Camelot: A Mix of Halma (Chinese Checkers) and Checkers

This Nugget has been written by M3 on 5 Apr at 9:16PM

Category: Camelot

One of my opponents in River Camelot suggested that I write a Nugget; so, here 'tis. Smiling I think that most of this will apply to Camelot as well as to River Camelot.

This game is like a mixture of Checkers and Chinese Checkers with the Knights being like the King. In Checkers you capture by jumping while the King has greater mobility. In Halma or Chinese Checkers men can move by jumping over each other without capturing which is called Cantering here. Here you take by Jumping while the Knights have greater mobility, that is, the Knight's Charge. The Knight's Charge combines these two, Cantering and Jumping.

Keep your Knights behind your Men much of the time to avoid being forced to trade a Knight for a Man -- especially when close to your opponent's pieces.

A pattern of piece and space... like this -- Knight (or Man), space, Knight (or Man), space, Knight (or Man), space, Knight (or Man), space, ... -- allows either a long Canter, a series of Jumps, or a Jump or even a series of Jumps after a Canter. Be wary of your opponent's being able to use such a setup against you. Be alert to being able to use such a setup against your opponent.

Sometimes in Checkers one can sacrifice a man or men to knock the middle out allowing a series of jumps. That works in Camelot too. I sacrificed a Knight to set up a Knight's Charge to capture a Knight and a Man. My opponent resigned after I captured.

In River Camelot use the River or a Tree as backing or edge. You can protect a Man or Knight from capture by placing it correctly next to the River or a Tree or on the edge because no "other side" of it exists. This is like being on the edge in Checkers.

In River Camelot the Bridges are narrow protecting pieces on them from being attacked from the side. Use that. You can block the opponent's advance over a Bridge or at least slow it down.

Unity of your army or its placement matters. Even if material is even having your pieces scattered and unable to work together weakens them. If you can win a Man with a Knight's Charge at the price of having your Knight cut off from the rest of your army you need to weigh the material gain against the lessened power of your army. Keep your army united, that is, able to work together. Divide your opponent's forces.

Here are some applications of placement.

  • If you can advance two against one you might be able to force your way over a Bridge because an opponent's man is isolated.
  • To win by taking your Castles your opponent needs to take both of them. If you can let them take only one Castle thereby dividing their forces you might be able to overpower them elsewhere on the board with the extra piece.
 
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Nugget Comments
Thanks for the article

Posted on 10 Mar at 7:11PM by coffeebike

Hi, thanks for posting the fine article.

The forced move in Camelot seems to elevate it-- is there a forced move rule in checkers?