Camelot (initially, the name of the game was Chivalry) is a two-player board game played on a special board that was invented by George S. Parker in 1882. His goal was to invent a game not as difficult as Chess, but considerably more varied than Checkers. Parker created a game that was a tactically complex, but easily learned and quickly played mixture of American Checkers (British Draughts) and Halma (Chinese Checkers). When finally published by Geo. S. Parker & Co. in 1887 (and then by Parker Brothers in 1888), Chivalry won the raves of Chess and Checkers experts, but the game that Parker called "the best game in 2,000 years" did not catch on quickly with the general public.
The game is played on a special board containing 160 cells. There are two pairs of cells called Castles. The White Castle is composed of the cells F1 and G1, and the Black Castle is composed of cells F16 and G16.
There are two players: White and Black.
At the beginning of the game each player has 14 pieces: four Knights and ten Men.
The board shape, the Castles and the initial position of the pieces are shown in the following picture:
Existem várias maneiras para vencer este jogo:
O jogo está empatado quando ambos os jogadores possuem uma peça, no tabuleiro.
Os jogadores movem as suas peças, alternadamente, começando a partir do jogador que controla as peças brancas.
Existem três tipos de movimentos que podem ser excutados tanto pelos Cavaleiros como pelos Homens: o movimento plano, o trote e o salto (para proceder à captura). Existe um movimento adicional que só pode ser realizado pelos Cavaleiros - the Knight's Charge.
It is forbidden to move a piece to one's own Castle by a Plain Move or a Canter but a player may move one of his pieces to his own Castle by jumping over an opponent's piece standing next to the Castle. It is also forbidden to move a Knight into a player's own Castle during the cantering portion of a Knight's Charge. A player who ended his turn by jumping into his own Castle must immediately move that piece out from his own Castle on his next turn (either by jump, if required, or by plain move or canter).
A piece that has entered his opponent’s castle cannot come out, but is allowed to move from one castle cell to the other (castle move). A player is limited to two castle moves during a game.