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Game: Chivalry
 
Invented by George S. Parker, 1887
Implemented by Michael W. Nolan, W. D. Troyka, 2004-12-26
Graphics by W. D. Troyka
version 1.1
requires ZoG 1.2.3

Breakthrough / Race
2-player

download 89 K
 
 
Chivalry is one of three great boardgames invented in the 1880s, along with Reversi and Halma. It was created in 1887 by George S. Parker, founder of Parker Brothers. The game achieved a substantial following after its re-release in 1930, with minor rule changes, under the name Camelot. In recent years the World Camelot Federation has rekindled interest in the game. To learn more about the history of Chivalry, and to join the Federation, visit the Federation's web site at http://groups.msn.com/worldcamelotfederation/homepage.

Chivalry is played on a 14x16 board, with six squares removed from each of the corners to give the board an oval shape. To see a notation key, select "Switch Piece Set" from the View menu. Two spaces protrude from both the top and bottom of the board. These are called the "castles." The object of the game is to occupy the enemy castle by moving two of your pieces into it. You also win by capturing all opponent pieces, provided you have at least two pieces remaining. A draw is declared if both players are reduced to a single piece. Stalemate is a loss.

Each player starts the game with 20 pieces, consisting of twelve Men and eight Knights. A Man has three basic moves. It may move one space in any direction, orthogonal or diagonal. This is called a "plain" move. It may jump over a friendly adjacent piece and continue jumping, at its option, as long as friendly pieces remain to be jumped. This move is called "cantering." And it may jump over an enemy piece, thereby capturing it, in which case it must continue jumping as long as captures are available. A Man may not canter and capture in the same move.

The Knight has all the moves of the Man plus one important addition, called the Knight's "charge." A charge consists of a cantering move (or series) followed by capturing. Once a Knight makes a capture, it must continue making captures if available and may not return to cantering.

Circular canters, i.e., canters that return to an already visited square, are not permitted. Visited squares are indicated by flags. The flags are cleared at the end of the cantering sequence. To pass on further canters, move the piece to the Knight graphic of your color in the lower left or upper right corner of the board. The piece will not actually change location.

Capturing is compulsory but there is no requirement of choosing a path of maximal captures. A player is not required to make a Knight's charge, with the exception that when a capture is directly available, the player may satisfy the compulsory capture rule through a Knight's charge. When cantering a Knight must make a capture if one becomes directly available but may do so through a charge.

Special rules govern the castle. Once a piece enters the enemy castle, it may never leave. A piece in the enemy castle is permitted to move laterally twice during the game. You may never enter your own castle except through a capture, in which case the piece must be moved out as soon as possible. If the piece cannot move out through another capture on the same turn, then it must be moved out on the next turn (even if this means declining a capture elsewhere on the board). When moving out of the castle, jumps take priority, although the obligation to jump can be satisfied through a charge.

 

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Chivalry

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