The roads around Camelot have become increasingly treacherous. Now the simple act of traveling exposes you to new perils… unless Merlin comes to your aid.
The Travel deck introduced in Merlin’s Company adds a new dimension to the game. Each time you travel from one Quest to another, you will draw a card from the Travel deck. If you are lucky, nothing ominous will happen, and Merlin might even come to your aid.
However, if you are unlucky, you might get lost, ambushed… or even taken captive by a greedy lord and held for ransom. You will then need your companions’ help and favor, for without them you will remain captive forever… Can you convince them you are worthy of the ransom being asked?
These new cards add a new dimension to travels in the shadows that loom over Camelot! Your every move will have to be planned and thought significantly different from what they were before. Can you really survive the dangers that await you in this new expansion?