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Number of Players | 2-4 |
Playtime | 75-120 Min |
Suggested Ages | 14+ |
Designer(s) | Stefan Feld, Michael Rieneck |
Publisher | Queen Games |
Base Game | Merlin |
Morgana adds two new resources: "Gold" and "Mistletoe" that are present in all three new modules. Gold is used to obtain other resources like shields, flags, and building materials. Gold is also worth points at the end of the game. Mistletoe can be spent to ignore one requirement on a mission card, making them easier to fulfill.
Module 1: Morgana
The enchantress Morgana is interfering with the hunt for the heir to the throne! Players can use Morgana once per round to help their cause and make it harder for other players to accomplish their goals. This module will significantly increase the amount of direct player interaction in the game.
At the start of the game, round one Morgana die per player is rolled. Once per round for their turn, a player can choose to use a Morgana die and place it according to the depicted pips onto a cauldron, activating various special abilities. Additionally, they can move the Morgana figure on the board between principalities, which blocks the principality as long as she is present. Nobody can put any figure (knight or Merlin) on the principality making any resources there unobtainable until Morgana is moved again (knights no longer count this space while moving)!
Additionally Morgana brings her poisoned apples, which may be used by players to manipulate any knight die and even move other players knights to do your action, really interfering with other player's plans!
And one more thing—using a Morgana die and spending construction materials or gold to increase the number to 7 will give the player the drinking horn that is kept in front of the player (till another player takes it from them, like Excalibur or the Holy Grail). The drinking horn not only awards one victory point as well as a poisoned apple immediately, but also gives victory points at the end of every round to the player who currently holds it.
Module 2: Caerleon
Caerleon offers hopefuls to the crown a host of new options in starting their quest. Caerleon is made up of 6 districts that replace the principalities on the game board. Every district works differently and alter the game play of the base game in various ways:
Textile district - Here players will gain a flag of any color, but it is also the only place in the city where players now can gain flags. When placing the flag-bearer, players can choose two flags instead of one.
Stone cutter district - Here players will gain a construction material of any color, but it is also the only place in the city to get construction materials. When placing the builder, players can choose two materials instead of one.
Armor district - Here players will gain a shield of any color, but it is also the only place in the city to get shields. When placing the shield-bearer, players may select two shields instead of one.
Gold district - Here players will earn two gold each time they place a henchmen.
Merchant district - Here players may gain up to 4 resources, flags, shields, and construction material of their choosing. But for every resource they have to pay either one gold or another of their resources.
Garden district - Here players will gain apples and/or mistletoe to help them on their quest.
Caerleon is very challenging and gives players a way to experience Merlin in a completely new light. New strategies and tactics wait to be found.
Module 3: Market
The market gives the players the opportunity to acquire different goods by spending gold. To qualify to using the market, they must not have completed a mission on their turn. Each of the available goods costs one gold, and once taken by a player are not replaced until the good is used or a scoring has taken place. Players can use these goods when they see fit, but they have to return any market good at the end of a scoring (After the 2nd, 4th and 6th round).
The market goods:
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