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I saw they are different and it's in the expansion.


** There is also another card that changes the penalty for false accusations from one flipped sword to two. If the game has two traitors and they've both figured out who the other is, they can almost ensure a victory using this card (by each making a false accusation, thus flipping a total of ''four'' swords from white to black). The same card also makes the failed quests add one more black sword per failure, and can't be rid of without three Merlins.

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** There is also another card that changes the penalty for false accusations from one flipped sword to two. If the game has two traitors and they've both figured out who the other is, they can almost ensure a victory using this card (by each making a false accusation, thus flipping a total of ''four'' swords from white to black). The same card also makes the failed quests add one more black sword per failure, and can't be rid of without three Merlins.

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** There is also another card that changes the penalty for false accusations from one flipped sword to two. If the game has two traitors and they've both figured out who the other is, they can almost ensure a victory using this card (by each making a false accusation, thus flipping a total of ''four'' swords from white to black).

to:

** There is also another card that changes the penalty for false accusations from one flipped sword to two. If the game has two traitors and they've both figured out who the other is, they can almost ensure a victory using this card (by each making a false accusation, thus flipping a total of ''four'' swords from white to black). The same card also makes the failed quests add one more black sword per failure, and can't be rid of without three Merlins.
** On the other hand, Reinforcements gives White cards to everyone, either all your allies get one, or you get ''four''.
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On second thought, this fits the description of Challenge Run better than Self Imposed Challenge.


* SelfImposedChallenge: The game gives the players the option to [[PreCharacterCustomizationGameplay start off as squires]] with no Special Abilities, only earning their knighthood upon finishing a quest.
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* One Morgana card causes a player to play the next three Black Cards in the deck at once. At the very least, it will set back several quests, but at its worst, can cause a huge setback for the Heroic Knights.

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* ** One Morgana card causes a player to play the next three Black Cards in the deck at once. At the very least, it will set back several quests, but at its worst, can cause a huge setback for the Heroic Knights.

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Moving Self Imposed Challenge example from the work page.


* GameBreaker: That one Morgana card that causes a player to play the next three Black Cards in the deck at once. At the very least, it will set back several quests, but at its worst, can cause a huge setback for the Heroic Knights.

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* GameBreaker: That one GameBreaker:
* One
Morgana card that causes a player to play the next three Black Cards in the deck at once. At the very least, it will set back several quests, but at its worst, can cause a huge setback for the Heroic Knights.



* SelfImposedChallenge: The game gives the players the option to [[PreCharacterCustomizationGameplay start off as squires]] with no Special Abilities, only earning their knighthood upon finishing a quest.



** Fighting the Dragon. It may earn you two White Swords if you win, but defeating it is ''hard'', due to the sheer power of the Dragon's cards in contrast to your own.

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** Fighting the Dragon. It may earn you two White Swords if you win, but defeating it is ''hard'', due to the sheer power of the Dragon's cards in contrast to your own.own.
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** There is also another card that changes the penalty for false accusations from one flipped sword to two. If the game has two traitors and they've both figured out who the other is, they can almost ensure a victory using this card (by each making a false accusation, thus flipping a total of ''four'' swords from white to black).
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* MemeticMutation: Try to play a single game without somebody making at least one [[MontyPythonAndTheHolyGrail Monty Python]] joke. The manual seems to have anticipated this as well, with a couple of references to the movie subtly tucked in there.

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* MemeticMutation: Try to play a single game without somebody making at least one [[MontyPythonAndTheHolyGrail [[Film/MontyPythonAndTheHolyGrail Monty Python]] joke. The manual seems to have anticipated this as well, with a couple of references to the movie subtly tucked in there.

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* ThatOneSideQuest: The Quest for the Holy Grail. There are many cards in the Black Deck that can and will trip you up in getting it ''(for example, Cups of Despair must be blown up before putting a Grail down in their spot, which can easily double the number of Grail cards needed to finish the quest)'' and the consequences of losing it are rather dire as well ''(you not only [[LostForever lose the Holy Grail for good]], but you will also earn a whopping '''three''' Black Swords for your troubles as well.)''
** Also, fighting the Dragon. It may earn you two White Swords if you win, but defeating it is ''hard'', due to the sheer power of the Dragon's cards in contrast to your own.

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* ThatOneSideQuest: ThatOneSideQuest:
**
The Quest for the Holy Grail. There are many cards in the Black Deck that can and will trip you up in getting it ''(for example, Cups of Despair must be blown up before putting a Grail down in their spot, which can easily double the number of Grail cards needed to finish the quest)'' and the consequences of losing it are rather dire as well ''(you not only [[LostForever [[PermanentlyMissableContent lose the Holy Grail for good]], but you will also earn a whopping '''three''' Black Swords for your troubles as well.)''
** Also, fighting Fighting the Dragon. It may earn you two White Swords if you win, but defeating it is ''hard'', due to the sheer power of the Dragon's cards in contrast to your own.
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* ScrappyMechanic: The Travel Deck from ''"Merlin's Company"'' is seen by a few players as a nuisance, as many cards from there can prematurely end your turn without warning.
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* GameBreaker: That one Morgana card that causes a player to play the next three Black Cards in the deck at once. At the very least, it will set back several quests, but at its worst, can cause a huge setback for the Heroic Knights.
* MemeticMutation: Try to play a single game without somebody making at least one [[MontyPythonAndTheHolyGrail Monty Python]] joke. The manual seems to have anticipated this as well, with a couple of references to the movie subtly tucked in there.
* ThatOneSideQuest: The Quest for the Holy Grail. There are many cards in the Black Deck that can and will trip you up in getting it ''(for example, Cups of Despair must be blown up before putting a Grail down in their spot, which can easily double the number of Grail cards needed to finish the quest)'' and the consequences of losing it are rather dire as well ''(you not only [[LostForever lose the Holy Grail for good]], but you will also earn a whopping '''three''' Black Swords for your troubles as well.)''
** Also, fighting the Dragon. It may earn you two White Swords if you win, but defeating it is ''hard'', due to the sheer power of the Dragon's cards in contrast to your own.

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