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Musings
On... Camelot Legends (#14)
Tom Vasel: Camelot Legends, designed by Andrew
Parks and produced by Z-man Games, has some of the most beautiful artwork
of any game I've seen. Basically, it's a card game that uses the events of
King Arthur and his knights as a framework for a game. Camelot Legends
reminds me of a collectible card game, since the cards with a vast amount
of text provide different effects and have different statistics. For me,
the game is very thematic, evoking the legend of Arthur in a way I've seen
no other game do. If you're seeking for a game that faithfully recreates
the legend of the Round Table, then Camelot Legends is probably your best
choice.
Mike Siggins: Hi, all. Apologies in
advance but I don't much like this game, so this will be a slightly more
discursive exchange!
We are going to disagree on several things
later Tom (!), so let's start with a positive. I too love the theme, and
that was the main reason I bought the game. I also agree the artwork is
excellent. As poor as this game is, I will keep the cards. I may try and
make the game work, but I probably won't. The only point to note is that
this is high medieval style art, not the gritty Anglo-Roman look of the
recent movie, which was dictated by the latest Arthurian research that
tries to place Arthur in context. Either way, top marks for aesthetics.
All the characters are here, and plenty of flavoursome card titles and
pictures besides. Fancy graphics help the atmosphere, but you need a
decent game as well.
Paul Burkhard:
I am a big fan of Camelot Legends, having originally picked it up based
upon Tom's good review posted on Boardgamegeek.com.
Actually, it
was not at all the sort of game that I would ordinarily purchase. I tried
playing Magic: The Gathering many years ago and found that I just didn't
like the idea of playing this card to nullify that card and combining
these cards to give me some other power, etc. I had a great deal of
difficulty keeping track of What was What and Who was Who. So, for the
most part, I stayed away from CCGs and other similar games.
But I
am a sucker for theme, nice artwork and King Arthur, so I bought the game.
For a "non-card-game-with-variable-powers" person, such as myself,
the first look at the cards was a little overwhelming. Lots of text and
lots of numbers. However, I talked my 11 year-old into trying it with me.
We stumbled through the first couple of games and found that we liked it!
Soon, my wife and father-in-law learned to play as well, and it was
declared a big hit.
As many have mentioned, the game is high on
theme. There are a ton of Character cards, each extremely well illustrated
by a number of renowned Fantasy artists. The game's designer has done an
excellent job of formulating character skills and statistics that are true
to the stories and legends surrounding King Arthur.
Gameplay
consists of forming Questing Parties from the character cards in your
hand. These cards are played into each of three play areas: Camelot, The
Perilous Forest and Cornwall. As the game progresses, Quests are revealed
for the play areas. For the most part, the completion of a Quest requires
a combination of skills and abilities across a number of characters in a
party. Some quests will require characters with Chivalry, some with
Cunning, etc. When a player completes a quest he is rewarded with Victory
Points and (sometimes) extra skills and abilities.
As I previously
stated, I am not much of a fan where "This Card" cancels "That Card," but
for me, Camelot Legends works, on many levels.
Tom Vasel:
I'm curious about the complaints about the amount of text on the card.
Yes, that means that the cards can't be thrown down and quickly played,
but Camelot Legends isn't meant to be played that way. It's more of a
story, with each added knight completing a part of the story,
participating in a different event. So the reading of the text on the
cards, as well as the events, etc. - all forms a large tapestry of theme
and fun. Camelot Legends, for that reason alone, would be a tremendous
game for me.
Mike Siggins: Okay, so here
goes. Initially I will throw in the token, but sincere, comment about
really wanting to like this game…
Problem one is that we go
through a lot of grief to satisfy the various quests, only to simply
compare numbers. Admittedly they are often modified numbers, and one must
deploy a modicum of skill in making sure you have the right type of
numbers, but this is not rocket science. Nor is it particularly
interesting – that prosaic phrase ‘no brainer’ does seem to fit here. It
is also a huge anti-climax given what I for one was hoping for (and which
Tom seems to have found) – a flavoursome, challenging game about Camelot.
This is the latest episode in the ‘mission mechanism series’. The
challenge here is to make a mechanism that prompts decisions and which can
provide a solution to a known or random mission. Star Trek CCG tried it
(and got much the same result as here), other CCGs followed, Thunderbirds
tried bravely, and Shadows over Camelot came up with pretty good stab,
though one that is deceptive because of the co-operative nature of the
game. And if you stretch definitions a bit, it is done well in Richard
Breese’s Key games and in Louis XIV. But comparing numbers is the weakest
possible solution. It is a five-minute answer for almost any of us. I
expect more, especially in a package that has gone to town on some lovely
artwork and is charging a chunk of change for a card game.
Problem
two is the card text. This really grates with me as I like card games with
effects and, more importantly, effect combinations and ‘engines’. That is
a saving grace of Magic for me, so I will happily look for it in any other
game. What should happen here is that the card text should add to (or
indeed build) the narrative and flavour in pleasing and discrete ways.
What in fact does happen, fairly quickly, is that you move from excitedly
reading card text to re-reading and re-reading, and then checking and
adding every blinking card for almost any game event. This is because some
of the cards’ special abilities are persistent, or semi-permanents, and
can also be local or universal in compass – their presence can affect
other cards at any time, usually by applying a modifier or blocking an
action. The biggest issue is when an influential card is on the other side
of the table – the text is tiny.
On top of this, there are
factions and character linkage. It is a task that a computer can perform
in a millisecond, but which takes the human brain and eyes much longer. A
game that suffered similar problems was the Sim City CCG. While nowhere
near that horror of game design, the net result here is pretty grim. It is
poor structural choice, and one really wonders if a single playtester
pointed out the impracticalities (though see below).
Two other
smaller points so far. These problems may not seem much to you, but for me
they put two big holes in the hull of Camelot Legends, and it started to
list very quickly. It was a sunken vessel even before the end of the
second game and is now packed away in its box awaiting a rule fix. I have
just spotted the Lords of Camelot official variant, so that may help.
The other, extremely puzzling, observation is that one of the lead
playtesters is Coleman Charlton. Not a name to rank with the Knizia's and
Teuber's in recognition perhaps, but nevertheless the hugely talented
designer of my favorite game: Middle Earth: The Wizards, by I.C.E. His
presence leads me to wonder if he spotted anything amiss, and if not,
adding in Tom’s praise, wonder whether I am missing the trick here (I
concede this is a possibility).
Nick Stellato: I so wanted to like this game. I have always
liked the tales of King Arthur and Camelot. Unfortunately this game did
nothing for me. Too put it bluntly, It was an exercise in mathematics. I
understand that the game should evoke a feeling or transport you into the
realm, but all I felt like doing while playing this was pull out an abacus
and make the calculations.
Here is my background. I am an old
school wargamer. I cut my teeth on the old AH, VG, SPI wargames in the
eighties. I stopped gaming after I finished school and just got back into
it over the past three years. I like playing euros, but my heart is still
with the wargames. I don't mind adding numbers; most wargames have you
trying to add up your counters to get better odds on an attack. In this
game it seemed that's all you did. You had to juggle the numbers to
complete the quests. It just didn't click with me. Since I do not have
experience with CCGs (the only one I'll play is Blue Moon) maybe I'm not
the best person to speak about this game.
Playing Camelot Legends
was like studying for the GRE with flashcards. The game was too number
heavy and completely overwhelmed the gameplay, hence I could never get
into the theme. I liked the text on the cards and read them, but it was
when I wasn't playing the game. When you're in a game, you really can't
concentrate on the theme, you're too busy adding up the numbers and
juggling lineups. Maybe others are able to look beyond the numbers and
enjoy the experience, but for me it just did not work.
Tom Vasel: For me, the numbers were the theme. For example, if
one person had a "4" in fighting and another a "1", I could easily tell
who was the better fighter to add. Some of the characters, like Lancelot
and Arthur, were exceptional at their stats - and that just added to the
flavor for me. I thought the adding together of numbers was fairly easy.
I will concede the point about the amount of time it took to look
at all the numbers and modifiers for some quests. For me, this wasn't a
big deal - most players calculated their totals when it wasn't their turn.
But I can see how this would turn people off who want snappy, quick play.
When I go into Camelot Legends, I expect to take a bit of time to
read the text on the cards. But since only a few cards are added each turn
- it really isn't that hard to remember what the other players have. And,
the deck is fixed, unlike a CCG, so players shouldn't be surprised by
cards after the first couple of games.
After reading my comments,
I feel like I'm defending a game with flaws perceived by others, and
trying to gloss over those flaws. Perhaps Camelot Legends isn't the most
intuitive game. Perhaps it has too much number crunching. But for some
reason, and I'm pretty sure it's the theme, I like the game. I simply like
it, regardless of perceived flaws.
Mike
Siggins: Well, sure, the numbers constitute part of the theme. We need to
know who the best warrior is, how tough a dragon is, and whether you can
die from a lucky arrow shot. More to the point, the game is driven off of
sending the right people to do the job. All good stuff. Combine that with
the art work, and the narrative building blocks - they are all there:
characters, plot, events, drama - and we should have a theme rich
experience.
So Tom, who should be standing by his guns, thinks the
theme holds up, while others are looking at it from the other side and
pointing out failings. I think this is down to transparency. Do the
systems allow us to experience the situation without the penny dropping?
We are all looking at the same numbers, and doing the simple math. It
sounds like either the frequency of the calculations is breaking the
spell, or there just isn't enough there in the first place to conjure the
illusion.
Another aspect may be the lucid quality. Is there really
anything here that challenges us? That forces us to make a game decision?
I don't think 'agonising' is ever called for, but it is nice to have a
problem to solve, especially in a mission based game.
Nick Stellato: Sorry about not talking more about Camelot
Legends. I traded it away a couple of months ago. I agree with the poster
that said it has all the components for a theme rich environment, and I
can see where the numbers would work for someone who enjoys crunching
numbers, however it just did not work for me.
There are a myriad
of decisions to be made during a game turn. The company aspect of the game
works in theory, but I just could not get past the adding and subtracting
of the numbers. It just felt like a rudimentary mathematical exercise for
me. To do anything in this game you have to juggle the numbers and I feel
that is the main problem with this game. The number crunching overwhelmed
the theme for me.
As for the comment on challenging the game
players to make a decision, I really think that the frequency that you
drew cards really pushed that on the back burner. I never felt the need to
make an agonizing decision because I felt that after a few turns, I would
be able to draw the requisite number to complete a quest. I just didn't
feel any turn angst playing against others. There always seemed to be
enough quests to work on and I didn't feel rushed to complete them and if
I didn't complete one, another one would take its place.
Mike Siggins: Overall, I am just going to
file this one under 'great art, real potential, but expensive and very
disappointing'. This means I will mellow over time and try it again,
perhaps with a different group of gamers, and it may tip the balance. At
the moment there are better games to play. I rate Camelot Legends a 4, but
I hope something comes along to crank it up a few points. As I said, I
will hang on to it.
Tom Vasel: I'm going to hang on to
it also, but simply because I like it as is. I very much understand why
some folks may be turned off from it. But if you like the Arthurian
legends and want to see the theme translated into a very fun, interesting
game, then I believe that this game covers it in a fun, excellent way.
-FIN
And that's all folks! Hope you enjoyed it,
stay tuned for the next Musings On...
Tom Vasel "Real men play board games" www.tomvasel.com
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