Knights of the Round Table




Quick gameplay tips
- Remember that you do actually need to score bases to win, no matter how fun it is to run around doing sidequests. Never sacrifice a win on a base for completing a quest!
- Due to your higher average minion power, you're statistically more likely to get away with setting up than other factions. Don't feel like you're lagging behind if you haven't done any crazy plays for a few turns, you're just saving up for a big quest-completing base-scoring turn, which your strong movement options are well suited for.
- Saying that, you don't want to lose too much power when you score a base - you lack extra plays to make up for your lost presence on the board. Consider focusing on lesser-contested bases, where you can get away with triggering the breakpoint and let most of your minions gallop away while still scoring first place.
- This probably seems obvious, but play Excalibur on King Arthur! It's a free VP for basically no work, and none of your other minions are vulnerable enough to need the extra protection.
Gameplay
Nighty night, knights
The Knights of the Round Table are gallant, chivalrous protectors of the realm who bravely go a-questing and do the jobs nobody else is charming enough to do. Their unique hook is setting down quests to complete, in the form of play-on-base actions. These provide them with boons for completing them, from extra power and card draw to even bonus VP! A lot of the lesser quests will also assist them in completing the main quests, for example 'Good Deed' allows them to draw a card when moving a minion to its base, then move 'Good Deed' to another base. 'Fisher King' is a quest that grants 1VP if they move a minion to its base and have 8 or more cards in hand - dovetailing very nicely with the effect of 'Good Deed'. To help with these noble quests, they command a legion of unique 4-power minions (and one 5-power) that specialise in laying down play-on-base actions and moving their minions, with some benefits for 4-or-more power minions thrown in for good measure. There's also a host of supportive actions, shuffling discarded minions back into their deck and searching for specific cards. Their main weakness is their lack of ways to mess with their opponents, they're far too honourable to stoop to petty violence. This can leave them stuck against some of the more 'aggressive' factions, but it's not worth sacrificing their principles for.