Shadows over Camelot: Merlin's Company

2008 · Expansion for Base-game

Shadows over Camelot: Merlin's Company

Adds a set of new characters, including seven additional knights and an independent Merlin figure who moves around the board to assist other characters. Introduces 63 new cards: Travel cards that trigger events while moving between quests, extra Black cards (including witches allied with Morgan), and extra White cards that grant helpful effects. Supports up to eight players and allows for two possible traitors, increasing player count and the tension in each quest.

Players
3–8 best 7
Playing time
60–90 min
Age
10+
Complexity
2.5 / 5
5.9 on LudoyaMedievalMythologyCooperative GameTraitor GameVariable Player Powers

On Ludoya's tables

Full stats in Ludoya
5
Plays logged
8
Players
13
In collections
1
On wishlists
1
Pre-ordered

5.9/10

from 1 Ludoya review

  • Tom5.9

    Dice Tower Reviews: Shadows over Camelot: Merlin's Company

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Do I draw a Travel card every time my Knight moves?

No. Draw a Travel card only when you choose Move to a new Quest as a Heroic Action during your turn or use Sir Tristan’s Special Power. Moves caused by completing a Quest, moving out of turn, or reacting to a card do not require a Travel card (p. 2).

What happens if I draw a Captured! Travel card?

Your Knight stays where he is and cannot take part in any game action until another Knight spends a Heroic Action and discards a Special White card to free him. A Knight cannot free himself (p. 3).

Does Merlin start the game on the board, and what does he do?

Merlin starts off the board and enters when the first Merlin Travels card is drawn. Once per player’s turn, a Knight sharing Merlin’s Quest may draw one White card as a free Action, which does not count toward the Knight’s Heroic Actions (p. 2).

Do Black cards for a Quest that is already over still add a Siege Engine?

When Merlin travels to a Quest that is no longer in play, drawing its corresponding Black card does not add a Siege Engine; discard that card with no further effect. In other cases, Black cards for finished Excalibur, Holy Grail, or Lancelot & the Dragon Quests are permanently removed, and drawing one still adds a Siege Engine whenever applicable (pp. 2–3).

Do I have to use all seven new Knights, and can two Knights have the same color?

You may replace the original Knight set with the seven new Knights, or choose Knights from either set. However, no two Knights may have the same Coat of Arms color, and King Arthur is always included and assigned before the other Knights are selected (p. 2).

How many Traitors are used in a seven- or eight-player game?

Add the second Traitor card to the Loyalty cards at the start of a seven- or eight-player game. At the end, one undiscovered Traitor turns two White Swords Black; two undiscovered Traitors turn three White Swords Black (p. 3).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.