A cooperative boardgame with a malevolent twist!
By Serge Laget & Bruno Cathala
For 3 - 7 players
Merlin at your side, you now grasp the lay of the land around Camelot. You have grown to know your men and your companions, the Knights of the Round Table.
Defending Camelot (and winning the game) should be a cinch, then, right?
Yet, something is nagging at you...
At the start of the game, each Knight receives a Loyalty card.
There are eight such cards, seven of them known to be Loyal...
and one an instrument of corruption, that will turn its holder into... a Traitor, who'll win when all others fail!
Initially hidden in your midst, the Traitor plays like any other Knight. This spells trouble, already... Is everything what it seems?
"Trust me, you can fight them blindfolded!"
I said "I can handle it!".
I didn't say "I would!"
"What do you mean, you lost Merlin?"
Should you try and defend Camelot with a smaller party (and correspondingly less chances of a Traitor)? ...and run the risk of being overrun ?
Should you accuse Sir Gawain, who has been hoarding White cards? Or Sir Percival, who knows what the future holds? Can Sir Galahad be trusted in his fight against the Black Knight?
Once per game, when at least 6 Siege Engines are in play or 6 Swords on the Round Table, you will be able to lay your suspicions to rest by making an accusation.
But tread carefully: while unmasking the Traitor will force him to reveal himself (and gain the Loyal Knights a White Sword), accusing an innocent would turn one White Sword over to Black.
Something that has not escaped the mind of the devious Traitor...
and yet... can you really afford to let a potential Traitor in your midst?
If the game ends and the Traitor was in your midst, he will reveal himself and turn not one, but two White Swords over to their Black side before the color in majority is computed!
Worse yet, if there is a tie, the Loyal Knights will lose. For men of honor, a tie is never good enough. In Camelot, only the decisive wins are worth fighting for!