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Shadows Over Camelot The Card Game
Shadows Over Camelot The Card Game
Regular Price $29.99Vendor: Days of Wonder
Hurry! Only1units left in stock!Local Pickup OnlyWe do not offer shipping at this time. We are located in Southside Plaza off 50 HWY and 3rd St by Jumpin' Catfish and Johnny Ray's Drive-In.Item HoldsAny items on hold that have not been purchased ahead of time will be returned to the shelf after 48 hours without contacting the store.Out of Stock?Let us know you would like a copy of anything in our inventory and we'll put you at the top of the list!Don't See It?Looking for something we don't have? Let us know! We might be able to get it for you.The Knights of the Round Table must assemble once again to protect King Arthur's kingdom from numerous threats. But wait – these aren't the knights of old, but rather their children. Can these newcomer knights prove up to the task of tracking the dangers out there and putting a stop to them before it's too late?
In Shadows over Camelot: The Card Game, the players (mostly) work together to complete quests before the danger level of a quest gets too high.
In game terms, the quests are represented by five types of cards, with each card showing 1-3 swords, as well as a number from 2 to 5 or a question mark. These cards are shuffled together with Morgan le Fay cards (which curse the players when they appear) and Merlin cards (which remove some aspects of the curse) to form the rumor deck. Each player receives a secret loyalty card at the start of the game, with at most one person being a traitor to the cause. On a turn a player either:
- Reveals a rumor card.
- Attempts a quest.
- Accuses a knight.
To reveal a rumor card, the player flips it onto the top of the revealed stack of cards. If it's a quest card, players try to keep track of the total value of cards from that quest, with ?s each worth as many points as the number of ?s revealed of that quest. If a Morgan le Fay is revealed, players can no longer speak to one another; in addition, Morgan twists the values of some cards or removes some from play. Merlin allows players to speak once again.
Players are trying to stop quests when the total value is 11, 12 or 13. Any lower, and they arrived too soon, wasting time; any higher, and they arrived too late. To attempt a quest, the player points to the top quest card and says, "It's time." The player then reveals all cards in the deck. If the sum of that quest is 11-13, then the players receive 1-3 white swords, as shown on the quest cards. If lower, they receive one black sword; if higher, 1-3 black swords. All other quests are checked to see whether the players were too late, then the stack resets. A failed quest rewards the attempter with a special bonus card for later use.
Once three swords have been claimed, whatever the color, a player can choose to accuse another player of being traitorous to the cause, winning a reward if correct and a penalty otherwise. If the players collect seven white swords, they have stopped Morgan's forces and win. If, however, they collect seven black swords first, then Arthur's kingdom falls.
We have a 14-day return policy, which means you have 14 days after receiving your item to request a return. We have a 30-day exchange policy applicable to sealed products only, which means you have 30 days after receiving your item to request an exchange. You can receive store credit in lieu of original payment method within 14 days, or in lieu of a product exchange within 30 days.
To start a return, you can contact us at info@pfcomics.com. Please note that returns will need to be brought to the following address: 836 SW Blue Pkwy, Lee's Summit, MO 64063. You will need to provide the receipt or proof of purchase.
Unfortunately, we cannot accept returns on sale items, gift cards, comic books, individual trading cards/collectible cards, or opened products. Certain types of items cannot be returned, like perishable goods (such as food and drinks) and custom products (such as special orders or personalized items). Please get in touch if you have questions or concerns about your specific item.
You can always contact us for any return question at info@pfcomics.com.
Damages and issues
Please inspect your order upon reception and contact us immediately if the item is defective, damaged, or if you receive the wrong item, so that we can evaluate the issue and make it right.
Refunds
We will notify you once we’ve received and inspected your return, and let you know if the refund was approved or not. If approved, you’ll be automatically refunded on your original payment method within 10 business days. Please remember it can take some time for your bank or credit card company to process and post the refund too.
If more than 15 business days have passed since we’ve approved your return, please contact us at info@pfcomics.com.
Added To Cart :Add To Cart Failed :prouduct successfully added to wishlist !Pulp Grading Guide
''Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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''Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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''Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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''Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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''Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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