Shadows Over Camelot
Posted by Rob Herman at April 30th, 2006
I played a game called Shadows Over Camelot today. In spirit, the game is very much like the Lord of the Rings game, in that the players attempt to beat the game cooperatively. However, there are a couple of big twists that I think mitigate some of the biggest flaws in Lord of the Rings.
First, the concept: There are two kinds of victory points, positive (“white swords”) and negative (“black swords”). The game is over when 12 points have been awarded; if at least 7 of the swords are black, the good guys lose. White swords are awarded for winning quests; black swords for failing to finish quests in time.
On each player’s turn, a Black card is (usually) revealed for the Progress of Evil, bringing one of the quests closer to defeat. Then the player gets to either move to a quest or, if already there, play a card towards defeating it. Some cards are more useful in some circumstances; for instance, only Grail cards can be used on the quest for the Grail; seeking Lancelot’s Armor requires specific combinations of Fight cards, while any card can be tossed into the Lake in the search for Excalibur.
Similar to the Lord of the Rings board game, evil’s advantage is that the good guys’ resources run dry as time wears on, while evil’s progress never falters; its disadvantage is that the good guys can coordinate their efforts, while it may not get around to dealing the killing blow in an almost-lost quest until too late.
The most important difference is the potential for a traitor. There are a maximum of seven players, and eight Loyalty cards, drawn randomly at the beginning of the game. One of them reads “Traitor.” (So the more players, the greater the likelihood, but there is always the chance that there is no Traitor.) The Traitor wins only if the rest of the good guys lose. Outing the Traitor is worth a white sword (1/7 of the goal of the game—not bad), while a false accusation turns a white sword black.
This is huge. Rather than the game being noninteractive, you now need to watch your fellow players for the telltale signs of them trying to throw the game. The tension is increased. Many of the game mechanics are built around secrecy—cards are played face down and shuffled before being examined, and you’re forbidden to name cards by their exact value—so there’s no chance of one player trying to direct the entire game. If the traitor isn’t outed, because of being so crafty, he turns two white swords black at the game end.
There’s also a series of additional options for an advanced game that are a little more creative than “Sauron starts closer to the good guys,” which is neat.
Days of Wonder publishes the entire rules to all their games on their website, which is pretty neat, so go check the game out if you’re interested.
