SHADOWS
OVER CAMELOT (Days
of Wonder, 3-7 players, ages 10 and up, 60-80 minutes; $49.95)
It has taken two weeks to try and figure out how to start this review decently
WITHOUT using a reference to Monty
Python and the Holy Grail.
Perhaps I shouldn't bother, as Days of Wonder includes at least two references
to the legendary movie inside the game itself. What they have also done is saved
a rather remarkable game from the demise of the
original publisher, Eurogames.
Days of Wonder does make pretty games. They have an amazing French
artist and illustrator, gorgeous plastic bits with great sculpts, and
beautifully printed German cards
and boards. Shadows Over
Camelot has even more
beautiful plumage than most of their games. The artwork covers 4 full boards,
100 cards, and 7 character boards. The plastic
bits include a castle load of knights, catapults, Saxons, Picts, the Holy Grail,
and the hand of a watery...woman holding up a sword.
The boards all show various knightly quests. These all involve
playing specific cards onto the board in various combinations. They are not
completed in sequence, but the game action takes place on all of the quests at
once.
The game itself, designed by Serge Laget & Bruno Cathala, is
both simple and terrifyingly complex. You win by completing quests successfully
and gaining white swords. You lose by losing quests and gaining too many black
swords, or getting 12 catapults surrounding Camelot.
Your turn is also simple: Do something bad, then do something good.
Bad things involve flipping up a black card (which causes the the quests to
progress toward failure) adding a catapult, or selflessly losing a life point.
Good things include moving to a new quest, playing a single white card, or
accusing someone of treason (more about that later).
That sounds really simple, and you can explain the core of the game
in 5 minutes. It takes several games to remember all of the niggling details,
like the different quests, the various special cards, details on when you can
accuse people, and the various uses for life points. Many of these are
summarized on the player cards, but it is a bit daunting to try and learn them
all. The game is far easier to learn than to try and slog through the rules
because of the details, and the two massive rulebooks are totally daunting, but
are extremely organized for quick reference.
The game is basically like plate spinning. The black cards make the
plates slow down and drop, your white cards spin the plates, and it takes you
time to move between the plates. The game is cooperative, so all of the knights
do work together to keep the plates spinning. The real problem is that a single
knight often cannot finish a quest by himself. You need help. All of the knights
together can usually tear through a quest quickly, but ignored quests can fail
quickly.
The game isn't entirely cooperative. One player is a traitor. That player is
secretly trying to sabotage the rest of the knights. As long as he stays hidden,
he gets to flip two of the white swords to black swords at the end of the game.
The trick is to help, but not too much. And you only want to reveal yourself if
it is going to seriously screw the other knights in some way. The game does
allow quite a few opportunities for subterfuge. Players are forbidden to discuss
their hands. All discarded cards are played face down. Two quests can only be
completed by a single knight and are locked if a knight is already there. You
can hold 12 cards in your hand, so you can hoard a lot of useful cards and keep
them from other players.
Playing the traitor is fun...lots of fun. You get to pretend
to be all sweetness and light and helpful while at the same time being as
overtly vicious and spiteful. The game is mercifully fun for the other knights,
although not as wickedly cool. For the Loyals, there is a fairly simple
challenge of optimizing your movement and card plays, the tension of
impending doom as your quests slowly work their way toward failure, the
trickiness of trying to second guess your partners' moves without being allowed
to communicate information about your hand, and the absolute torment of trying
to work out the traitor.
Lack of communication is VITAL to the game. The rules dance around
the issue of how much table talk is allowed, but less is definitely better. This
keeps one player from dominating the group strategy (which happens in Reiner
Knizia's Lord
of the Rings [Winter 2001 GA
REPORT]) and allows the
game's very dark age-like aura of fear and suspicion to come to the forefront.
Another odd thing I discovered about the game is that I did not
entirely like it at first. The first three plays were totally absorbing while I
was playing them, but the game felt like it would grow stale after a handful of
weeks. I played it more with different players and the game can go very
differently. Like Lord of the
Rings, you can get more
skillful, and there are a number of approaches to the game that become apparent.
The cards you get in your initial hand do a lot to determine how a game will
progress, and change both your strategies and add to the flavor. Some of the
black special cards are game-wreckingly powerful. Games without a Traitor may go
very easily, or quite badly,
depending on the suspicious nature of any participants.
Soooo, what you have is an easy-playing but kind of complex game
which is highly group dependent and with a fair amount of luck. The thing is, it
is a wonderfully produced game that is very good and compelling to play. It is
also almost totally unlike anything you've played in the past couple of years.
There just aren't many games you can say that for--I know I'll be playing it a
lot. - - - - - - Frank Branham
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