My family had fun playing Shadows over Camelot for the first time.  My
wife, who basically only joins me and my two boys (9 and 11) on the
simplest gateway games, almost bailed as we thrashed out how to play
for the first 45 minutes.  But she got seriously into it after a few
rounds, and when we all looked at our loyalty cards (houseruled for 4
players to happen after the 4th sword gets placed), things got
interesting *really* fast.  My younger son pulled the traitor card and
figured out a winning strategy rapidly.  He accused my wife of being a
traitor (which he knew was wrong, but which won him a victory point
and sowed mistrust all around) a couple turns later.  Then, my
character tried to fight off the 11th siege engine to forestall the
potential traitor from placing the last and winning -- but I had only
a total of 5 fight cards, and I rolled a 6.  This killed me off
prematurely, as I was down to the last hit point.  Then my son
delivered the coup de grace and placed the final siege engine, winning
the game for the traitor.  Fun, fun.

The only thing was we were all only taking one action per turn -- move
OR take a quest action OR heal, etc.  Rulebook was rather poorly
written, so I couldn't figure out whether this is correct, or whether,
alternatively, you can take one of each TYPE of action each turn.
That really would have helped the Camelot heroes out!  Anyone know the
answer?  Too bad BGG is down, otherwise I'd check the rules discussion
in that game forum if not...

Other than SoC, we fit in a quick 2-player Memoir '44 game and a 2-
player Agricola (40-33, me over my son; ha ha, you see how old age and
treachery win over youth and vigor at least *some* of the time,
right?).

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