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YMMV / Shadows over Camelot

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  • Game-Breaker:
    • 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.
    • 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).
    • On the other hand, Reinforcements gives White cards to everyone, either all your allies get one, or you get four.
  • Memetic Mutation: Try to play a single game without somebody making at least one Monty Python joke. The manual seems to have anticipated this as well, with a couple of references to the movie subtly tucked in there.
  • Scrappy Mechanic: 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.
  • That One Side Quest:
    • 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 lose the Holy Grail for good, but you will also earn a whopping three Black Swords for your troubles as well.)
    • 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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