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12

Typically, being the traitor at Shadows is sort of like playing games where bluffing is involved. Success depends on you managing the table's personalities. Here are the rules I set for myself as traitor and I try to stick to them as much as possible: Don't lie. This is the number one rule. (Technically speaking the rule should be "don't get caught lying", ...


11

One thing I noticed is that Shadows is much more... unfocused. There are a ton of quests all over the board, and the players are going to be split up doing various things the whole time. They're not much interacting with each other, just responding to the general board conditions and their own quests. In Battlestar, you still have multiple threats (4 ...


7

SoC is one of my favorite games. I'm going to assume that the answer you're looking for is how to make it easier for 3-4 players. I actually quite like three to four players games as there are more interesting decisions, risks, and strategies to playing and winning. To make it easier consider mixing and matching any of these: Play without a traitor. ...


6

The rule book under Progression of Evil a.) Drawing a Black card (page 10-11) Yes, you follow the instructions on the card Special Black cards or Standard black card or place the card in its respective quest, regardless of whether any Knight has begun a quest. The instructions are on the card, or detailed on the pages listed here. Excalibur cards move the ...


6

Shadows Over Camelot is actually unbalanced towards the Knights winning. In fact, the base game has even been solved (guaranteed victory) when playing with 7 players. The key to that victory lies in the special white cards. Since they're reshuffled (both decks are reshuffled when you reshuffle one) when you run out of cards, what the Knights should do is ...


4

Page 8, of the Official Rules talks about collaboration. You can talk about, generally, what you're going to do. You can talk about, generally, what your hand can do in terms of your previous intent You can not talk about specific cards. After a peek, you can say "This would be bad, take a catapult instead", but you cannot say "This causes everyone ...


4

It's a cooperative game. So, the first thing you need to do is decide, as a group, how to distribute the three white face-up cards among the group. You could decide that all three go to one person, or you could decide any other division. This decision is often made based on which characters are in play. For example, if you're playing with Sir Galahad, ...


3

This would make the game much easier. The ability to focus effort on quests is how the knights win. Travel time relative to card draws would go down. Quick example, 5 player game, you have fought cards 1-5, so you go to the Picts quest. It starts as your turn: Progression of Evil / You move to quest PE / You play 1 8 other PEs from other players PE / ...


2

When it comes to the traitor function I think that the games are quite different. When the traitor wins in Shadows I tend to feel betrayed, as in there was one person who ruined the game for the rest of us. But in BSG I have never felt that. It's more like there is two different teams to the game and I can take that one team triumphed over the other one. ...


2

Merlin's company comes with a few different things: 8 new knights more black, white, and loyalty cards a new travel deck The 8 new knights can add some variety as you learn to use their powers. MC lets you play with 8, and if you really want to you can probably play with 9 or 10 without any major issues. The loyalty cards allow for as many as 3 traitors, ...


2

The best traitor players come across as "Loyal but inept"... just having bad runs of card draws. At the end of the game, holding onto all the 5's, for example. Remember: all discards are face down... so if you have three 5's, spend them on a hit-point. Once the siege engines are out, alternate between them and the black cards. Always play facedown black ...


1

Spend the entire 2 starting rounds drawing cards at Camelot. This gives you a better idea of which quests you have a good chance of winning and which you need to move towards right away to keep from losing. Otherwise you're just moving around blind without having enough of the right cards for a specific quest. When I play I actually deal out 10 cards to ...


1

We generally wait until latter in the game for 2 reasons. First is the unrevealed traitor seems to be less damaging as aramis points out. The second reason is because we normally don't meet the requirement of 6 siege engines or 6 swords until a good portion into the game. I don't think I've ever played in a game where there were 6 siege engines and no ...


1

My experience is that a known but unrevealed traitor is less damaging than a revealed traitor. Moreover, an unrevealed traitor who doesn't know for certain he's been ID'd may be of some minor benefit, especially if the solo-quests are not his to lose. An unrevealed traitor, however, can truly sabotage the single-time solo quests something fierce... If the ...


1

First, let's keep in mind the losing conditions for the loyal knights, as well as a few facts. Loyal knights lose if: 1) there are 7 black swords at the round table. Keep in mind that 1 white sword becomes a black sword from a false accusation. 2 white swords convert to 2 black swords if you can remain unidentified as the traitor when a "victory" condition ...



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