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There is now a World Camelot Federation, with free membership, headed by Michael Nolan. On another page I give the WCF’s information on the game and their official rules; below is my capsule description of the game. Each player starts off with four Knights and ten Men, set up as shown. The object of the game is to be the first player to occupy your opponent’s stronghold (the two squares marked) with two of your own pieces. Both Knights and Men can move in three ways, either orthogonally or diagonally:
- They can move one space.
- They can cantor or leap over an adjacent friendly piece, to a vacant space immediately on the other side of the leaped piece. Multiple leaps over a player’s own pieces are permitted. Leaping is not obligatory.
- They may jump over an adjacent enemy piece, to a vacant space immediately on the other side of the jumped piece. The enemy piece is captured and removed from the board. Capturing is obligatory whenever it is possible.
A Man may make any of these three moves, but only one type of move per turn. But a Knight may combine cantoring with jumping (capturing). The Knight may, in a single move, perform multiple cantors (or only one) followed by multiple jumps (or only one), but the cantor(s) must precede the jump(s). A Knight may not combine a non-jumping move (the first type) with a cantor or jump. Recalling that jumping is obligatory when possible, if a Knight ends a move with a cantor that could have been followed by a jump, or by a jump that could have been followed by an additional jump, the other player has the option of insisting that the Knight continue its move with a jump. Those are the basics. For more details, see my WCF Rules page. |
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