Each side initially has 5 pawns and 2 knights, placed as shown.
The game is won by the side that either eliminates all the opponent’s pieces, or first occupies the opponent’s Castle (indicated by the dots at opposite ends of the board).
As in chess, white moves first to start the game. In his turn, a player moves one piece as follows --
Plain move -- a pawn or knight may move to any adjacent unoccupied square (vertically, horizontally, or diagonally).
The Canter -- a pawn or knight may move by jumping over any friendly piece to an unoccupied square on the other side of the jump. The move can be vertically, horizontally, or diagonally. The piece may make a series of continuing canter-jumps in one turn, and each may be in any direction. You do not remove the piece(s) cantered over, and you are never compelled to canter. You can not end a canter on the same board square on which you started.
The Jump -- a pawn or knight can move by jumping over an enemy piece to an unoccupied square on the other side of the jump. The jump can be made vertically, horizontally, or diagonally. The piece may make a series of continuing jumps in one turn, and jumps may be in different directions. You are compelled to jump if possible, and to continue a jump series as long as it is possible. When confronted by alternative jumps you may choose which to take. Remove enemy pieces that have been jumped from the board.
If confronted with a situation where more than a single piece can jump, you have the choice as to which jump to make. You can also elect to perform a Knight’s Charge instead of a jump, if it is possible.
The Knight’s Charge -- Knights (only) may combine cantering then jumping into a movement called the Knight’s Charge. The cantering must occur first, then the jumping. All the rules of canters and jumps apply -- they may occur in any direction (vertically, horizontally, and diagonally), and the directions may change during the move. Jumps are compulsory, although if you have alternate routes that each supply one or more jumps, you may choose which jumping route to take.
A player can never plain-move or canter into or through his own Castle. However he is allowed to end up on his own Castle as a result of a jump. Should this occur the player is required to move his piece out of his own Castle on the very next turn (no exceptions).
That’s it! Now onto Camelot...
The Camelot Board --
This graphic shows how the Camelot playing board appears --