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You'll need the full version of Zillions to run these games, which you can get at the Zillions Store.


Game: Cam
 
Invented by George S. Parker, 1887
Implemented by W. D. Troyka, 2002-10-12
2 variants
requires ZoG 1.2.3

Breakthrough / Race
2-player

download 72 K
 
 

Cam is a small version of George S. Parker's famous boardgame Camelot. The original Camelot was invented by Parker in 1887, and Cam was released in 1949. To learn more about Cam and other variations of Camelot, please visit the web site of the World Camelot Federation at http://communities.msn.com/worldcamelotfederation.
 
Cam is played on a 7x13 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. A single space protrudes from both the top and bottom of the board. This space is called the 'castle.' The object of the game is to move a piece into the enemy castle. 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 seven pieces, consisting of five Men and two 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.
 
You may not 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, priority is given to capturing or charge moves.
 
In the Cam All Knight variant each player starts with seven Knights.
 
Special thanks to Michael W. Nolan for his help in developing this script.
Please send any comments or bug reports to dtroyka@justice.com.

 

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(72 K)

Cam

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