Copyright (c) 2002 Michael W. Nolan
a variant of Camelot by George S. Parker, 1887

Camette is played on the following board:

CASTLE - The cell on the first row.
TURN - On each turn, each player must move one piece:
Soldiers may:
Move to an (orthogonal or diagonal) empty cell.
Jumping over friendly pieces, this is called cantering. Cantering is not mandatory and the player is not obliged to make the maximal number of jumps. A canter sequence may not visit the same cell more than once.
Capturing several enemy pieces by jumping over them. Captures are mandatory and have precedence over move and canter. Once the player started the capture, he must continue capturing. However the player is not obliged to make the maximal number of captures.
A soldier may not canter and capture at the same turn.
Kings move like soldiers with one additional power: 
Charging - after a canter sequence the King may execute a capturing sequence. 
When cantering it must make a capture if one becomes available but may do so later through a charge.
CASTLE RESTRICTION - A piece may not enter its own Castle except through a capture, in which case it must be moved out as soon as possible. 
If the piece cannot move out through another capture on the same turn, then it must be moved out on the next turn (even if this means declining a capture elsewhere on the board). 
When moving out of the castle, jumps take priority, although the obligation to jump can be satisfied through a charge.
GOAL - Wins the player that (i) moves a piece into the opponent's Castle, or (ii) captures all enemy pieces, or (iii) stalemates the opponent.
An example

Black's turn. Moving the b3 soldier to [1] wins the game in three turns. Green must capture b4:d2:b2. Then Black's d3:c3 obliges b2:d4. Then e3:c5:c7 wins by moving the last black piece to the Castle.

There is a ZRF to play Camette with Zillions.