Madcap Knights
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Board Game

Madcap Knights

By Ed Bond

OBJECTIVE: Capture your opponent’s hidden king. Unlike the classic games of chess or checkers, where pieces can only make one kind of move depending on what type they are, the Madcap Knights can take any action needed. To activate your Madcap Knights, roll two dice: THE CHESS DIE THE NUMBERS DIE The Chess Die will determine what kind of move is possible on that turn. If the roll is Queen, Rook or Bishop, then the Numbers Die determines how far a piece MUST move as Queen, Rook or Bishop. If the roll is King, Knight or Pawn, the Numbers Die is ignored. The player then selects any of their Madcap Knights to carry out the action. Except for the Kings, all Madcap Knights are identical, each with the colors of the opposing players on the reverse side. Each player’s pieces begin with their color facing up at the start. Players each get 12 pieces, including the king) and deploy their pieces in any formation on their side iof the board.. Place the king symbol face down to hide it. Players choose randomly who makes the first move, Capturing the king ends the game. THE KANGAROO DIE Whenever a SIX is rolled, the player MAY opt to give up that roll to reroll with the KANGAROO DIE and NUMBERS DIE to get 6 extra MADCAP moves. Only Joker and Double Knight can capture the King. —description from the designer

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Players2
Playtime15–60 min
Age8+
Year2024
  • Abstract Strategy
  • Dice Rolling

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