Overview
Knights of Camelot is a multi-player adventure board game set during the legendary reign of King Arthur. Players assume the roles of gallant knights adventuring across Britain, encountering monsters, brigands, ladies, and other knights. Through combat, quests, and service to lords and ladies, players earn Chivalry Points and Virtue Points, striving to prove themselves worthy of joining King Arthur’s Round Table and ultimately seeking the Holy Grail.
Components
- 1 game map (depicting Arthurian Britain with kingdoms, castles, towns, ports, shrines, forests, rivers, wastelands, and seas)
- 75 Knight cards (common Knights and Arthurian Knights, with Virtue Level, Chivalry Points, and name)
- 15 King cards (with Virtue Level, Chivalry Points, name, and Kingdom)
- 30 Lady cards (with Virtue Level, Service Award, Seduction Adjustment, and name)
- Die-cut cardboard chits: Player Knights (common and Arthurian), Animals, Brigands, Dwarves, Ladies, Monsters, Ships, Castles, Holy Grail, Questing Beast, Merlin/Morgan Le Fay, Adventure markers, Wound markers
- 3 dice (one pair and one odd die)
- Reference tables sheet
- Adventure Journal for record-keeping
Setup
- Lay out the map and sort cards into three decks (Knights, Kings, Ladies); shuffle each.
- Punch out and sort chits by type. Keep Monster, Brigand, and Animal chits face-down in separate piles.
- Each player chooses a color and takes the appropriate Player Knight markers.
- Each player creates a Player Knight with starting Chivalry Points and Virtue Points as specified by the scenario (typically starting with sword, shield, lance, and horse).
- Roll three dice and consult the Random Deployment Chart to determine homeland.
- Place Player Knight counter on the royal castle of their homeland.
- Record the homeland’s King or Knight Lord as your Lord.
- Determine first player by highest dice roll.
Turn Structure
Players take turns in clockwise order. Each turn consists of:
- Movement: Move your Player Knight between encounter areas (castles, towns, forests, rivers, countryside, wastelands, sea). Land movement costs vary by terrain. Ships move through sea areas.
- Encounter Roll: Roll one die to see if an encounter occurs. In forests, rivers, and shrines, a roll of 1 triggers an encounter. Elsewhere, encounters depend on party size.
- Resolve Encounter: If triggered, determine the encounter type based on terrain, then resolve it using the appropriate reaction chart.
- End of Turn: Check Comrade Retention (companions may leave). Heal non-poisoned wounds.
Actions
Movement
- Land Movement: Move between adjacent encounter areas. Movement allowance depends on scenario and equipment (horse provides extended movement).
- Ship Movement: Ships carry knights across sea regions. Ships move between sea areas and ports.
- Terrain: Forests, rivers, wastelands have specific movement and encounter effects.
Encounters
Encounters vary by terrain type:
| Terrain |
Possible Encounters |
| Castle |
Friendly/hostile castle reactions, lodging, equipment resupply |
| Town |
Trade, tournaments, messages, tricks |
| Countryside |
Knights, brigands, animals, ladies, kings, hermits |
| Forest |
Animals, dwarves, monsters, Merlin/Morgan Le Fay |
| River |
Ferry crossings, water creatures |
| Sea |
Storms, pirates, sea monsters |
| Shrine |
Prayers, healing, religious encounters |
| Wasteland |
Monsters, brigands, harsh conditions |
Combat
- Chivalry Points (CP): Determine combat skill and Wound Level (WL = CP/10, rounded down).
- Wound Level: Number of wounds sustainable before defeat.
- Combat uses dice rolls modified by equipment, virtues, and powers.
- Knightly Methods: Includes jousting (breaking lances), sword combat, and mounted combat.
- Outcomes: Victory (awards CP/VP), Defeat (Knight’s Fate table), Fleeing, Yielding, Breaking off.
- Combat Events: Special events may occur during combat (rolled on Combat Events Chart).
Prayers and Requests
- Prayers: At shrines, Player Knights may pray for healing, guidance, or blessings.
- Requests: Player Knights may make requests to Kings, Ladies, and other figures for equipment, service, companions, adventures, or information.
Service
- Lord Service: Player Knights serve a Lord (King or Knight) who provides equipment, castles, and quests.
- Lady Service: Player Knights may enter service to a Lady for CP bonuses and quests. Enchantresses may attempt to seduce or enchant knights.
Adventures
- Tasks that Player Knights undertake for VP and CP awards.
- Adventures are learned from encounters, Kings, Ladies, or Knight’s Fate.
- Each adventure has a specific location (marked on the map) and requirements.
- Some adventures are Prophecies that must be completed before game end.
Scoring / Victory Conditions
Victory depends on the scenario chosen:
- Basic Scenario: First Player Knight to reach minimum Wound Level 10 and Virtue Level 4 or lower, then successfully petition King Arthur to join the Round Table.
- Advanced Scenario: Join the Round Table, then be granted and complete the Quest for the Holy Grail.
- Campaign Game: Extended play with multiple scenarios linked together.
Key Statistics
- Chivalry Points (CP): Earned through combat and adventures. Determine Wound Level. Range: 10-300.
- Virtue Points (VP): Earned through gallant deeds and adventures. Range: minimum 1.
- Virtue Level (VL): Calculated as CP/VP (rounded up). Lower is better (more virtuous). VL 0 = pure good, VL 13 = evil.
Special Rules & Edge Cases
- Luck Tests: Roll one die >= Luck-of-the-Day to succeed. Luck-of-the-Day is rolled each turn.
- VL Checks: Roll two dice >= Virtue Level to succeed.
- VL Tests: Roll one die >= Virtue Level to succeed.
- Poisoned Wounds: Not healed at end of turn. Must be cured by Hermits, Wood Nymphs, or Prayer.
- Equipment: Sword, shield, lance, horse. Lost/broken items replaced at friendly castles.
- Dwarves: Act as squires carrying spare equipment. Maximum one Dwarf at a time.
- Mascots: Companion animals that never leave and can fight for the Player Knight.
- Comrades: Non-player Knights/Kings who accompany temporarily. Retention checked each turn.
- Men-at-Arms: Knights hired for one adventure only.
- Exile: Forced out of a kingdom. Re-entering costs 12 VP but removes the exile.
- Madness: Player Knights can go mad from certain encounters. Mad knights act erratically until cured.
- Arthurian Knights: More chivalrous; lose 6 VP for unchivalrous behavior (avoiding encounters, fleeing, fighting unchivalrously).
- Friendly Castles: Maintained as a personal list. Provide resupply and safe lodging.
- Oaths: Forced behavioral restrictions from defeats, enchantments, or tricks.
- Optional Rules: Include Knaves (villainous play), Foreign Wars, Superior Knights, and Short Tournaments.
Player Reference
Turn: Move → Encounter Roll → Resolve Encounter → Check Companions → Heal Wounds
Stats: CP (combat skill, 10-300) / VP (virtue, min 1) / VL = CP/VP (lower = more virtuous) / WL = CP/10 (wounds before defeat)
Win (Basic): Reach WL 10+ and VL 4 or lower → Join Round Table
Key Rolls: Luck Test (1 die >= Luck-of-the-Day), VL Test (1 die >= VL), VL Check (2 dice >= VL)