6.2
rating
Ludopedia
5.7
rating
BGG
Our Verdict
RECOMMENDED
If you enjoy the betrayal and cooperation vibe with a memory twist, this Arthurian card game is a great pick! It's a quick and fun way to relive the legend with your friends.
Highlights
- Cooperative with traitor
- Engaging Arthurian theme
- Fast and dynamic
- Good dose of memory
Keep in mind
- Can feel low-action
- Luck-dependent
- Betrayal can frustrate
Rules manual not indexed yet
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About the game
What you do in a play session
The legend of Camelot is reborn in card form! In Shadows Over Camelot: The Card Game, the descendants of the legendary Knights of the Round Table take on the mission to protect King Arthur's kingdom from dark threats. But beware, for not everyone may be who they claim to be. This cooperative game, with a twist of betrayal, pits players against each other, or rather, together against danger. The goal is to complete quests before time runs out or Morgan le Fay's forces dominate. Each quest is represented by a rumor deck, mixing quest cards with the dreaded Morgana cards (which bring misfortune) and the saving Merlin cards (which bring hope and communication). Each turn, you reveal a card, attempt a quest, or accuse a fellow knight of being the traitor. The great dilemma is when to stop a quest: too early and you waste time, too late and the quest fails. Communication is key, but Morgana's cards can silence you! Tension mounts with the possibility of a traitor among you, who wins alone if they amass more black swords. If the knights gather seven white swords, victory is for all. But if black swords reach seven first, Camelot falls. It's a fast-paced game that demands memory, deduction, and a good dose of bluffing, perfect for those who enjoy Arthurian themes and games with twists.
Gallery
Box and component photos
Tap any photo to open fullscreen. Photos submitted by the community or publisher.
Best player count
BGG community vote
1
OK
2
REC
3
REC
4
BEST
5
REC
6
REC
7
REC
Soundtrack
Ambience suggested by Melodice
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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
Frequently Asked Questions
Quick answers before you buy
How many players can join?
The game is designed for 1 to 7 players. It works well at various counts, but the dynamic changes a bit with more people, especially if there's a traitor!
How long does a game take?
Get ready for quick games! Each session usually takes about 20 minutes to complete.
Are the rules difficult to learn?
The rules are quite straightforward, and the text on the cards is minimal, making them easy to memorize. You'll get the hang of it quickly.
Can I play it solo?
Yes! The game includes a solo mode where you try to overcome the threats without the help (or hindrance) of other players.
What happens if there's a traitor?
If there's a traitor (determined by a secret card at the start), they win alone if they achieve the majority of black swords. The other players win if they gather seven white swords before that happens.
Do the Morgana cards really hinder the players?
Absolutely! They can block communication between players, which is crucial for coordinating quests. It's one of the game's major challenges!
Is it similar to the Shadows over Camelot board game?
Yes, it's a direct adaptation! It captures the cooperative-with-a-traitor essence and the questing of the original game, but in a more compact and faster card-based format.
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