Darian Tucker
United States Winter Park Florida
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The Expansion's rules say that you only use the Knights from Merlin's Company, plus King Arthur, if you choose to shuffle and deal the Knights randomly at the start of the game. The problem is I'm not sure whether Bedivere or Caradoc are considered the "new" Knight for this effect.
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Sean Doubt
Canada Vancouver British Columbia
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I think Sir Caradoc is the new alternative. Sir Bedivere used to be a separate expansion I think, before MC came out, then it was included with MC.
We just each draw a D6 and choose between the 2 knights for that colour except for King Arthur of course. I don't know how strict the rules are on that, but because it is such a light fun game, we don't worry about it too much.
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Jeff Dunford
Canada Ottawa Ontario
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Caradoc is certainly the "new" knight from the expansion. Besides Bedivere being a promo and included with A Company of Knights, you can also tell by the coats of arms. All those from the original game (including Bedivere) have the same frame/border/background, which is different from those in the expansion (including Caradoc).
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A rule you should leave aside. The new knights are either very weak or overpowered.
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Darian Tucker
United States Winter Park Florida
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Oninohugo wrote: A rule you should leave aside. The new knights are either very weak or overpowered.
Indeed. I just ended up getting rid of the expansion entirely.
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On the expansion,
Maybe that is a little too drastic and quick to conclusion, the despised travel deck changes 3 things in the mecanics of the game from less to almost necessary :
1- It's no longer the best strategy for all knights to be at the same place since every quest finished quickly will mean more movements for the party.
2- Now, the loyal knights can't afford to wait the end game to accuse the traitor - which was, in my opinion, an illogical anti-strategy that reduced the fun, effectiveness and choices of the traitor - because if unacused, the traitor will move every turn and spam black swords or catapults from the TD.
3- The traitor has something to do (move and fail) while hidden instead of just mindlessly spamming catapults.
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