Overview
Camette is the smallest member of the Camelot family of abstract strategy games, invented by Michael Wortley Nolan in 2002. Played on a compact board of only 23 fields, each player has 3 foot soldiers and 1 knight. The goal is to get a single piece into the opponent’s castle or to capture all of the opponent’s pieces. Camette is ideal for learning the Camelot game system, as it preserves the core mechanics in a minimal format.
Components
- 1 game board (23 fields arranged in the Camette pattern)
- 4 pieces per player (3 foot soldiers + 1 knight), in two distinct colors
- 2 castle spaces (one at each end of the board)
Setup
- Place the board between both players.
- Each player places their 3 foot soldiers and 1 knight on their designated starting positions.
- Each player’s castle is at their end of the board.
- Determine which player moves first (typically alternating in a series of games).
Turn Structure
Players alternate turns. On each turn, a player must move one of their pieces following the movement rules.
Actions
Plain Move:
- Move one piece to an adjacent empty field (horizontally, vertically, or diagonally connected).
Canter (Jumping Over Friendly Pieces):
- A piece may jump over an adjacent friendly piece to an empty field beyond it.
- Multiple canters can be chained in a single turn if successive friendly pieces are available.
- Cantering is not mandatory.
Charge/Jump (Capturing Enemy Pieces):
- A piece may jump over an adjacent enemy piece to capture it, if the field beyond the enemy piece is empty.
- The captured enemy piece is removed from the board.
- Multiple captures can be chained in a single turn if successive enemy pieces can be jumped.
Knight Special Movement:
- Knights may perform a “Knight’s Charge” — an extended jump that combines cantering and jumping in a single sequence.
- Knights are more mobile than foot soldiers.
Scoring / Victory Conditions
A player wins by achieving either:
- Castle Entry: Move any one of your pieces into the opponent’s castle space.
- Elimination: Capture all of the opponent’s pieces.
There are no draws or stalemates in Camette.
Special Rules & Edge Cases
- No Draws: The game is designed so that stalemate positions cannot occur. If a player cannot move, they lose.
- Multiple Jumps: Both cantering (friendly jumps) and charging (enemy captures) can be chained in a single turn. Planning multi-jump sequences is key to advanced play.
- Knight vs. Foot Soldier: Knights have more movement options than foot soldiers, making them the most valuable piece. Losing your knight is a significant disadvantage.
- Smallest Camelot Variant: With only 23 fields and 4 pieces per side, Camette is the most compact variant of the Camelot game family, making it quick to learn and play.
- Learning Tool: Camette teaches the core mechanics (plain move, canter, charge) that apply to all larger Camelot variants.
Player Reference
| Move Type |
Description |
Captures? |
| Plain move |
Move to adjacent empty field |
No |
| Canter |
Jump over friendly piece to empty field |
No |
| Charge |
Jump over enemy piece to empty field |
Yes — removes enemy |
Pieces per player: 3 foot soldiers + 1 knight
Board size: 23 fields
Win conditions: Enter opponent’s castle OR capture all enemy pieces