They either decrease their health, add a siege engine to those attacking Camelot, or draw a black card, which will usually make one of the quests harder to complete. After the progression of evil, each player takes a heroic action, which includes moving to or returning from a quest location, advancing a quest toward victory, playing a "special white" card, discarding three identical cards to gain one life point, or accusing one knight of being a traitor. In addition, while at Camelot, the player has the option of fighting a siege engine or drawing two white cards in addition to the normal heroic actions. Finally, each player may choose to lose one health point to perform a second, different heroic action. For example, a player may move to a quest, choose to lose one health point, and begin to advance the quest toward victory, a series of actions that would otherwise require two turns. Moreover, each player also has a "special power", which can be performed once per turn in addition to his or her heroic action(s). The board of Shadows over Camelot depicts a number of locations, each with an associated quest. At the start of the game, they are: Camelot; the War against the Picts; the War against the Saxons; the tournament against the Black Knight; the quest for Excalibur; the quest for Lancelot's Armor; and the Grail Quest. The quests for the Grail, Excalibur, and Lancelot's armor can only be completed once, whereas the wars and the Black Knight tournament repeat. Once Lancelot's Armor has been retrieved or lost, the knights have the opportunity to defeat the Dragon. The success in all quests is determined by the playing of cards, mostly in various sets, and perhaps by the player's willingness to sacrifice their life to further advance a quest for the good for all loyal knights. For example, Grail cards are used to complete the Grail quest, a set of 1-2-3-4-5 in Fight is needed to complete the wars, and two pair of Fight are needed to complete the Tournament. For group quests, the cooperation of players is crucial for completing them quickly to gain the rewards before the progression of evil takes its toll (either the players' health is too depleted and/or there are too many siege engines). Quests are completed with the knights' success, in which case white swords are added to the Round Table,