# Shadows over Camelot: Merlin's Company ## General Info - **Year Published**: 2008 - **BGG Rating**: 7.4 - **BGG Rank**: — - **Players**: 3-8 (Best with: 7, 8) - **Duration**: 60-90 min - **Weight**: 2.54 / 5 - **Designers**: Bruno Cathala, Serge Laget - **Artists**: Cyrille Daujean, Julien Delval - **Publishers**: Days of Wonder - **Categories**: Adventure, Deduction, Expansion for Base-game, Medieval, Mythology - **Mechanics**: Cooperative Game, Hand Management, Traitor Game, Variable Player Powers ## Verdict If you love Camelot’s vibe and want more characters and betrayals, Merlin’s Company delivers with charm.New knights and Merlin miniTravel cards trigger eventsSupports up to 8 playersUp to two traitors possibleNeeds translated cards or sheetSlightly higher complexityPlay time may increaseRECOMMENDED ## Description 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. ## FAQ ### 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. ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 25.92 (https://boardgameprices.com/item/go?source=A&storeitemid=6915524&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/518/shadows-over-camelot-merlins-company?utm_source=boardgamesbot.com