Shadows over Camelot: The Card Game is based on the popular board game Shadows over Camelot and like its namesake, players must (mostly) work together to complete. Also like its bigger brother, one or more players may be a traitor, trying to ensure the quests fail.
At it heart, Shadows over Camelot: The Card Game is a memory game and the quests are represented by numbered rumour cards. The rumour cards are turned over one at a time and each quest builds a danger total, hidden in the stack. At any time during his turn, a knight can choose to go on then top card's quest. All the cards in the rumour stack are now sorted into their quest types and counted. If the count for the chosen quest has reached the right total (11, 12 or 13), the quest is successful and the players are rewarded with a white sword. Too high or too low and they receive black swords. The players win by finishing with more white swords than black. If any other quest has reached a total larger than 14 (inidicating the player's have been ignoring it) a black sword is also won.
Seems easy? Just keep a mental count of the numbers for each quest? However there are enemy cards in the rumour stack (Mordred, Morgan), that mess with the totals, force the players to stop communicating and other tricks. Oh, and there's still the possibility of traitor players.
Contents: 62 Rumour cards, 9 Knight cards, 9 Loyalty cards, 16 Swords, 10 Tokens, 1 Rules booklet