The Shadow Lifts
When we last played Shadows over Camelot most of the enjoyment came from the umasking of the traitor, and the impassioned defense of their conduct by the accused. On the game side the forces of darkness had a pretty easy time, cruising to an easy win.
Last night we tried again. This time we were determined to do better, in particular to keep an eye on the catapult population. We were also a lot more cavalier about taking wounds, each knight "exerting" themself on at least one occasion to perform 2 heroic actions in a turn to close off a quest. At the half way point, where a serious accusation could be made, a few half hearted "traitor" comments were made but the focus quickly returned to the various quests because we had a very good chance of winning, if we could just manage to hold out.
In the last 3 turns, both Iain and I perished fighting catapults, and Rob (King Arthur) and Pete (Sir Tristan) were reduced to 1 health each. Pete was one card away from completing the Grail Quest, but 11 catapults were on the board, and virtually any black card drawn would result in the 12th catapult and instant loss. Pete chose to take a wound, and with his dying breath (and perhaps a generous reading of the rules) complete the quest for the Grail, an action which immediately restored his health, and won the game. There was nothing in reserve, absolutely nothing. The final third of the game used up every resource at our disposal, including the lives of 2 knights. This victory was extremely satisfying and rewarding.
The overall experience was much more reminiscent of an old-school RPG, although there wasn't time to assemble in the tavern for a celebratory flagon afterwards. There is certainly a lot more interaction in a game like this than your regular Euro game, even one featuring auctions or trading. There may be an opening for something like Descent to hit the table, one never knows. Collectively triumphing over the forces of darkness can be compelling!
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