Vendor: Grand Gamers Guild
Type: Board Games
Price:
58.95
Designer |
Bruno Faidutti Serge Laget |
Publisher | Grand Gamers Guild |
Players | 1-5 |
Playtime | 60-90 mins |
Suggested Age | 13 and up |
Expansions | The Artemis Project: Satellites & Commanders |
Vendor: Hachette Boardgames
Type: Board Games
Price:
20.95
Designer |
Serge Laget |
Publisher | Hachette Boardgames |
Players | 2-5 |
Playtime | 45 mins |
Suggested Age | 10 and up |
Expansion For | Nidavellir |
Vendor: GRRRE Games
Type: Board Games
Price:
37.95
Designer |
Serge Laget |
Publisher | GRRRE Games |
Players | 2-5 |
Playing Time | 45 mins |
Suggested Age | 10 and up |
Expansion |
Nidavellir: Thingvellir (English Edition) Nidavellir: Idavoll |
Honors |
2021 Nederlandse Spellenprijs Best Advanced Game Nominee 2021 International Gamers Award Multi-player Nominee 2020 Tric Trac Nominee 2020 Tric Trac d'Or 2020 Swiss Gamers Award Winner 2020 Swiss Gamers Award Nominee 2020 Golden Geek Medium Game of the Year Nominee 2020 Golden Geek Best Card Game Nominee |
Vendor: GRRRE Games
Type: Board Games
Price:
22.95
Designer |
Serge Laget |
Publisher | GRRRE Games |
Players | 2-5 |
Playing Time | 45 mins |
Suggested Age | 10 and up |
Expansion For |
Nidavellir |
Vendor: GRRRE Games
Type: Board Games
Price:
43.95
Designer |
Serge Laget |
Publisher | GRRRE Games |
Players | 2-5 |
Playtime | 30-60 mins |
Suggested Age | 10 and up |
Vendor: Days of Wonder
Type: Board Games
Price:
33.99
Designer |
Bruno Cathala Serge Laget |
Publisher | Days of Wonder |
Players | 3-8 |
Playtime | 90 mins |
Suggested Age | 10 and up |
Expands | Shadows over Camelot |
Note: This is not a standalone product and you'll need the base game Shadows over Camelot to play.
Merlin’s Company is a new expansion for the popular Shadows over Camelot board game. It introduces a host of new characters - including 7 new knights and Merlin himself - to the Shadows over Camelot epic. The wise old wizard is now a full-blown independent character in the game, complete with his own figure. He travels the board lending guidance and a helping hand to the embattled knights.
Merlin’s Company also introduces 63 new cards: the all new Travel cards - events that may occur as you move from Quest to Quest; additional Black cards, including 7 witches allied with Morgan; and additional White cards that will help you and your fellow knights in your battles against the forces of evil.
The Merlin’s Company expansion supports up to 8 players, including 2 possible Traitors, assuring that even the most innocuous Shadows over Camelot Quest will be filled with grave peril.
Evenings at the Round Table have never been more exciting than with Merlin’s Company - the new expansion for Shadows over Camelot!
Vendor: Flatlined Games
Type: Board Games
Price:
49.95
Designer |
Bruno Faidutti Serge Laget |
Publisher | Flatlined Games |
Players | 2-4 |
Playtime | 45-90 mins |
Suggested Age | 9 and up |
Vendor: Academy Games
Type: Board Games
Price:
63.84
Designer | Serge Laget |
Publisher | Academy Games |
Players | 2-6 |
Playtime | 90-120 mins |
Suggested Age | 14 and up |
Expansion For | Mare Nostrum: Empires |
Vendor: White Goblin Games
Type: Board Games
Price:
17.95
Designer | Bruno Faidutti, Serge Laget |
Publisher | White Goblin Games |
Players | 2 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Vendor: Academy Games
Type: Board Games
Price:
79.80
Designer | Serge Laget |
Publisher | Academy Games |
Players | 2-5 |
Playtime | 90-120 mins |
Suggested Age | 14 and up |
Expansion | Mare Nostrum: Empires – Atlas Expansion |
The ancient Romans called the Mediterranean Sea "mare nostrum", which is Latin for "our sea".
Mare Nostrum is an empire-building game in which 2-5 players lead their individual ancient empires to dominion of Mare Nostrum. You grow the fame and glory of your empire by expanding your influence into new Provinces, then extending your Trade Caravans, building Markets, and founding new Cities and Temples. You can recruit Heroes and create Wonders to help your cause. But beware of your "friends" because they may look upon your gains with envy and greed...
Mare Nostrum is a re-introduction by Academy Games and Asyncron of the original 2003 release with updated rules, counters, and map board. This edition includes many new components and multiple new ways to win!
In more detail, you choose an empire to lead, which begins with three Provinces. You can lead with Caesar of Rome and its powerful Legions, or with Pericles, the prominent Greek statesman and orator, with the great Babylonian lawgiver and healer King Hammurabi, or with Queen Cleopatra of Egypt, whose engineers led in the development of grain storage and irrigation, or with Hannibal, leader of the Carthaginia, whose merchants thrived on trade and commerce. Now you decide how you will grow your empire. You can do this by:
Vendor: Days of Wonder
Type: Board Games
Price:
54.95
Designer | Serge Laget |
Publisher | Days of Wonder |
Players | 2-5 |
Playtime | 60 mins |
Suggested Age | 8 and up |
Honors |
In Serge Laget's Cargo Noir – his fourth standalone box game from Days of Wonder – players represent "families" that traffic in smuggled goods in a 1950s noir setting. Each turn, you'll set sail to various ports where cargo is known to get "lost" for the right price – Hong Kong, Bombay, Rotterdam, New York and more – and you'll make an offer for the goods on display. If another family then offers more in that port, you'll need to up your bid or take your money and slink away to look for goods elsewhere. Stand alone in a port, though, and you'll be able to discretely move the goods from the dock to your personal warehouse. Says Laget in a press release accompanying the game announcement, "Everything in Cargo Noir grew from a core auction mechanism that is simple and trivial to explain – you can only bid up, and the last bidder standing gets the goods."
Once you collect goods, you can trade them in to add more ships to your fleet – allowing you to scout for wares in more locations – purchase Victory Spoils, or take other actions. The more goods you collect, the more valuable they can be. The player with the most Spoils at game end wins.
Vendor: Days of Wonder
Type: Board Games
Price:
89.95
Designer |
Bruno Faidutti Serge Laget |
Publisher | Days of Wonder |
Players | 3-6 |
Playtime | 120 mins |
Suggested Age | 10 and up |
Mystery of the Abbey is a whodunit game with a twist. A monk has been murdered in a medieval French Abbey. Players maneuver their way through the Abbey examining clues and questioning each other to find out who is the culprit. A masterful game of deduction!
The Days of Wonder edition came out in 2003. The 2007 reprint included the Pilgrims' Chronicles expansion.
Vendor: Days of Wonder
Type: Board Games
Price:
19.95
Designer |
Bruno Cathala Serge Laget |
Publisher | Days of Wonder |
Players | 1-7 |
Playtime | 20 mins |
Suggested Age | 8 and up |
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:
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.
Vendor: Days of Wonder
Type: Board Games
Price:
76.49
Designer |
Bruno Cathala Serge Laget |
Publisher | Days of Wonder |
Players | 3-7 |
Playtime | 90 mins |
Suggested Age | 10 and up |
Honors |
|
Expansion | Shadows over Camelot: Merlin's Company |
Shadows over Camelot is a cooperative/semi-cooperative hand management and deduction-based board game for 3-7 players.
Each player represents a knight of the Round Table and they must collaborate to overcome a number of quests - ranging from defeating the Black Knight to the search for the Holy Grail. Completed Quests place white swords on the Round Table; failed Quests add black swords and/or siege engines around Camelot. The knights are trying to build a majority of white swords on the Table before Camelot falls.
On each knights' turn they take a 'heroic action', moving to a new Quest, building their hand or playing cards to advance the forces of good. However, they must also choose one of three evil actions, each of which will bring Camelot closer to defeat.
Moreover, one of the knights may be a Traitor - pretending to be a loyal member of the party but secretly hindering their fellows in subtle ways, biding their time, waiting to strike at the worst possible moment...
But enough words... Don your cloak, climb astride your warhorse and gallop into the Shadows to join us in Camelot!