Shadows Over Camelot, from Serge Laget and Bruno Cathala
Involved, complex, and tough.
We spent our time rushing around the board, from crisis to crisis, trying to stay one step ahead of the many enemies around us. In the end, we won, but barely. Victory felt more like a staving off of defeat than outright success.
Three things I learned about game design:
- For a complex cooperative game, leave out betrayal. It'll increase the difficulty without increasing any enjoyment.
- Tying your character classes to individuals (real, fictional, or mythological) is a great hook into the game world.
- Having enemies refresh after defeat is a good way to generate a siege mentality in your players, but it makes the game as a whole feel darker. Use it sparingly.