.

    But before we move on, let’s check if the game is about to end.

    II. Heroic Deeds

    Now it’s time for your heroic actions:

    1. Move to a new Quest.
    2. Perform an action related to the Quest you are on.
    3. Play a Special White Card.
    4. Heal yourself.
    5. Or accuse another Knight.

    Once you’ve completed your heroic actions, let’s see if the game is about to end. If it’s not, we’ll move on to the next player.

    The Advance of Evil

    When my turn starts, I have a tough decision to make. I’m presented with three options, and they’re all pretty bad. They’re meant to help the forces of Evil, which is definitely not what I want. I have to choose one of these options based on what’s going on in the game right now.

    A. Drawing a Black card

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    If you pick a Black card, you get to draw the top card from the Black draw pile. Then, you need to read it out loud and follow its instructions. If you need more information, you can check the Cards Manifest in Appendix 2 of the Book of Quests.

    Just a quick note, you have the option to play Black Knight, Lancelot, and Dragon cards face down if you want to. If you do that, the value of the card should not be revealed to the other players.

    If you run out of Black cards in the draw pile because of your draw, you need to shuffle all the discarded Black cards and create a new Black draw pile. At the same time, you should also reshuffle the White discard pile and White draw pile to create a fresh new White draw pile.

    Remember, whenever a Draw pile runs out during the game, you have to reshuffle both piles, even if the other one is not empty yet.

    Special Blacks

    If the Black card you draw is a Special Black card:

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    Hey there! Listen up, because I’ve got some important info for you. When you read this out loud, its effects will take hold immediately. Cool, right?

    Now, if you want, you and your pals can decide to cancel the effects of this card right away. All you need to do is play 3 Merlin cards together, and presto – no more card effects. But here’s the catch: you can only do this before the Special Black card is played. Once it’s played, you’re out of luck.

    So, let’s say you draw Vivien or the Dark Forest, and you don’t have 3 Merlin cards handy. Well, tough luck, my friend. Those cards are gonna stay in play and mess with you until the game ends. And even if you do get your hands on 3 Merlin cards later on, it’s too late to do anything about it.

    Now, here’s the deal. When any card is played, including the 3 Merlin cards, they all go onto the discard pile, face down. It doesn’t matter who played them or what color they are. Face down they go. On the board, cards are usually placed face up, unless we tell you otherwise.

    Lastly, let’s talk about Standard Blacks. These are the usual black cards you’ll come across. They’re pretty straightforward, really. Nothing fancy. So, keep an eye out for those, and remember everything I just told you. Good luck out there, my friend!

    Standard Blacks

    So, here’s the deal: if you happen to draw a Standard Black card, I’ve got some news for you.

    First of all, let me explain what a Standard Black card is. It’s one of those cards you pick from the deck during a game. And let me tell you, it’s a pretty important card. Why, you ask? Well, because it has the power to change the game and keep things interesting.

    Now, when you draw a Standard Black card, it’s time to get creative. This is your chance to come up with the wittiest, funniest, or most thought-provoking response you can think of. You want to make everyone laugh, gasp, or maybe even scratch their heads in confusion.

    But hey, don’t stress too much about it. Just go with your gut and let your imagination run wild. Trust me, the best answers are often the ones that come to you naturally.

    Remember, it’s all about having fun and enjoying the game. So, take a deep breath, gather your thoughts, and let the hilarity ensue.

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    When you get a Standard Black card, you need to place it face up on the matching Quest. Look for the Quest symbol on the card to know where it belongs.

    Unlike Special Blacks, Standard Black cards can’t be stopped by playing 3 Merlin cards.

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    When you play a Mercenaries card, you have the power to decide where its effect will be felt – whether it’s in the Pict War or the Saxon War.

    For the Lancelot and the Dragon cards, they must be placed on the Quest that is currently active. First, Lancelot’s Quest is played, and once that is completed, the Dragon card can be played.

    Now, if the Black card you draw happens to be a Combat card with a number on it (like Lancelot and the Dragon, or the Black Knight), you have a choice. You can play it face down on the board to keep its number hidden from everyone else. This might raise a few eyebrows, but it also allows you to immediately take a free White card from the draw pile and add it to your hand.

    If you’re not playing the Quest for a certain Black card anymore (once the Quests for Excalibur, the Holy Grail, and Lancelot & the Dragon are all completed or removed), a Siege Engine is immediately added to Camelot instead of the card being played. The card is then discarded onto the discard pile. Don’t play a card directly on the board itself; the graphic is just a reminder of what the card does.

    If the Black card you draw is:

    • A Black Knight, Lancelot, or Dragon card that fills the last empty spot on the Evil side of a Quest;
    • An Excalibur card that moves Excalibur to the last position on the Evil side of the river;
    • A Despair or Desolation card that causes the entire Grail Quest to now be filled with Black cards;
    • Or a Pict, Saxon, or Mercenary card that puts a 4th Pict or Saxon figure on the battlefield;

    When you play a card on The Quest, something important happens. You need to see if the Quest was won or lost by checking the Book of Quests. Look for the matching Victory or Defeat pictograms and apply the corresponding consequences – Victory for a win, and Defeat for a loss.

    B. Placing a Siege Engine near Camelot

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    Hey there! Let me give you a quick rundown on how to play this game and keep those pesky Siege Engines at bay.

    First things first, you’ll need to grab a Siege Engine from the Reserve and put it in one of the open spots surrounding Camelot.

    Now, keep an eye on the number of Siege Engines placed around Camelot. If you reach a total of 12, that’s bad news – the game is lost for everyone except the Traitor.

    C. Losing a Life point

    Don’t worry if things get tough – you can always sacrifice some of your own stamina to fight off the forces of Evil. Just lose one Life point and flip your Life point die to the next lower value.

    Remember, your Life points can’t go below zero or above six. Any gain above six doesn’t count, unfortunately.

    If your Life points reach zero, you die and leave the game. This can happen if you choose to sacrifice yourself or for any other reason. At the end of your turn, you disappear. If you had Excalibur or Lancelot’s Armor, they are gone forever. Your White cards are discarded face down on the White pile, and your miniature is taken off the board.

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    Here’s your only hope: If I manage to win the Holy Grail earlier in the game and allow you to drink from it, you’ll survive even if your Life points fall to zero – but only once! (If you happen to be the owner of the Grail, you can use its magical power on yourself). When you drink from the Holy Grail, your Life points will be set back to 4 and the Grail will be removed from the game.

    An important thing to remember: Even if I die, I must not reveal my Loyalty until the end of the game. Even if I fall in battle, I’ll still have a chance to enjoy a victory (posthumously, of course) if our side ultimately wins.

    II. Heroic Actions

    If you manage to survive your Progression of Evil phase, you must then choose one of five Heroic Actions. In order to assist your fellow Knights, you can either:

    • Move on to a new Quest;
    • Perform a Quest-specific action;
    • Play a Special White card;

    When it’s my turn in the game, I have two options. I can either heal myself or, if allowed, make an accusation. It’s important to remember that during this phase, I can only take one action. If I’m on a quest and can’t perform the actions associated with it, I have to choose between playing a special white card, healing myself, or making an accusation. If none of these are possible, I have to move to a different quest, even if I would have preferred to stay.

    Moving to a new quest is no easy task. The lands around Camelot can be dark and scary, so traveling to a new destination is considered a heroic action. It might seem simple, but it’s actually a big deal.

    To go on a journey, just pick up your Knight’s figurine and move it to any Quest you want to explore. Don’t worry about how far apart the Quests are or where they are on the map. Each move only requires one Heroic Action.

    There’s one special rule for Camelot. You can freely move between the Siege area outside the walls and the Round Table inside without using a Heroic Action.

    Some of the Quests, like the Black Knight and Lancelot, can only be played by one Knight at a time. So you can only go to a Solo Quest if no one else is already there.

    Now, let’s talk about performing specific actions for each Quest.

    When I go on a Quest, there are specific actions that I can take to help me succeed. These actions are called Heroic Actions, and each Quest has its own set of them. If I am currently on a Quest, I can only perform the Heroic Actions that are associated with that particular Quest.

    Now, if one of my Heroic Actions fulfills the conditions for completing a Quest, a few things happen:

    • All of the Knights who were on the Quest with me are automatically brought back to the Round Table at Camelot. And it doesn’t cost anything!
    • The result of completing the Quest, whether it’s a victory or a defeat, is immediately applied. The details of what happens when a Quest is completed can be found in the Quest’s entry in the Book of Quests.
    • All the cards that were played on the Quest, including any Saxon and Pict figures, are discarded and put back in their respective discard piles and reserves.

    Playing a Special White card

    When I come across a Special White card, it’s easy to tell because of its Special White symbol.

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    When you want to play a Special White card, just read its text out loud and immediately apply its effect. After that, you can discard the card onto the White discard pile.

    Remember, you can only play one Special White card per turn.

    D. Healing yourself

    If you want to heal yourself and gain one Life point, all you have to do is discard three identical cards. For example, you can discard 3 Grail cards or 3 Fight cards of the same value. When you do this, turn your dice over to the next value up.

    You can heal yourself even if you already have more than 4 Life points, but you can never go above 6.

    E. Making an Accusation

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    Okay, here’s the deal. If I think one of my fellow Knights is a traitor, I can accuse them. And get this, they have to show their Loyalty card to everyone! The best part? I don’t even have to be in the same spot as them! Talk about power!

    But hold up, there’s a twist. If I’m actually the traitor, I can accuse a Knight too. But why would I do that? Well, it’s all about causing chaos and turning a Black Sword over to my side. Sneaky, right?

    Now, let’s talk about what happens when I accuse someone. If the Knight turns out to be innocent, I get to turn a White Sword (if we have any) over to the dark side. But if we don’t have any White Swords yet, my accusation doesn’t really do anything. Bummer, I know.

    But here’s the fun part. If the Knight I accused is actually the Traitor, we add a new White Sword to our Round Table. That traitor is caught and has to follow the instructions on the back of their Coat of Arms. Justice served!

    Now, let’s talk about ties.

    When it comes to ties in the game, here’s what happens:

    • If we’re fighting against Siege Engines and there’s a tie, well, that’s not good. We lose.

    The Importance of Winning for Knights

    When I engage in a battle as a knight, there are three key components that I must prioritize. These components, known as the Black Knight, Lancelot’s Quest, and the Dragon’s Quest, are crucial for ensuring victory against the forces of evil.

    Firstly, I must face off against the formidable Black Knight. This adversary is known for their strength and skill in combat. By conquering them, I prove myself as a worthy knight and navigate one step closer to triumph.

    Next, I must undertake Lancelot’s Quest. This quest is no easy feat and requires immense dedication and perseverance. Successfully completing Lancelot’s Quest not only elevates my status as a knight but also aids in my ability to conquer the forces of evil.

    Lastly, I must embark on the Dragon’s Quest. This quest is notorious for its challenges and demands fearlessness and strategic thinking. Overcoming the obstacles presented by the Dragon’s Quest significantly contributes to my overall victory against the forces of evil.

    It’s important to note that throughout the game, there will be instances where my skills and prowess are put to the test. One such instance is the tie between the White and Black swords on the Round Table. As a knight, I must ensure that the outcome always favors the forces of Evil and the Traitor. A mere stalemate is never satisfactory; I must push myself further to secure a resounding triumph.

    The Thrill of Victory

    Winning the game as a knight is incredibly fulfilling. It signifies my dedication, skill, and honorable nature. When I emerge victorious, I feel a deep sense of accomplishment and pride in knowing that I have upheld the values of chivalry and fought against the forces of evil.

    As the game draws to a close, I am reminded of the significance of triumph. It serves as a testament to my prowess as a knight and affirms my commitment to the principles of justice and honor.

    The journey to victory is not without its challenges, but by following the path laid out before me and embracing the quest for triumph, I can emerge as a true champion. With the Black Knight, Lancelot’s Quest, and the Dragon’s Quest conquered, I can proudly proclaim victory in the name of the knights who have come before me.

    Persevere, Knights!

    Knights, remember this: the path to triumph is not always easy, but it is always worth pursuing. As you face each challenge, from the Black Knight to the Dragon’s Quest, forge ahead with determination and skill.

    By embracing your inner knight and embodying the virtues of chivalry, you can conquer any obstacle that comes your way. Whether it be the White and Black sword tie at the Round Table or the forces of evil looming in the shadows, never settle for a stalemate; strive for victory with every ounce of your being.

    Together, we can ensure that the forces of good outweigh the forces of evil and uphold the noble traditions of knighthood.

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    If we find ourselves in the following situations during the game, all the Loyal Knights lose, resulting in an immediate loss:

    1. a. There are 12 Siege Engines surrounding Camelot.
    2. b. There are 7 or more Black Swords on the Round Table.
    3. c. All the Loyal Knights, except the Traitor, are dead.

    Furthermore, the game is immediately over if a 12th Sword is placed on the Round Table during any player’s turn.

    If the Traitor is still alive and hasn’t been discovered at this point, they reveal their true identity by showing their Loyalty card. As a consequence, two White Swords on the Round Table are flipped over to show their Black side.

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