Having left for the fairy kingdom to forge new alliances, Mordred lost control of a spell, plunging both his world and that of King Arthur into chaos. Morgana, Merlin, and Mordred compete to rally the faction that will dominate the others and restore order.
Each player takes control of one of the factions: Humans, High Elves, Hobyars, or Tunnel Dwarves. Moving troops, recruiting units, or playing Spell cards has a time cost that advances the faction's token on the Wheel of Chaos. This wheel also causes monsters to move, leaders to move, clashes for control of territory, or the drawing of special events. Twice per game, chaos will be unleashed, opening the portal between Britannia and the Fairy Realm.
When the last Time marker completes its second turn on the Chaos Wheel or the supply of Mordred, Merlin, or Morgan's Favor tokens is empty, the game ends, and the player with the most Favor points wins.
A territory control game, beautifully served by superb illustrations and magnificent miniatures.
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