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Knights Of Camelot box art
1980 Ranked #10,271

Knights Of Camelot

An Arthurian adventure game has newly knighted characters roam the realm for quests, monsters, jousts, and the Holy Grail. Random encounters create wildly different stories, while hazards can erase even a well-equipped knight.

Thematic Games Adventure Fantasy Alliances Area Movement

Players

2-6

Play time

120-240 min

Age

12+

Complexity

2.54/5

Rating

6.54

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.1/5

High replayability

Interaction 3.8/5

Highly interactive

Player scaling 4.4/5

Scales well

Strategic depth 4.5/5

Deep strategy

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How it plays

How does it play?

Knights of Camelot ranks right alongside Divine Right; it is an early TSR game brimming with flavour. The players are freshly knighted and wander the Arthurian realm looking for damsels in distress, brigands, monsters, other knights to joust with, etc.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Knights of Camelot ranks right alongside Divine Right; it is an early TSR game brimming with flavour. The players are freshly knighted and wander the Arthurian realm looking for damsels in distress, brigands, monsters, other knights to joust with, etc. The game uses a random table generation driver that can lead to an enormous variety of encounters. I remember fondly two incidents: In the first, a knight met a Dwarf on a horse. Deciding to approach and meet him (instead of avoiding or charging), the dwarf turned out to be a knight in disguise—but not just any knight! It was Lancelot, the foremost knight of the realm! We had a sudden vision of the hollowed-out horse necessary to hide Lancelot's bulk… In another incident, a player led a charmed life and pulled ahead of the others in their quest for the Holy Grail. He met Merlin repeatedly and ended up with a special charger, magic lance, and magic shield—the works! England wasn't much of a challenge for him any more, so he decided to cross the Channel to France. Bad move! His ship sank in a storm so he washed up on the shore minus all his equipment and followers. Dejected, he trudged to the nearest castle to ask for help—but a giant jumped out of the moat and killed him in one blow! The game has heavy role-playing elements to it; articles in Dragon Magazine, Issue# 58 explained how one could play knaves (bad knights), and GMs have been known to use the game as an adventure generator for RPGs.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
2–6
Best with
2–6
Play time
120–240 min
Age
12+
Complexity
2.5/5
Credits and catalog connections

Credits

Designers

2
Glenn Rahman Kenneth Rahman

Artists

5
Jeff Dee Dave LaForce Darlene Pekul Kenneth Rahman David C. Sutherland, III

Publishers

1
Tactical Studies Rules (TSR)

Linked items

No published linked games yet.