Home

Camelot

Home Index Links
Home Index Links

Links

Camelot invented in the 1880s by George S. Parker. It was originally called Chivalry, had a slightly bigger board and a few more pieces than Camelot. Parker made a few changes to the game in 1930 and created Camelot.

Rules

Players

The game of Camelot is played between two opponents White and Black who move pieces alternately. White moves first.

Board

The Camelot board contains 160 squares.

Castles

Cell(s) from both the top and bottom of the board called the "castles". Size of Castle can be 2 (for basic board) or 1 (for small board).

Pieces

There are two kind of pices: Knights and Men. The pieces utilize different move types.

Moves

Plain Move

A piece may move one square in any direction (horizontally, vertically, or diagonally) to any adjoining unoccupied square. This move is called a Plain Move.
A player may not do canter into his own Castle.

Canter


3 plain and 3 canter moves
A piece may leap in any direction (horizontally, vertically, or diagonally) over a friendly piece (that occupies an adjoining square, provided that there is an unoccupied square immediately beyond it in a direct line onto which the leap may be made. This move is called a Canter.
A player may canter over more than one piece during the same move, but may not make a Canter that ends on the same square from which it began.
A player may not do canter into his own Castle.

Jump

A piece may leap in any direction (horizontally, vertically, or diagonally) over an opposing piece (either Knight or Man) that occupies an adjoining square, provided there is an unoccupied square immediately beyond it in a direct line onto which the leap may be made.
Each enemy piece jumped over is captured and immediately removed from the board. A player is obliged to jump if any one of his pieces is next to an exposed enemy piece.
The only situation in which a player may ignore his obligation to jump is when, on his previous move, he has jumped one of his pieces over an opponent's piece into his own Castle, ending his turn there, and must, on his next turn, immediately move that piece out from his Castle.

Knight's charge

A Knight may combine a Canter and a Jump in a single move, called a Knight’s Charge. A Knight’s Charge must follow the order Canter - Jump. During a Knight's Charge, the directions of the last Canter and first Jump need not be the same.

If a player is required to jump over an opponent's piece, the Knight's charge can be played instead, if possible.

Jump to own castle

Player can do jump into his own Castle only if this is the last jump.

Jump to opponent's castle

A piece that has entered the opponent’s Castle may not come out.

Goal

The game is won if a player:
  1. Moves any two of his pieces (Knights and/or Men) into his opponent’s Castle
  2. Captures all of his opponent’s pieces, and has two or more of his own pieces left
  3. Has two or more pieces, and his opponent is unable to make a legal move.

Software

You can use software of Setup Group to play Camelot on your
Mac
Windows Device
Google