Our Verdict
RECOMMENDED
If you love Camelot’s vibe and want more characters and betrayals, Merlin’s Company delivers with charm.
Highlights
- New knights and Merlin mini
- Travel cards trigger events
- Supports up to 8 players
- Up to two traitors possible
Keep in mind
- Needs translated cards or sheet
- Slightly higher complexity
- Play time may increase
Rules manual not indexed yet
Upload the PDF rulebook to ask questions about this game with AI.
About the game
What you do in a play session
Merlin’s Company arrives as the first official expansion for Shadows over Camelot, adding even more magic and mayhem to the table. In addition to seven new knights, Merlin now has his own miniature and can wander the board offering advice and special abilities to his comrades. The expansion adds 63 new cards: Travel cards that trigger events when moving from quest to quest, extra Black cards—including seven witches allied with Morgan—and White cards that bolster heroes in their battles against the forces of darkness. Player count rises from 7 to 8, and up to two traitors can now be hidden among the knights, making every quest tenser and more unpredictable. Core mechanics like hand management, variable powers, and cooperative play stay intact, but now with richer strategic options and the ever‑present threat of a teammate turning foe. The game continues to blend exploration, deduction, and teamwork, while new narrative challenges force the group to plan routes, share resources, and stay vigilant to each other's actions. If you love Camelot’s medieval‑mythic vibe and enjoy cooperative games that can slip into traitor drama, Merlin’s Company adds a satisfying extra layer without overcomplicating the original rules. Perfect for larger groups looking to extend their Camelot campaign across more epic sessions.
Expansion for
Published additional content
Gallery
Box and component photos
Tap any photo to open fullscreen. Photos submitted by the community or publisher.
Rules videos
Learn by watching before you open the box
Best player count
BGG community vote
3
OK
4
REC
5
BEST
6
BEST
7
BEST
8
BEST
Soundtrack
Ambience suggested by Melodice
Loading playlist...
Where to Buy
Prices monitored daily
Finding best prices...
Prices unavailable at this time.
Price history — last 6 months (lowest new offer)
As an Amazon Associate I earn from qualifying purchases. Prices and availability subject to change.
Alert enabled!
Join the BoardGamesBot deals group
Get the best board game deals every day — without message spam.
Join the WhatsApp groupGame details
Mechanics, categories, families and credits
Mechanics
Categories
Families
Publisher
Days of Wonder
Designer
Bruno Cathala, Serge Laget
Artist
Cyrille Daujean, Julien Delval
Community
Data from BoardGameGeek
8,524owners
1,017wishlist
340want to play
Frequently Asked Questions
Quick answers before you buy
How many players can join?
The expansion supports 3 to 8 players, with up to two possible traitors.
What’s the typical play time?
Around 60–90 minutes, varying with player count and whether traitors are in the game.
Do I need to own the base game?
Yes, Merlin’s Company is an expansion and requires the original Shadows over Camelot to play.
What are the main new components?
Seven new knights, Merlin’s miniature, 63 new cards (Travel, Black, and White), and rules for up to two traitors.
Is it beginner‑friendly?
It’s best for players already familiar with the base game; the complexity rises slightly.
Do I need extra supplies?
Besides the included cards and miniatures, a translation sheet or localized cards are recommended for Portuguese play.
How does the traitor mechanic work?
A traitor has secret objectives that can undermine the group’s mission, adding tension and deduction for the other players.