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Excalibur box art

Excalibur

Players

2-6

Time

?-?

Age

14+

Weight

3.06

Rating

6.26

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Excalibur has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, there is less emphasis on cooperation in the game.

Replay value

Excalibur has a high replayability score due to its variability, strategic depth, scalability, and moderate easiness to learn. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game allows players to improve their strategy over time, discovering new tactics and strategies. The player interaction score is average. Excalibur scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, the game offers a rewarding and engaging experience for those willing to invest the effort.

Luck profile

Excalibur has a moderate level of luck involved in the game. Random elements such as dice rolls and card draws have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy, with neither element dominating. Overall, Excalibur offers a good balance between luck and player agency.

Overview

In Camelot every player plays one of the knights of the grail. King Artus sends them to the valley of Camelot to prove their ability to reign and become the lord of Britain. Each game turn is divided into 4 seasons. It starts with spring when everybody can either supervise the seed with his knights or move his knights and mercenaries to conquer new fiefs, fight the other players who might retreat in castles, then siege and loot the villages or one of the two monasteries in the valley. Movement is either simultaneous (in three phases) or secretly written down, depending on what the players agree. In summer and autumn it is the same but in autumn you have to be back at your own fields to supervise the harvest and make sure the farmers give all their grain to their master. Winter gives time to reorder the belongings and spend the gold earned over the year. You have to pay salaries for your men which improve their combat strength for experience, may hire new knights and mercenaries or concentrate on your economy. If you expand too fast without buying beehives, hire fishermen and foresters you won´t be able to maintain your landed properties. This is the time to build castles and mills as well. At the beginning of the next year a random event happens (such as plague, floods or robber barons coming to the valley). The optional rules add religion (you have to choose a religion and build churches or celtic stone circles) and honour, weather (which influences the harvest) and loyalty of your troops. Winner is the player who owns first 21 of the 40 fiefs or has the highest amount of honour after ten years of play (optional).

Editions

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Credits

Designers

5
Chris Courtiour Richard Milner Julian Musgrave Dieter Schmidt Jamie Walker

Artists

5
Aubrey Beardsley Hubert de Lartigue Ed Dovey Frank Gerwin Jürgen Pirner

Publishers

4
Lancelot Games Laurin Verlag Oriflam Wotan Games

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