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any pc. or pcs. in the group.  <br>
any pc. or pcs. in the group.  <br>


[Diagram of two grids (one 4 x 4, the other 4 x 6) with black and white circular pieces. Arrows indicate possible paths of movement. Some spaces are labelled 'A' or 'B'.]
[Diagram of two grids (one 4 x 4, the other 4 x 6) with black and white circular pieces. Arrows indicate possible paths of movement. Some spaces have dots in them, and some spaces are labelled 'A' or 'B'.]
 
The first illustration shows a move  <br>
of the first kind resulting in a new  <br>
pc. which can be placed in any of  <br>
the spaces marked with a dot.  <br>
The second illustration shows a move  <br>
of the second kind resulting in two  <br>
new pcs., one placed in a space marked A and one in a space  <br>
marked B.  <br>
A move does not have to result in "generation" of a new pc.  <br>
Captures are made when, after moving, a player has at least  <br>
3 pcs. next to one enemy pc. either orthogonally or diagonally.  <br>
This pc. is turned over to the color of the capturing  <br>
side. If <s>that pc.</s> the turned over pc. together with two others  <br>
is now next to another enemy pc., this too is turned over.  <br>
If this now combines with 2 others, a third capture is  <br>
made. But three is the maximum. Win by capturing enough  <br>
of the opponent to make it impossible for him to come back.  <br>
The first player has a definite advantage and games  <br>
should be played in pairs, rotating first play. A  <br>
count of the number of moves can be kept as a measure  <br>
of the victory, the faster the better.  <br>
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