The picture card challenge from the early series of Knightmare.

Card Room

By Keith McDonald

This room with three exits was used for a card puzzle. Teams had to select a suit from a hybrid playing card to release the correct exit.


  • Series | 2
  • Level | 1

This unusual room was a cell with three exits and lots of small windows with bars. It was used for a card puzzle.

Once teams entered the room, several playing cards would cover the room. Sometimes Folly the Jester would summon the challenge.

Each exit is now covered by a picture card from a different suit. On the floor in the centre is a hybrid three, with symbols for each suit used on the exit cards.

A card puzzle, based on a handpainted scene by David Rowe, as shown on Series 2 of Knightmare (1988).

Dungeoneers had to stand on the symbol from the suit of the picture card they wanted to release. Teams would work this out from a clue they had already received.

The room was also used without cards. One team must unlock one of the doors with a key under pressure from the Automatum.

Look at the card on the floor, for surely it's a strange one.

Treguard

You Might Also Like...

Series 2 Quest 1

Series 2, Quest 1. Martin from Sunderland is almost tricked into Mildred's cauldron.

Team 1: Martin, Lee, Tony and John from Sunderland.

Snake / Scorpion Room

The scorpion with its snapping tail and additional floor tiles removed from Series 3 of Knightmare.

Usually a Level 1 challenge, this room contained various hazardous creatures, including a snake and a scorpion.

The Quest 1.2: The Final Battle

Book with pen

11-year-old Paul Hawkins from Kent sends in a bloodthirsty tale of derring-do at Knightmare Castle.

See Also