Camelot Legends

Camelot Legends

The tales of King Arthur and the Knights of the Round Table have inspired artists, scholars, and dreamers for over a thousand years. Now you can relive the legends of Camelot by sending powerful knights to mysterious lands in order to accomplish the world's greatest adventures!

Camelot Legends is a fast-paced, non-collectible card game for 2-4 players, featuring 100 different cards with illustrations from leading artists such as Ed Beard Jr., Quinton Hoover, Carisa Swenson, Melissa Benson, and Donato Giancola.

Camelot Legends divides the Arthurtian world into three main locations: the chivalric kingdom of Camelot, the treacherous domain of Cornwall, and the enchanted realm of the Perilous Forest. Throughout the game, players create factions of characters who attempt to complete quests and overcome their enemies. Rival knights endeavor to surmount the difficult challenges that arise at each location. When the final event is complete, the knights who have accomplished the most challenging tasks capture the mantle of victory!

BoardGameGeek Info

Publisher
Z-Man Games
Published in
2004
My Rating
6.75
BGG Rating
5.77
BGG Rank
3530
Players
2-4
Ages
10+
Duration
1:00
Complexity
2.3309 / 5
Acquired
January 2010
Eager to Play
No
Plays
5
Last Played
February 23, 2010
Time Spent
5:00

This is a simple card game wherein players compete to complete events by assembling a company of knights. The resolution mechanic is one of simple math, adding values together as indicated by an icon, yet knights grant a variety of bonuses, and some cards allow for interference with your opponent(s). A further dynamic as added in that you never play with all the events, so no two games are alike.

There is a subtle strategy to this game, which saves it from being a purely educational game by way of learning how to add numbers. Some events call for you to bid, some add a bonus to certain heraldic knights, and others are simply events to complete. The player interaction is low, and apart from a couple of events it's always obvious when a player can interfere.

On each turn a player must decide if they are going to move knights to a new location, play a knight from their hand into a location, or draw a knight from the draw deck. Each player only gets two actions, and since they are all racing to complete the events first (for therein lie the victory points) there is tension in deciding what to do on your turn.

Five plays

  • February 23, 2010
  • February 14, 2010
  • January 31, 2010
  • January 30, 2010
  • January 30, 2010