Knights of the Chalice is a truly old-school RPG. Plot and characterization get pushed aside in favor of assembling a party of heroes (4, in this case, with no NPCs to recruit, or replacements to draft) of your own design and going on a vaguely defined quest to explore dungeons, discover evil plots, beat up evildoers in complex turn-based combat, hoard loot, an do it again and again until your four novice heroes could casually trade blows with the deities of the realm.
KotC is a game of tactical turn-based RPG combat. Played on a grid representing five-foot spaces, positioning is key as each character can take a free swing at anyone trying to muscle past them. While the game does, effectively, only contain the rules for basic combat, arcane spellcasting and clerical miracles, it has the full rules pertaining to these three core pillars of D&D gameplay. Want to have a warrior shoulder-barge an orc out of the way, then wrestle an evil wizard to the ground in order to stop him from casting spells? Easy, so long as the dice fall in your favor, and every action does have a handy percentage chance (based on all the virtual dice involved combined) of success shown so you know the odds.
For better or worse, Knights of the Chalice is a game with a clear audience in mind, and it achieves the goals it sets itself quite admirably, recreating Ė and in many respects improving on Ė the nostalgic feeling of old-school RPG adventuring. Iíll admit that aside from some interface quirks and some mild frustration, Iíve had a romping great time with this game so far and will likely go back to playing it more as soon as Iím done writing, but I find it hard to earnestly recommend it to anyone but seasoned old-school RPG fans with a little extra money to burn.