PRIMARY WCF RULES CLARIFICATIONS, INTERPRETATIONS, AND CHANGES
Camelot
1. The game is won if a player captures all of his opponent's pieces, and has two or more of his own pieces left.
Note: This rule clarifies the question of whether two or more vs. one is a win. It is not a win; its outcome--possibly a draw--is yet to be determined. In the 1930 rules, and in the initial editions of the 1931 rules, a win by elimination required the elimination of all of the opponent’s pieces. In later 1931 editions, however, the wording was changed to “elimination of all, or all but one, of the opponent’s pieces.” This change in wording resulted from the fact that it is not possible for one piece to stop another (opposing) piece from entering its Castle. Thus, if one side has two pieces and the other side one piece, it is impossible (with normal play) for the one to stop the two, even if the stronger side already has one of its pieces in the opponent’s Castle, and even if the weaker side temporarily has the opposition (a position where the pieces are on the same rank, file, or diagonal with an odd number of squares separating them, and the stronger side must move, thereby allowing the weaker side to stop the advance of the stronger side’s piece). This change in wording, however, not only failed to take into account possible misplays by the stronger side; much more importantly, it failed to take into account situations where the weaker side could initiate a combination (a series of forced moves that leads to a significant change in positional or material advantage) that would, although reducing itself to one piece, reduce the stronger opposing side to one piece or no pieces, thus securing a draw. This situation is tangentially referenced in the Parker Brothers document Camelot Additional Questions and Answers, in which the question, "I have captured all my opponent's pieces but one and have several pieces of my own left on the field--do I win?" is answered, "Yes--you have won and the game ends, provided it is evident that one piece cannot prevent you from reaching the enemy Castle (as in a rare case only might occur)."
2. The game is won if a player has two or more of his own pieces left and his opponent is unable to make a legal move. Stalemate is a win for the stalemating player, a loss for the stalemated player.
Note: Stalemate is unmentioned in the 1930 and 1931 rules. Stalemate most commonly occurs when one side has only one piece, is in its opponent’s Castle, and has exhausted its two Castle Moves.
3. If a player jumps over an opponent's piece onto one of his own Castle Squares, and the player’s piece is next to an exposed enemy piece, the jumping must continue (out of his own Castle) as a part of that same move.
Note: This interpretation is a logical and natural consequence of two rules from 1930 and 1931: a.) Having jumped over one enemy piece, the jumping must continue as a part of that same move if the player’s piece reaches a square next to another exposed enemy piece, and b.) A player who has jumped one of his pieces over an opponent's piece into his own Castle must, on his next turn to move, immediately move that piece out from his own Castle, with no exception.
Grand Camelot
1. The starting positions are: Green Knights on G13, J13, F14, and K14, Green Men on H12, I12, H13, I13, G14, H14, I14, and J14, Yellow Knights on N6, M7, M10, and N11, Yellow Men on N7, L8, M8, N8, L9, M9, N9, and N10, Red Knights on F3, K3, G4, and J4, Red Men on G3, H3, I3, J3, H4, I4, H5, and I5, Blue Knights on C6, D7, D10, and C11, and Blue Men on C7, C8, D8, E8, C9, D9, E9, and C10.
Note: This change from the 1932 rules makes the Grand Camelot starting position closely resemble both the look and the dynamics of the Camelot starting position.