Know the rules of Knights Challenge game


Around 1 HOUR to know the name of the master ! 

The boardA specially designed playing board with 4 separate camps in each corner matching the colour of their pieces (horses) 32 small horses (4 sets in different colours) representing the Knights Objective of the game


Playing the game
Players place their Knights in their starting positions corresponding to their colour. Decide which player goes first by throwing a dice or by agreeing who starts.
Moves by the Knights


Capturing opponent’s piecesIf a knight lands on a square already occupied by an opponent’s Knight, then this knight is captured and is kept by the player and can no longer be played in the game. It will count as 1 point for the player who captured. 

Safe squaresThese 8 safe squares on the playing board marked with a unicorn (or a dragon) which are symmetrically distributed around the playing board, allow players to shield some of their knights from capture when they move forward. These Knights are in a strong : they cannot be captured yet they can capture other Knights in their reach on their next move. StrategyIt is to move your Knights as effectively and as quickly as possible towards their objective, i.e. to occupy the best positions in their opponents’camps and if possible to form lines of Knights (see BONUS). To help to achieve this objective, delaying your opponents as much as possible at the same time as trying to capture their pieces along the way and protecting your own pieces by sheltering them on the safe squares, is also part of the strategy. Winning the gameThe game ends when one player succeeds in placing his 8 Knights in his opponents’ camps or, if this is not possible, when 2 players have placed or lost all their Knights. One then begins the final tallyup of points as follows : For each player, every square occupied by his Knights on colours other than his own are worth 2 points. 

LINES OF KNIGHTS
Way to proceed with the count : It is preferable, for each player, to start counting the alignments first, then add the other knights. Oppponents’ Knights captured are worth 1 point. 

Camp bonuses
MPP (Maximum possible points) – 40 (excluding points for captured Knights) 
Game for 2 or 3 players
For a game for 2 players choose 2 colours and 2 opposing camps.
In the simple version for 2 players the objective is to be the first to score 16 points, not including points gained by capturing opponent’s Knights, but including those from ‘lines of Knights’.
For a game with 3 players, dispense with pieces of the 4th colour and do not target the camp of the colour not being used. The tallyup of points is the same as in the game of 4 players without counting the camp bonuses. The objective is to get 16 points, not including points gained by capturing opponents’ Knights, but including those from ‘lines of Knights’.
Variation for 2 players
Each of the 2 players make an alliance. The first between the red and yellow Knights (blood and gold). the second between the 2 other colours (black and white, or blue and green Knights, according to set).
Each player thus has 2 camps and 16 Knights. Play advances as per game of 4 players, except ones alternates between the 2 colours. The objective is to score the most points before one of the 2 alliances has succeeded in placing in the opponent’s’ camps a minimum of 8 Knights, with at least 4 of each colour.
At the end of the game only bonuses for ‘lines of Knights’ apply as per the game for individuals, albeit with a mixture of colours according to the alliance agreed by the 2 players at the beginning of the game.
Team game
(Alliances : 4 players)
At the beginning the alliances are agreed between the players. The allied Knightoods are placed on their respective bases (camps) and can then depart on the conquest of the Opponent’s camps by combining their
efforts in capturing the pieces (Knights) of the opposing alliance and slowing down their advance.
The partners’ points are added together at the end of the game to determine the final team score.
The reds ally with the yellows and the greens (or whites) with the blues (or blacks).
In the team game the allies play alternately and the youngest team begins. The 2 partners of a Team never play one after another.
The objective of the alliance of two players is to occupy only the squares of the opposite alliance’s camps.
To get a ‘line of Knights ‘ bonus (3 or 4 Knights), following agreement between the players at the beginning of the game, either the 2 colours of the alliance can be used to make a line or single colour lines only are accepted, as in the individual game.
Camp bonuses for Team game (applicable but different)
In the Team game the rules concerning the camp bonuses are different to those for the individual game, as follows :
2 Knights of each colour of the alliance in each of the opposing alliance’s camps gets 6 bonus points.
3 Knights of each colour of the alliance in each of the opposing alliance’s camps gets 12 bonus points.
In a competition the alliance partners are not allowed to talk to each other nor make any kind of sign to each other.
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