Know the rules of Knights Challenge game

A game for 2, 3 or 4 players and  a « Team game » !



Around 1 HOUR to know the name of the master ! 


The board

A  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 

The objective of the game is for the players to place their Knights in their opponents’ camps by moving from their camps whilst trying to score the maximum number of points before the end of the game. To do this they must place as many Knights as possible in their opponents’ camps . 
The game requires the combined skills of observation, anticipation and tactics.

move with knights

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 

Whenever it is his turn, a player can only move one Knight at a time. The Knight must be moved  either 2 squares forwards, backwards or sideways followed by a 1 square to the left or right. Or it can also be moved  either 1 square  forwards, backwards  or sideways  followed by 2 squares to the left or right.  It can also jump over any opponent in its path. When it is his turn to play, the player must move a Knight. Moves forwards  only within his own camp are allowed as long as the Knight has not left his camp. When a knight has left his camp, it cannot return and  while it is in his camp, it cannot be  captured by opponents.

(The knight’s move is similar  to the knight’s move at Chess) 

When a knight lands on a  square belonging to an opponent’s camp, it is  stuck there and can no longer be moved. Also, it cannot be captured by any opponent. It will count  as points at the end of the game.



Capturing opponent’s pieces 

If  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.
The End of the game 
The game ends when one of the players has placed his 8 Knights in his opponents’ camps 
 Or by default when 2 players at least have placed their remaining Knights in their opponents’ camps or when 2 players have no more Knights to move. The final  tally-up  can then begin.


safe squares

Safe  squares 

These 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.


It 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 game 

The 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 tally-up of points as follows :

For each  player, every square occupied by his Knights on colours other than his own are worth 2 points.



A line of 3 Knights one behind the other doubles the points of the line, i.e. 12 points.
A line of 4 Knights side by side doubles the points of the line, i.e. 16 points.

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 

When  a player manages to place  1 knight of his colour  in each of the opponents’ camps, he gets  a bonus of 6 points  at the end of the game  on top of his knights’ value.  
When  a player manages to place  2  knights of his colour  in each of the opposing camp he  gets a bonus of 12 points at the end of the game on top of the knights value.

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 tally-up 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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Best regards,

The team.