Cam is a relatively short abstract strategy game where you jump over your pieces and your opponent's pieces in order to reach your opponents castle before they reach your castle. It is similar to checkers, but you have a few more options with what moves you can make. #Quick_to_Learn #Abstract_Strategy #2_Player #Quick_to_Play
Pieces Required:
67 tiles
14 piece bases
4 knight heads
10 pawn heads
8 white checker pieces
8 black checker pieces
Initial Setup:

The pieces face off with 3 rows of tiles between them. At the very ends of the board are the castle's that each player must defend.
Rules:
White starts. On each turn you can move one piece (knight or pawn) using one of the following moves:
Plain Move - Move any piece one space in any direction (horizontally, vertically, or diagonally). The destination space must be unoccupied
Cantor - Make one or multiple jumps over your own pieces. You may jump (horizontally, vertically, or diagonally over any adjacent piece of your color as long as their is room to land on the other side of the piece. The jumps do not have to all be in the same direction, but you may not end the Cantor where you started.
Jump - Make one or multiple jumps over your opponents pieces. You may jump (horizontally, vertically, or diagonally over any adjacent piece of the opponents color as long as their is room to land on the other side of the piece. When you jump over an opponents piece, remove it from the game. The jumps do not have to all be in the same direction and you may end the jumps on the tile you started on.
Knight's Charge (Knight's Only) - Use a knight to first make a cantor and then make one or more jumps.
If at any time you are able to make a jump, you must do so. You may also substitute a Knight's Charge for a jump if you are able to take an enemy piece this way. If, at the end of a jump or a Knight's Charge the piece you moved can make another jump, then it must make this jump.
If at the beginning of your turn you cannot make a jump, but you can make a Knight's Charge, you are not required to make the Knight's Charge.
Ending the Game:
You win if one of your pieces reaches your opponents castle. You can also win by capturing all of your opponents pieces.
Learn more about Cam here