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Tournament at Camelot
45m - 45m
2 - 5 Players
Ages 14+
Maneuvers that directly attack an opposing player's strength, level, life points or do something else to impede their progress.
Take That
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
26.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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abirkett2
Great game. Interesting mechanic that players who are behind are given benefits, which makes the game more fun and ensures that no one feels they are ever "out."
DrStranger
Great when everyone understands mechanics, or is even just competitive enough. Love the character-specific abilities. Makes me want Tournament at Avalon to amp it up! Super fun!
Andy Parsons
On the one hand, I think that Tournament at Camelot does its Arthurian theming nicely, with some delightful artwork. There are also plenty of laughs to be had at players’ wild misfortunes. On the other hand, there is everything else. Tournament at Camelot is a trick avoider in which every card taken deals damage. The strongest player left standing when another expires is the winner. What sets it apart from other trick takers are special abilities, in the form of your protagonist, their companion, and a whole host of one-use Godsend cards that are taken by the most injured players every hand. And many of those abilities have major effects (lead to every trick, play with your hand visible to all, when I play a poison card the highest card wins the trick rather than the lowest, and so on). The result of all this is way too much chaos for my taste. Those special abilities aside, it feels as though there is too little that can be done to mitigate a bad hand. Being void in a suit is simply bad, while holding low value cards spread across the suits is so much worse. Card quality isn’t great and while the tarot-sized cards offer plenty of space for text and art, they are a devil to shuffle. As so often in games with lots of special abilities, questions arise about how they interact and precisely when they trigger.