As ambitious Knights in the realm of King Arthur you and your fellow players seeking glory, influence, and renown.
Each turn represents one day for your Knights in the realm. At dawn, your Knights ride out to Market Towns, Countrysides, Ports, or Camelot itself. During the day, they take actions based on the locations they visit. At twilight, they make camp, call there retinue back to service, and, if summoned, attend the Feast at Camelot.
Your retainers provide the Skills your Knights need to act. By placing them onto your Player Board, you gain temporary Skills that can be used to increase movement, perform Location Actions, complete Quests and Encounters, and resolve powerful effects.
Linke raising the Sigils of Merlin and Morgana, two competing powers shaping the fate of each region. You not only gain powerful new abilities from Merlin or Morgana, but also determine which deeds will bring the most glory when regions are scored.
Along the way, your Knights may discover ancient Runes hidden throughout the realm, earn the patronage of members of the Court of Camelot to aid your cause, and even seek an audience with King Arthur himself.
The player who earns the most victory points by the end of the game brings the greatest honor to Camelot and wins.