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Days of Wonder Shadows Over Camelot Merlin's Company Board Game

4.6 out of 5 stars 33 customer reviews

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  • This is an expansion; Shadows Over Camelot is required to use it
  • Adds depth and complexity to the base game
  • The Merlin's Company expansion, supports up to 8 players, including 2 possible Traitors
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Product Description

Product Description

Merlins Company is an 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. Merlins 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 Merlins 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. Content - Merlin figure and Summary card - 7 New Knights Coats of Arms - A new deck of Loyalty cards including 1 additional Traitor card - 16 New Travel cards - 14 Black cards including 7 new Special Black cards - 23 White cards, including 8 new Special White cards - A bonus figure of Sir Bedivere, complete with his own Coat of Arms and colored die - Merlins Company rules booklet.

From the Manufacturer

Merlins Company is an 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. Merlins 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 Merlins 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. Content - Merlin figure and Summary card - 7 New Knights Coats of Arms - A new deck of Loyalty cards including 1 additional Traitor card - 16 New Travel cards - 14 Black cards including 7 new Special Black cards - 23 White cards, including 8 new Special White cards - A bonus figure of Sir Bedivere, complete with his own Coat of Arms and colored die - Merlins Company rules booklet

Product Information

Product Dimensions 11.8 x 11.8 x 1.5 inches
Item Weight 1.3 pounds
Shipping Weight 1.3 pounds
Domestic Shipping This item is also available for shipping to select countries outside the U.S.
International Shipping This item is not eligible for international shipping. Learn More
ASIN B001BO2Y44
Item model number dow 7403
Manufacturer recommended age 12 - 15 years
Best Sellers Rank #124,613 in Toys & Games (See Top 100 in Toys & Games)
#3,542 in Toys & Games > Games > Board Games
Customer Reviews
4.6 out of 5 stars 33 customer reviews

4.6 out of 5 stars

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Customer Reviews

Top Customer Reviews

By Thomas J. Vasel on December 9, 2008
Length: 7:50 Mins
Adding an extra player and traitor is good! But the game is much harder - which may satisfy many players.
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This expansion is good, but not indispensable. The travel cards ramp up the tension and difficulty early game, and Merlin just sufficiently compensates for this. Essentially Merlin serves as a card fountain if you visit the same quest that he is currently occupying. Getting Merlin to the Grail or Excalibur can funnel a lot of free cards into your knights hands and build up a formidable level of power in the late game.

Our games with this expansion so far have felt more challenging in the early game, and less challenging if you make it past the hump. You will lose early or win handily late. A clever traitor can, however really exploit they new problems this expansion presents and alter the difficulty curve.

We have not played an 8 player game with two traitor cards, but based on my familiarity with the game's balance I can say this would be a very difficult and challenging setup.

In particular the new witches are each dangerous and feel like mini Morgana cards, and the new special white cards are all pretty useful and sufficiently varied.

The new knight abilities are generally in line with the old ones power wise, with one exception that feels stronger, however I don't think it's game-breakingly overpowered like some of the other reviews state. If you think it's too good, ban it, or nerf it, it's YOUR game, and you're not playing it in a tournament.
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This is an extension to the Shadows Over Camelot. It was well worth the price I paid. The new cards are wonderful and add a new twist on the game. The black cards are even more deadly to the game and the white cards WOW they are amazing.

The graphics and durability are what I have come to enjoy with any of the Days of Wonder games.

I hope that you can enjoy this extension of Shadows Over Camelot as much as I did and don't forget you need the original Shadows Over Camelot to use the extension game.
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If you already enjoy Shadows Over Camelot, then this expansion will give you some new knights and possibly a tougher challenge (to an already pretty tough game, unless you regularly have 6 players). If you own Shadows, but were disappointed with it, then this expansion probably won't make the game any more enjoyable, so save your money.

Sir Bedivere is very useful, and can be a great addition to your company of knights, but I was underwhelmed with some of the other knights' abilities. The travel deck offers a new layer of challenge, but I would have preferred to have a new quest board added instead. It adds more deadly black cards, powerful white cards, and a Merlin figure that can join you on a quest, which is an essential addition to the Camelot theme.

I'd have given this expansion a higher rating if I thought it would make people give this game another chance if it's just sitting on their shelves. I don't think this expansion provides that, but if it's already in your rotation, then you definitely want to throw these new cards and characters into the mix.
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My husband is an avid video and board games person, and he hosts a weekly game night with all of his equally nerdy friends. I was looking for a game that would have similar complexity to Settlers of Catan, which is a group favorite. Although I'd say this game is harder than Settlers of Catan, I think that accounts greatly for its replay value. We have played this game no less than 20 times and we're still trying to figure out the best strategy for how to attack the quests. My only suggestion is to keep the communication to a minimum when discussing cards that each person has because it becomes less fun and feels more like a math problem when trying to figure out which person is best for each quest. I don't recall what the rules say on it, but that's just my two cents. Otherwise, be prepared for a fun game night and don't be shocked when you suddenly rethink how much you can trust your best friend who shockingly turns out to be the traitor!
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If the base game has gotten a bit easy for you then you should definitely purchase this expansion. Personally, I'd recommend it as a must have the moment you purchase the base game. The main gameplay additions it features are Travel Cards and Merlin. The Travel cards are given out when you are coming & going to/from an uncompleted quest. They might be "Nothing Happens" or "Charged!" (You must immediately duel the Black Knight before continuing) & etc... However, the best part is when you Travel and "Merlin Accompanies You". You get to place the Merlin miniature on the quest and from now one you get to draw a free white card each round. Also, if Merlin is still on a quest, after it has been completed, and a black card would force a Siege Engine into play - Nothing happens!

This expansion also provides an 8th Knight and six new play mats with different roles / special powers for base characters. I've seen this item sell for around $22 on Amazon. If you can get it at that price, then it is a steal. (But you should buy it anyway)
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Let me start out by saying how much I enjoyed Shadows over Camelot. The game was with it flaws, and at times really easy, but it was still a fun way to introduce people to the wonderful world of co-op games.
That being said, I purchased this expansion because the game had simply become to easy. I read some other reviews about this making it a much harder game.
It has succeeded. I enjoy a game where I play it and I have to fight for the win. Its not just handed over to me, or a brief moment of the game. I enjoy a hard fought victory that we had to endure through the entire game.
Merlin is introduced and he is there to help you, trying to get him where he is needed to help combat any of the witches cards that may arise.
The witches add a new element to the game. Their cards are just nasty! You shudder when a friend turns it over and reads it, which to me makes the game all the more enjoyable.
So if you are looking to increase the difficulty of the game, grab this expansion, you will not be disappointed.
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