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Originally Posted by Matthew Gabbert
But then midway through, it just got kind of stale. As soon as we got seven white swords on the table, the traitor was successfully unmasked. From that point on, it was simply a matter of keeping the catapults at bay while we waited for the remaining quests to fail and fill in the five remaining sword slots with black swords. The revealed traitor had little to do but mechanically place a catapult and steal a white card from someone. It was a little tense if someone missed their roll to destroy a catapult, but overall, it was pretty anticlimactic and it bugged my roleplayer aspect. Strange as it may seem, we won when the Saxons came sweeping in from the sea.
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Just got the game myself and I love it - played it about half a dozen times so far and if anything it's got more fun with replaying.
I did see this concern raised in another forum with a proposed solution that might fix this for you: black swords cannot complete the round table - once you get to 11 swords on the table any future black swords convert white swords to black. This means players have to go out on a successful quest to win and can't just sit back and wait for quests to fail to win the game. As usual, the knights lose if 7 or more black swords get on the table, so complacency can't be an option.