Overview
Camelot is a classic abstract strategy game originally published by Parker Brothers in 1930. Two players command armies of Knights and Men, maneuvering them across a 160-square board. The goal is to be the first to occupy the opponent’s castle with two of your pieces, or to capture all of the opponent’s pieces while retaining at least two of your own. The game features plain moves, jumps over friendly pieces, and captures by jumping over enemy pieces.
Components
- 1 Camelot game board (160 squares in a distinctive cross-shaped layout)
- 14 white pieces (4 Knights, 10 Men)
- 14 black pieces (4 Knights, 10 Men)
Setup
- Place the board between the two players with each player’s castle at their end.
- Each player places their 14 pieces (4 Knights and 10 Men) in the prescribed starting positions on their half of the board.
- White moves first. Players alternate turns.
Turn Structure
On your turn, you must make exactly one move with one piece. There are several types of moves:
1. The Plain Move
Any piece (Knight or Man) may move to any adjacent empty square — forward, backward, or sideways (including diagonally). A piece always moves only one square in a plain move.
2. The Jump (Canter)
Any piece may jump over a friendly piece to an empty square immediately beyond it. Multiple jumps in a single turn are allowed (and can change direction). Jumped friendly pieces are not removed — they stay on the board.
3. The Capture (Jump over enemy)
Any piece may jump over an enemy piece to an empty square immediately beyond it. The captured piece is removed from the board. Multiple captures in a single turn are allowed (and can change direction).
Important: Capturing is mandatory when possible. If you can capture, you must do so. If multiple captures are available, you choose which to make.
Actions
Knight’s Charge
The key difference between Knights and Men is the Knight’s Charge:
- A Knight may combine a canter (jump over friendly piece) with a capture in the same move.
- Men cannot do this — they can only canter OR capture, not both in the same turn.
- The Knight’s Charge allows a Knight to first jump over friendly pieces and then capture enemy pieces (or vice versa) in a single continuous move.
Movement Restrictions
- A piece that has entered the opponent’s castle area may not leave it.
- Pieces may not jump over or capture pieces in the castle area that are not their own.
Scoring / Victory Conditions
The game is won by achieving either of these conditions:
- Castle Occupation: Be the first to place 2 or more of your pieces inside your opponent’s castle.
- Elimination: Capture all of your opponent’s pieces, provided you still have at least 2 pieces remaining.
If both players are reduced to a stalemate where neither can achieve either condition, the game is a draw.
Special Rules & Edge Cases
- Mandatory capture: If you can capture, you must. You cannot make a plain move or canter if a capture is available.
- Captured pieces are permanently removed from the board (they are NOT stacked or recycled).
- Multiple jumps (canters or captures) in a single turn can change direction freely.
- A Knight’s Charge is the only way to combine canter and capture in a single turn — Men cannot do this.
- A piece entering the opponent’s castle cannot leave it. This applies to both your pieces attempting to win and your opponent’s pieces that may have retreated.
- The board has no color distinction between squares — all 160 squares are used.
Player Reference
| Move Type |
Description |
Both Knight & Man? |
| Plain Move |
Move 1 square in any direction |
Yes |
| Canter (Jump friendly) |
Jump over own piece to empty square |
Yes |
| Capture (Jump enemy) |
Jump over enemy piece, remove it |
Yes |
| Knight’s Charge |
Combine canter + capture in one turn |
Knight only |
Victory Conditions:
- Get 2+ pieces into opponent’s castle
- Capture all enemy pieces (keep 2+ of your own)
Key Rules:
- Capture is mandatory when available
- Multiple jumps per turn are allowed
- Castle entry is one-way (no leaving)