Le jeu de Camelot se joue sur un plateau qui contient 160 cases. Chaque joueur démarre avec 14 pièces - 4 cavaliers et 10 pions. La position de départ est indiquée dans le diagramme suivant:
But du jeu
Chaque joueur protège un lieu spécial du plateau qui est appelé un château. Le château blanc est constitué de deux cases sur la première rangée (F1 et G1), le château noir consiste en deux cases sur la dernière rangée (F16 et G16). Le but est de capturer le château adverse en déplaçant deux de ses propres pièces sur les deux cases du château, ou de capturer toutes les pièces de l'adversaire.
Déplacements
Le jeu de Camelot permet 4 types de déplacements possibles, selon la pièce choisie et la position:
Le simple mouvement: Une pièce (qu'elle soit cavalier ou pion) peut se déplacer d'une case dans n'importe quelle direction (horizontalement, verticalement, ou diagonalement) vers n'importe quelle case vide adjacente.
Le saut: Si une pièce à soi est située sur une case adjacente dans n'importe quelle direction (horizontalement, verticalement, ou diagonalement), une pièce (qu'elle soit cavalier ou pion) peut la sauter si la case d'arrivée n'est pas occupée par une quelconque autre pièce. Cette règle est aussi connu de l'Halma - jumped pieces are not removed from the board and the player's piece can continue jumping as long as it can jump other friendly pieces, but cannot begin and end the canter move on the same square.
The jump: If an enemy piece is located at the adjacent square in any direction (horizontally, vertically, or diagonally), a piece (either knight or pawn) may jump it if the landing square is not occupied by any other piece. Such jumped pieces are removed from the board immediately and the player's piece must continue jumping as long as it can jump other enemy pieces.
The knight's charge: A knight (only) may combine a canter and a jump in a single move, called a Knight’s Charge. A Knight’s Charge must follow the order of first the canter(s) and last the jump(s).
How to finish the game
The game is finished when one of the following situations occurs:
A player moves two pieces (of any type) to the opponent's castle. This player wins the game.
A player captures all opponent's pieces. This player wins the game.
A player cannot make a legal move. This player loses the game.
Both players have only 1 piece left. The game is a draw.
Other important rules
Just like in checkers, jumping opponent's pieces is mandatory. It means that if a player's piece stands next to an opponent's piece and can jump it, it is forced to do it and it must continue jumping as long as it can. However, it is not mandatory to make the longest one of all possible jumps - the maximum capture rule is not applied here.
A jump is not forced if a knight's charge is possible to make in the same position. It means that if a player can make both a jump and a knight's charge (either with the same piece or different ones), he can choose any of these moves.
A player may not make a plain move or a canter to his own castle. It is allowed to make a jump (or a jumping part of a knight's charge) to own castle, but the player is obliged to move the piece out of the castle in the next move. This rule has a higher priority than a jumping one - it means that if a player's piece is located at his own castle, his next move must be done with this piece, even if he could make a jump with another piece.
A player's piece which reaches the opponent's castle can no longer come out of it. It is allowed to move from one castle square to other (which is called a castle move). A player is limited to two castle moves during a game.
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