MSN Home  |  My MSN  |  Hotmail  |  Shopping  |  Money  |  People & Chat
Sign in with your .NET Passport Web Search:   
go to MSNGroups 
Groups Home  |  My Groups  |  Language  |  Help  
 
WORLD CAMELOT FEDERATIONWORLDCAMELOTFEDERATION@groups.msn.com 
  
What's New
  Join Now
  WCF Home  
  WC Finals  
  WC SemiFinals  
  WC Prelims 1  
  WC Prelims 2  
  Camelot Kids  
  WCF Membership  
  Analysis  
  PC Programs  
  Camelot History  
  Camelot Rules  
  Rules Changes  
  Rules History  
  For Beginners  
  A Camelot Story  
  Camelot Games 1  
  Camelot Games 2  
  G C Games 1  
  G C Games 2  
  G C Games 3  
  G C Games 4  
  Cam Games  
  Camette Games  
  Position Values  
  Rules Testing  
  CamelotOpenings1  
  CamelotOpenings2  
  G C Openings  
  ChivalryOpenings  
  Camette Openings  
  Camelot Problems  
  ProblemSolutions  
  Camelot Endings  
  Ultimate Themes  
  Rules Docs List  
  Variant Rules  
  Set Information1  
  Set Information2  
  Pix of Boards  
  Pix of Pieces  
  Pix of Box Tops  
  Pix of Misc Docs  
  Misc Pictures  
  More Pictures  
  Quotations  
  Links  
  Message Board  
  
  
  Tools  
 

 

A CHRONOLOGICAL LISTING OF CAMELOT RULES

1888
1. The pieces are called Knights and Men.
2. A piece (either Knight or Man) may move one square in any direction (horizontally, vertically, or diagonally) to any adjoining unoccupied square.
3. A piece (either Knight or Man) may leap in any direction (horizontally, vertically, or diagonally) over a friendly piece (either Knight or Man) that occupies an adjoining square, provided there is an unoccupied square immediately beyond it in a direct line onto which the Canter may be made.
4. Pieces cantered over are not removed from the board.
5. When cantering over more than one piece in a move, the direction of the canter may be varied after each leap.
6. A player is never compelled to canter, nor when cantering is he compelled to canter as far as possible.
7. A piece (either Knight or Man) may jump in any direction (horizontally, vertically, or diagonally) over an opposing piece (either Knight or Man) that occupies an adjoining square, provided there is an unoccupied square immediately beyond it in a direct line onto which the jump may be made.
8. Each enemy piece jumped over is captured and immediately removed from the board.
9. A player may jump over more than one opposing piece during the same move.
10. When jumping over more than one piece in a move, the direction of the move may be varied after each jump.
11. Unless required to vacate his own castle, a player is obliged to jump if any one of his pieces is next to an exposed enemy piece.
12. If there is more than one way in which an opposing piece can be captured, the player may take his choice.
13. If there is more than one opposing piece that can be captured, the player may take his choice.
14. When compelled to jump, a player may, if he can, capture by a Knight’s Charge instead.
15. A Knight (only) may combine a canter and a jump in a single move.
16. The Knight’s Charge begins with a Knight cantering one at a time in any direction (horizontally, vertically, or diagonally) over one or more friendly pieces (either Knight or Man), varying the direction of the canter after each leap if he wishes, to reach a square next to an exposed enemy piece (either Knight or Man) that he jumps over, and removes from the board, as a part of the same move.
17. When jumping over more than one piece during the jumping portion of a Knight’s Charge, the direction of the move may be varied after each jump.
18. A Knight’s Charge must follow the order of first the canter(s) and last the jump(s).
19. A Knight is not obliged to make a Knight’s Charge.
20. Each enemy piece jumped over during the jumping portion of a Knight’s Charge is captured and immediately removed from the board.
21. The game is won if a player moves any two of his pieces (Knights and/or Men) onto his opponent’s two castle squares located at the opponent’s end of the board (White onto f16 and g16, and Black onto f1 and g1).
22. A player may not plain move or canter one of his own pieces (Knight or Man) onto one of his own castle squares.
23. If an enemy piece reaches a square adjacent to one of his own castle squares, a player may jump over an opponent’s piece onto one of his own castle squares.
24. A player who has jumped one of his own pieces over an opponent's piece onto one of his own castle squares must, on his next turn, immediately move that piece out from his castle square, with no exception.
25. A piece that has entered the opponent’s castle cannot come out, but is allowed to move from one castle square to the other (designated a “castle move”).

1930
1. Each player starts the game with 14 pieces: 4 Knights and 10 Men.
2. To start the game, White places his Knights on c6, d7, i7, and j6, and his Men on d6, e6, e7, f6, f7, g6, g7, h6, h7, and i6, and Black places his Knights on c11, d10, i10, and j11, and his Men on d11, e10, e11, f10, f11, g10, g11, h10, h11, and i11.
3. If the canter of a Knight brings it next to an enemy piece that can be jumped, it must do so by means of a Knight’s Charge, unless by a different route later in that same move it captures one or more enemy pieces elsewhere.
4. Having jumped over one enemy piece, the jumping must continue as a part of that same move if the player’s piece reaches a square next to an exposed enemy piece.
5. Having jumped over one enemy piece during the jumping portion of a Knight’s Charge, the jumping must continue as a part of that same move if the player’s Knight reaches a square next to an exposed enemy piece.
6. The plain move is indicated by the notation “-” placed between the starting square and the ending square, e.g., c8-d9.
7. If an enemy piece reaches a square adjacent to one of his own castle squares, a player may make the jumping portion of a Knight’s Charge over an opponent’s piece onto one of his own castle squares.
8. A player may not, during the cantering portion of a Knight's Charge, move his Knight onto one of his own castle squares.

1931
1. The players choose for White or Black.
2. A player may canter over more than one piece during the same move, but may not make a “circular canter,” i.e., a canter that ends on the same square from which it began.
3. If a player is in position to jump over an opponent’s piece, but instead makes a move that does not capture a piece, the opponent may elect to force the player to make a capture, or he may elect to allow the move to stand, at his choice.
4. A player moving one of his own pieces out from one of his own castle squares must jump out, if possible, instead of plain-moving or cantering out.
5. A player is limited to two castle moves during a game.

1999
1. The two players are called White and Black.
2. White moves first.
3. Ranks are rows of squares running horizontally from one side of the board to the other.  Files are columns of squares running vertically from one end of the board to the other.
4. If a player’s Knight reaches a position through cantering in which it can jump over an opponent’s piece by means of a Knight’s Charge, but instead ends its move, or continues its cantering without making a capture later in that same move, the opponent may force the player to make the Knight’s Charge, or he may allow the move as ended to stand, at his choice.
5. If the player reaches a position through jumping in which he can continue to jump over an opponent’s piece, but instead ends his move, the opponent may force the player to continue his jumping, or he may allow the move as ended to stand, at his choice.
6. If a player reaches a position through the jumping portion of a Knight’s Charge in which he can continue to jump over an opponent’s piece, but instead ends his move, the opponent may force the player to continue his jumping, or he may allow the move as ended to stand, at his choice.
7. The game is drawn if both players so agree.
8. The game is drawn if both players have no more than one piece left.
9. The game is drawn if claimed by either player with the same position having just appeared for at least the third time, the same player being on move each time.
10. The game is drawn if claimed by either player with the last 50 consecutive moves having been made by each side without any capture or movement of a piece onto an opponent’s castle square.

2000
1. Camelot is played on a board that contains 160 squares of identical size, alternately light and dark in color.  The light squares are referred to as “white squares” and the dark squares as “black squares.”  Since the starting position of the pieces is symmetrical both vertically and horizontally, the choice of which set of 80 alternating squares is white and which is black has no effect on the play of the game.
2. The squares of the board, with their actual Camelot designation used for game notation, from the bottom rank to the top rank, from the left-most file to the right-most file, are:
a. 1st rank (2 squares, centered): f1, g1
b. 2nd rank (8 squares, centered): c2, d2, e2, f2, g2, h2, i2, j2
c. 3rd rank (10 squares, centered): b3, c3, d3, e3, f3, g3, h3, i3, j3, k3
d. 4th rank (12 squares): a4, b4, c4, d4, e4, f4, g4, h4, i4, j4, k4, l4
e. 5th rank (12 squares): a5, b5, c5, d5, e5, f5, g5, h5, i5, j5, k5, l5
f. 6th rank (12 squares): a6, b6, c6, d6, e6, f6, g6, h6, i6, j6, k6, l6
g. 7th rank (12 squares): a7, b7, c7, d7, e7, f7, g7, h7, i7, j7, k7, l7
h. 8th rank (12 squares): a8, b8, c8, d8, e8, f8, g8, h8, i8, j8, k8, l8
i. 9th rank (12 squares): a9, b9, c9, d9, e9, f9, g9, h9, i9, j9, k9, l9
j. 10th rank (12 squares): a10, b10, c10, d10, e10, f10, g10, h10, i10, j10, k10, l10
k. 11th rank (12 squares): a11, b11, c11, d11, e11, f11, g11, h11, i11, j11, k11, l11
l. 12th rank (12 squares): a12, b12, c12, d12, e12, f12, g12, h12, i12, j12, k12, l12
m. 13th rank (12 squares): a13, b13, c13, d13, e13, f13, g13, h13, i13, j13, k13, l13
n. 14th rank (10 squares, centered): b14, c14, d14, e14, f14, g14, h14, i14, j14, k14
o. 15th rank (8 squares, centered): c15, d15, e15, f15, g15, h15, i15, j15
p. 16th rank (2 squares, centered): f16, g16
3. The canter is indicated by the notation “-” placed between the starting square, intermediate squares (if any), and the ending square, e.g., e6-c8-a8.
4. The jump is indicated by the notation “x” placed between the starting square, intermediate squares (if any), and the ending square, e.g., h4xj4xl6.
5. The Knight’s Charge is indicated by the notation “-” placed between the starting square, intermediate squares (if any), and the ending square of the canter portion of the Knight's Charge, and the notation “x” placed between the starting square, intermediate squares (if any), and the ending square of the jump portion of the Knight's Charge, e.g., f6-f8-h8xh10xj12.
6. The game is won if a player captures all of his opponent's pieces, and has two or more of his own pieces left.
7. The game is won if a player prevents his opponent from being able to make a legal move, and has two or more of his own pieces left.
8. If a player jumps over an opponent's piece onto one of his own castle squares, and the player’s piece is next to an exposed enemy piece, the jumping must continue (out of his own castle) as a part of that same move.

2002
1. If a player has the opportunity to Jump out from one of his own castle squares, he may, if he can, satisfy the obligation to capture by means of moving out with a Knight's Charge instead.

 

Notice: Microsoft has no responsibility for the content featured in this group. Click here for more info.
  Try MSN Internet Software for FREE!
    MSN Home  |  My MSN  |  Hotmail  |  Shopping  |  Money  |  People & Chat  |  Search
Feedback  |  Help  
  ©2004 Microsoft Corporation. All rights reserved.  Terms of Use  Advertise  TRUSTe Approved Privacy Statement  GetNetWise