Super Camelot
Super Camelot Rulebook
Table of Contents
Table of Contents
- Introduction
- Setup
- Game Components
- Dice
- Objects
- Items
- Special Items
- Enemies
- Map Tiles
- Starting Tile
- Player Pieces
- Litter Cards and Loot Cards
- Small Treasure Cards
- Big Treasure Cards
- Enemy Cards
- Playing the Game
- Collecting Litter and Loot
- Action: Open a Chest
- Action: Pick up a Special Item
- Action: Claim the Holy Grail
- Enemy Turn
- Losing and Recovering Health
- Appendix: Small Treasures
- Quick Reference
- Deck Contents
Introduction
Compete against your friends in an adventure through the forest of Albion! Each player controls their own unique Character!
The winner is the first player to collect the 3 Relics and then the Holy Grail, or the first player to collect 40 Gems.
Setup
Note: each component is described in greater detail on pages 2-3.
Each player gets:
- 1 Character board and 1 matching standee (with plastic base)
- 3 Shield Tokens
- 1 Wallet (player screen)
Shuffle the decks of Cards:
- Litter Deck
- Small Loot Deck
- Big Loot Deck
- Small Treasure Deck
- Big Treasure Deck
Arrange the play area:
- Assemble the Bushes.
- Assemble the Castle and attach it to the Starting Tile.
- Set aside the 5 named Map Tiles: Fire Shrine, Water Shrine, Wind Shrine, Big Chest, Big Key.
- Shuffle the remaining Map Tiles.
- Lay out 4 Map Tiles in a square.
- Shuffle the 5 named Map Tiles into the remaining Map Tiles, and set them aside.
- Center the Starting Tile on the square of 4 Map Tiles.
- Place the Holy Grail in the Castle.
- Each player rolls 3 dice. The player that rolls the most ✦ icons goes first.
Diagram captions as printed on page 1:
- Character Assembly: (diagram only, no text; the Character standee is shown dropping onto its plastic base)
- Bush Assembly: (diagram only, no text; shows the Bush pieces being assembled)
- Castle Assembly: Insert the 4 Castle walls into the Starting Tile. Note there are 2 long and 2 short walls. Walls of the same length go on opposite sides.
Game Components
Cardboard Components
- 16 Map Tiles
- 1 Starting Tile
- 10 Small Chests
- 1 Big Chest
- 8 Dark Knights
- 8 Mimics
- 8 Carnivorous Plants
- 12 Rocks
- 5 Bombs
- 8 Small Keys
- 4 Big Keys
- 4 Fire Relics
- 4 Water Relics
- 4 Wind Relics
- 1 Holy Grail
- 12 Shield Tokens
- 6 Character Boards
- 6 Character Standees
3D Components
- 22 Bushes
- 1 Castle with 4 Walls
Plastic Components
- 3 Custom Dice
- 12 Standee bases
- 8 Red Gems
- 12 Blue Gems
- 16 Green Gems
Card Components
- 3 Enemy Cards
- 15 Litter Cards
- 10 Small Loot Cards
- 10 Big Loot Cards
- 14 Small Treasure Cards
- 4 Big Treasure Cards
- 4 Wallets (Player Screens)
Dice
These custom dice are used for attacking, defending, and deciding the starting player.
The faces of the dice are: Shield, Star, Gem, 2 Hits, 1 Hit, and Blank.
Objects
These are obstacles that block your movement and Enemy movement.
- Bushes can be cut, removing them from your path, and sometimes dropping Litter.
- Rocks can be lifted with the "Power Gauntlet" Small Treasure Card, removing them from your path.
- Small Chests can be opened with Small Keys to find Small Treasure Cards.
- The Big Chest can be opened with a Big Key to find a Big Treasure Card.
- The Holy Grail can be taken from the Castle to win the game by any player that has collected the 3 Relics.
Items
These are tokens that can be dropped by Litter Cards and Loot Cards. To pick up an Item, you just have to move into its square.
Once you pick up an Item, leave it by your Character Board for later use. The only limit to how many of each Item you can carry is the number of tokens included in the game.
- Small Keys can be used to open Small Chests.
- Bombs can be used to blow up Enemies and Bushes.
- Gems come in 3 values: Green (1), Blue (5), and Red (10). The first player to collect 40 Gems wins the game!
Special Items
These are tokens that appear only on specific Map Tiles. To pick them up, you must spend an Action, and you can only carry 1 of each Special Item.
- Big Keys can be used to open The Big Chest.
- Relics are required to enter the Castle and claim the Holy Grail. You need 1 of each: Fire Relic, Water Relic, and Wind Relic.
Enemies
These hostile creatures populate the Forest. They block your movement but not each other's movement.
- Minics disguise themselves as Small Chests to trick unprepared adventurers. They love eating treasure!
- Carnivorous Plants are a type of hostile flower. They spit out stones at nearby Characters.
- Dark Knights are the evil forces of Mordred. They are the toughest Enemy in the Forest.
Map Tiles
Each Map Tile has a unique arrangement of Objects and Enemies. Together, the Map Tiles create a unique representation of the Forest, which is different every game.
Note (printed on the Map Tiles diagram): These squares with tall grass or flowers are decorative and have no game effects.
Starting Tile
The Starting Tile sits on the corners of 4 Map Tiles in the center of the play area. You will start the game on one of the circles on this tile. It is also where the Holy Grail sits, waiting to be claimed. Once you leave the tile, you cannot return until you have all 3 Relics.
Player Pieces
Each player starts the game with these components:
- Character Boards are player references that also come with a unique Special Ability and a matching standee. There are 6 Character Boards to choose from, each in a different color.
- Standees mark each player's position in the Forest.
- Shield Tokens go on your Character Board to track your Health. A Cracked Shield is 1 Health and an Intact Shield is 2 Health. Each Character begins the game with 6 Health (3 Intact Shields).
- Wallets are player screens that you place your Gems behind, hiding your total from other players.
Litter Cards and Loot Cards
These drop Items when you cut a Bush or kill an Enemy. Sometimes they'll drop a Health Potion or Grail Water instead, which heals a Character immediately.
- Litter Cards are drawn when you cut Bushes. They drop mostly Green Gems and Health Potions.
- Small Loot Cards are drawn when you kill Mimics and Carnivorous Plants. They drop more Bombs and Blue Gems than Litter Cards.
- Big Loot Cards are drawn when you kill Dark Knights. They are the most likely to drop Small Keys.
Litter Cards and Loot Cards have an identical layout:
- The white text is a description of what you find! It's just for fun.
- The red text tells you what it does for you.
- The "Gem Value" tells you how many Gems a Small Treasure is worth, which counts toward the 40 Gems you need to win! IMPORTANT: Do not take Gems from the supply in addition to the Gem Value.
Example (Grail Water, a Litter/Loot card): white text "A small taste of what is to come, comforts you and heals your weariness." Red text: "Restore all of your Health."
Small Treasure Cards
Small Treasure Cards come from Small Chests. They are useful tools for moving, killing Enemies, and collecting Gems more quickly.
Example (Hunting Bow, a Small Treasure card): white text "A small, lightweight bow. It doesn't do a lot of damage." Red text: "Once per turn, attack 1 Enemy on your Map Tile for free." Gem Value shown at the bottom of the card.
Big Treasure Cards
Big Treasure Cards come from the Big Chest. They give you tons of Gems to help you reach your 40 Gem goal. Big Treasure Cards have the same layout as Litter Cards and Loot Cards.
Example (Red Gems, a Big Treasure card): white text describes what you find, "It's just for fun." Red text: "Now 20 Gems! Gain 20 Gems." (small print on the page; transcribed as legible.)
Enemy Cards
There is 1 Enemy Card for each type of Enemy. These give you information on how the Enemy behaves, how hard it is to kill, and what kind of Loot Card to draw when you defeat it.
- A Cracked Shield represents 1 Health, and an Intact Shield represents 2.
- The white text labeled "Attack" tells you what an Enemy does when it activates.
- The box at the bottom tells you what kind of Loot Card to draw when you kill this type of Enemy.
Example (Mimic): Attack: "If possible, follow an unbroken path to your square, steal 1 Small Treasure Card, then deal 1 damage." Drops Small Loot.
Transcription note: the card-face text on page 3 is printed in very small type. The card examples above are transcribed from the legible portions of the page image and should be checked against a higher-resolution copy before release.
Playing the Game
Game Sequence
At the start of the game, each player rolls 3 dice. The player that rolls the most ✦ results goes first. Players take turns completing a Player Turn followed by an Enemy Turn, moving clockwise around the table until someone wins the game by collecting 40 Gems or claiming the Holy Grail.
Player Turn
On your turn, you may perform up to 3 of the following Actions in any order. You may perform the same action multiple times:
- Move up to 3 squares.
- Attack Enemies and Bushes.
- Open a Chest (requires a Key).
- Pick up a Special Item (Relic or Big Key).
- Claim the Holy Grail (requires all 3 Relics).
Your First Turn
On your first turn, begin by placing your Character on any of the 4 starting circles on the Starting Tile. Your first Action must be a Move Action, and you must move off the starting circle and into one of the four adjacent squares. When you move off the Starting Tile, you cannot move onto any square that will contain an Object or onto any square that would be impossible to exit.
Action: Move up to 3 Squares
When counting squares, count only horizontally and vertically (not diagonally).
You cannot move over or into squares that contain any of the following:
- Objects (Bushes, Rocks, Chests, etc.)
- Other Characters
- Enemies
- Special Items (Big Keys or Relics)
- Trees (corner squares on each Map Tile)
You also cannot move back onto the Starting Tile until you have all 3 Relics.
Transcription note: the printed page reads "back onto to the Starting Tile"; the duplicated word is corrected here.
Movement Examples:
- The starting circle counts as adjacent to 4 squares, so there are lots of places that Arthur can go this turn with 3 Movement.
- When leaving the Starting Tile, Arthur cannot enter the red circled square because it will contain an Object once he enters this Map Tile.
- Similarly, Arthur cannot enter the blue circled square because it will be impossible to leave the square after.
- In this example, Arthur's path this turn is blocked by the Dark Knight and the Objects. He must move around them.
Note: Whenever you enter squares that contain an Item dropped by Loot Cards (such as a Gem, Small Key, or Bomb), you collect those Items. See page 6 for details.
Exploring the Forest
All of the Relics are hidden throughout the Forest, along with tons of Treasure Chests! To find them, you will have to explore the Map Tiles that are not in play at the start of the game.
The discoverable area consists of a ring of Map Tiles completely surrounding the four Map Tiles that are placed during setup. You cannot explore Map Tiles outside of this area.
New Map Tiles are explored and placed as part of a Move Action: if there's discoverable area beside an edge of your current tile, you may move off that edge of the tile and:
- Place a new Map Tile from the stack adjacent to your previous tile edge, making sure it is in the same orientation so the trees line up.
- Populate the Map Tile before continuing your movement (see next page).
Example: Arthur explores with the second square of his Movement. He places a new Map Tile. Make sure the trees line up!
When you explore a new Map Tile, you have to move at least 1 square into it, even if you don't like what you find. Then, if you have not moved your full 3 squares, you can move back into your previous square, though this means you will have to repopulate the tile you just left, which might not be safer!
Populating Map Tiles
When you enter a newly explored Map Tile, or one that doesn't have a Character on it already, pause your Move Action and place all of the Objects and Enemies that appear on that tile. Then, resume your Move Action and continue your turn.
Some Objects are Persistent; they are not removed when Characters leave a Map Tile. See Leaving Map Tiles, below.
Placement key (the icon on the left is placed as shown on the right):
- Bush: Place a Bush here.
- Rock: Place a Rock here.
- Carnivorous Plant: Place a Carnivorous Plant here.
- Mimic: Place a Mimic here.
- Dark Knight: Place a Dark Knight here.
- Small Chest: Place a Small Chest here. Persistent.
- Big Chest: Place the Big Chest here. Persistent.
- Big Key: Place all of the Big Keys in a stack here. Persistent.
- Fire Relic: Place all of the Fire Relics in a stack here. Persistent.
- Water Relic: Place all of the Water Relics in a stack here. Persistent.
- Wind Relic: Place all of the Wind Relics in a stack here. Persistent.
Leaving Map Tiles
If there are no other Characters on a Map Tile when you exit it, return all tokens that are not listed as Persistent to the supply. Items that are not picked up are lost forever. The next time you enter a tile, repopulate these tokens (Bushes, Rocks, Enemies).
Chests and Special Items are Persistent; when you exit a Map Tile, leave those tokens in play. An open Chest is open for good. Leaving and re-entering its Map Tile will not reset it.
Action: Attack Enemies and Bushes
When you attack, you target an adjacent 3 square arc of your choice (1 horizontal square, 1 vertical square, and the diagonal square between them), attacking all Enemies and Bushes on those squares.
Example: If Arthur attacks in this arc, he swings his sword at the Dark Knight and at the Bush. The Chest is unaffected.
After choosing where to attack, roll 3 dice to see if you are able to kill the Enemies in your arc, and to see if you find any Litter or Loot.
To kill an Enemy, you need to roll a number of hits (1 Hit icons). The Shields on its Enemy Card tell you how many hits you need:
- A 2 Hits icon counts as 2 Hits (two 1 Hit icons).
- A cracked Shield means you need 1 hit.
- An intact Shield means you need 2 hits or 1 2 Hits icon.
When there are multiple Enemies in your sword's attack arc, you still only roll 3 dice, but you need to assign your hit icons separately.
For example: if you attack a Dark Knight and a Mimic, and you roll 2 hit icons, you can kill either the Dark Knight or the Mimic, not both!
Bushes are easy to hit, so they are automatically cut when you attack them; however, it's important that you still roll when you attack Bushes to see if they drop Litter.
For every Gem icon that you roll, choose 1 cut Bush to drop Litter and 1 killed Enemy to drop Loot. If you don't roll any Gem icons, you don't draw any Cards.
A Star icon counts as any result. You can convert it to a 1 Hit, a 2 Hits, or a Gem when attacking.
Cleanup
Bushes that are cut and Enemies that are killed are removed from their squares and returned to the supply.
Transcription note: the printed page reads "Bushes that are out"; "cut" is used here to match the Objects section on page 2.
Attacking with a Bomb
Attacking with a Bomb is a little different than your default attack. First, return a Bomb Token you collected to the supply to attack a 3x3 block of squares anywhere on your current Map Tile. This 3x3 block cannot overlap another tile.
Bombs also hit Characters (including you) in addition to Enemies and Bushes. They have no effect on other Objects.
Example: If Arthur attacks this 3x3 block of squares, his Bomb will hit the Enemies and the Bush.
Example: If Arthur attacks this 3x3 block of squares, he will also hit himself with his Bomb.
After choosing a 3x3 block of squares, roll 3 dice. Your hits (1 Hit and 2 Hits) count against every Enemy in those squares; you don't have to assign them separately.
If you roll at least 1 Hit or 2 Hits, all players hit by the Bomb also take 2 damage (an Intact Shield). They do not roll to defend themselves.
Star and Gem icons function the same way that they do when you attack with your default attack.
Attacking with a Bow
Attacking with a Bow is also a little different than your default attack. The "Hunting Bow" Small Treasure Card lets you attack a single Enemy each turn anywhere on your current tile. You do not need an unbroken path or line, and Rocks, Bushes, Characters, and other Enemies do not block this attack.
When you do, roll 3 dice and resolve the attack in exactly the same way that you would resolve an attack with your sword.
Collecting Litter and Loot
When you cut a Bush or kill an Enemy, draw a Litter or Loot Card respectively. If the deck is empty, shuffle the discard to create a new deck and then draw. After drawing a card, the steps to collect your reward depend on what the card gives you.
If you "Gain an Item," that Item drops in the square that matches the Object or Enemy associated with that Loot Card. If there are several possible squares, you choose the specific square. You will then need to move into that square to collect the Item.
Example: With one attack that included a Gem icon on his roll, Arthur defeated a Dark Knight and cut a Bush. He draws both a Big Loot Card and a Litter Card, and places the Items in the squares where those Objects or Enemies were.
Some Loot Cards, such as the Health Potion and Speed Potion, do not drop Items, and instead take effect immediately.
If you get a Health Potion and have no missing or Cracked Shield Tokens, it has no effect.
Action: Open a Chest
To open a Chest, you must be in the square directly below it, and have the correct Key: a Small Chest requires a Small Key, the Big Chest requires a Big Key.
Once you are in the correct square, return your Key to the supply, and flip the Chest over to its open side. Then, draw a Treasure Card (Small Treasure for a Small Chest, Big Treasure for the Big Chest). Once a Chest has been opened, it can never be opened again.
Example: This is the only square from which you can open this Small Chest.
When you draw a Small Treasure Card, place it in front of you beside your Character Board. It takes effect immediately. Small Treasures should not be hidden behind Wallets.
When you draw a Big Treasure Card, it will give you a number of Gems (and sometimes a Small Treasure too). Take those Gems from the supply, and discard the Big Treasure Card.
Action: Pick up a Special Item
To pick up a Special Item (Big Key or Relic), you must be adjacent to it. Once you pick it up, place it by your Character Board until you need it. You cannot pick up the same Special Item twice. No hoarding!
Example: There are 4 of each Special Item. That's one for every player!
Action: Claim the Holy Grail
Once you have all 3 Relics, you can re-enter the Starting Circles on the Starting Tile. Once there, use this Action to take the Holy Grail and win the game!
Enemy Turn
As soon as you end your turn, the Enemies on your Map Tile take a turn. Each Enemy type has its own behavior, which is outlined in the following sections. In addition, there are some common rules that all Enemies follow:
- Activate Enemies in any order.
- Enemies can move through each other but cannot end their movement on a square occupied by another Enemy.
- Enemies cannot move through Objects or Characters.
- On your turn, if there are other Characters on your tile, Enemies attempt to attack you first. If an Enemy cannot reach to attack you, it attempts to attack the next closest Character on your Map Tile, starting with the Character that is the fewest number of squares away. If there are multiple other Characters the same distance away, choose which one of them is attacked. If an Enemy cannot attack any Character on your Map Tile, it does not activate.
- When an Enemy attacks you, you get to defend. Roll 1 die: If you roll a Shield, you don't take any damage. You can also convert a Star to a Shield to defend yourself!
Carnivorous Plants
Carnivorous Plants do not move out of their starting square. When they activate, they rotate clockwise until there is an unbroken straight or diagonal path to your square. After a Carnivorous Plant finds an unbroken path to your square, it spits a stone at you in an attempt to deal 2 damage.
Example: Left: the Carnivorous Plant rotates and attacks Arthur. Right: Arthur is blocked so the Carnivorous Plant rotates farther and attacks Gwenivere.
Mimics
Mimics follow an unbroken path to your square. They cannot move diagonally.
After a Mimic moves onto your square, it attempts to deal 1 damage.
If you have a Small Treasure Card, a Mimic will steal it before attempting to deal damage. Choose 1 of your Small Treasure Cards and flip it face-down. It remains face-down and has no effect and no Gem value until the Mimic is killed. If all Characters leave this Map Tile, and the Mimic is removed from play before it can be killed, the Small Treasure Card remains face-down for the rest of the game.
Once a Mimic is on your square, you cannot attack it until you leave its square. If you kill the Mimic, flip your face-down card face-up. If another Character kills the Mimic, give them the card face-up.
Example: Left, the Mimic follows an unbroken path to Arthur's square. Right, there is no unbroken path to Arthur, so the Mimic follows an unbroken path to Gwenivere's square.
Dark Knights
Dark Knights follow an unbroken path to a square adjacent to you. (Diagonal spaces are not adjacent.)
After a Dark Knight moves into a square adjacent to you, it swings its axe in an attempt to deal 3 damage.
Example: Only 1 of the Dark Knights activates, since Arthur only has 1 adjacent square.
Losing and Recovering Health
Shield Tokens track how much energy a Character has left to keep exploring.
Losing Health is a direct result of taking damage. For each 1 point of damage that you take, flip an Intact Shield Token to its Cracked side, or remove a Cracked Shield Token from your Character Board.
If you remove your last Shield, you have passed out. Lay your Character on its side to indicate that you have passed out. On your next turn, recover 1 Cracked Shield and stand up your Character. Then, skip the remainder of your turn, including the Enemy Turn.
Example: A Dark Knight has knocked out Arthur, so he is laid on his side.
Recovering Health sometimes occurs when you draw a Litter Card or a Loot Card. A "Health Potion" recovers 1 Health, and a "Grail Water" recovers all of your lost Health. To recover 1 Health, just return a Cracked Shield Token to your Character Board or flip a Cracked Shield Token to its Intact side.
Example: Arthur draws a "Health Potion" Litter Card and goes from 3 Health to 4 Health.
Appendix: Small Treasures
- Racing Boots make you much faster. Every time you move you get to move an extra space. This makes moving across the Forest pretty quick.
- Hunting Bow lets you attack 1 Enemy for free every turn, no matter where it is on your Map Tile! Roll 3 dice against the Enemy just like you would if you swung your sword.
- Magnet pulls Items toward you so you don't have to waste time walking around. If you enter another player's tile, and they've left Items lying around, you'll pick them up for free!
- Royal Shield makes you super hard to hit. Roll 1 extra die whenever an Enemy attempts to deal damage to you.
- Power Gauntlet lets you lift the Rocks that block your path. Just move over them as if they weren't there, removing them as you go. If you're not careful, other players might follow you!
- Greatsword: Armed with a Greatsword, you attack 5 squares at once. It's great for clearing Tiles!
- Shovel lets you use an Action to dig up a Small Loot Card. You can even do this multiple times on the same turn if you're feeling adventurous!
Quick Reference
Dice Icons: Shield, Star, Gem, 2 Hits, 1 Hit, Blank.
Game Sequence
- Roll the dice. The player that rolls the most Star icons goes first.
- Take turns completing a Player Turn followed by an Enemy Turn, moving clockwise.
- The winner is the first player to collect 40 Gems or claim the Holy Grail.
Player Turn: Perform up to 3 of the following Actions in any order:
- Move up to 3 squares.
- Attack Enemies and Bushes.
- Open a Chest (requires a Key).
- Pick up a Special Item.
- Claim the Holy Grail (requires all 3 Relics).
Enemy Turn:
- On your turn, Enemies attack you before other players.
- Activate Enemies in any order.
- Enemies can move through each other but cannot share a square.
- Enemies cannot move through Objects or Characters.
Populating Map Tiles: The placement key is the same as the one on page 5 ("Populating Map Tiles" above).
Deck Contents
Litter (15 cards):
- Health Potion x5
- Green Gem (1 Gem) x5
- Bomb x2
- Dark Knight x2
- Grail Water x1
Small Loot (10 cards):
- Green Gem (1 Gem) x5
- Health Potion x2
- Speed Potion x1
- Bomb x1
- Small Key x1
Big Loot (10 cards):
- Small Key x4
- Blue Gem (5 Gems) x3
- Bomb x2
- Health Potion x1
Small Treasure (14 cards):
- Magnet x2
- Royal Shield x2
- Racing Boots x2
- Power Gauntlet x2
- Hunting Bow x2
- Greatsword x2
- Shovel x2
Big Treasure (4 cards):
- Blue Gems (15 Gems) x2
- Blue Gems & Small Treasure (10 Gems) x1
- Red Gems (20 Gems) x1