Knights of Camelot

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

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

Setup

  1. Lay out the map and sort cards into three decks (Knights, Kings, Ladies); shuffle each.
  2. Punch out and sort chits by type. Keep Monster, Brigand, and Animal chits face-down in separate piles.
  3. Each player chooses a color and takes the appropriate Player Knight markers.
  4. 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).
  5. Roll three dice and consult the Random Deployment Chart to determine homeland.
  6. Place Player Knight counter on the royal castle of their homeland.
  7. Record the homeland’s King or Knight Lord as your Lord.
  8. Determine first player by highest dice roll.

Turn Structure

Players take turns in clockwise order. Each turn consists of:

  1. 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.
  2. 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.
  3. Resolve Encounter: If triggered, determine the encounter type based on terrain, then resolve it using the appropriate reaction chart.
  4. End of Turn: Check Comrade Retention (companions may leave). Heal non-poisoned wounds.

Actions

Movement

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

Prayers and Requests

Service

Adventures

Scoring / Victory Conditions

Victory depends on the scenario chosen:

Key Statistics

Special Rules & Edge Cases

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)