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with its own color, or one with all six colors, the player takes<br>
with its own color, or one with all six colors, the player takes<br>
a chip of that color - even if it is the<br>
a chip of that color - even if it is the<br>
opponent's.
opponent's. Certain spaces allow one chip to be taken, either<br>
from the stock or from an opponent. If landed on with a <br>
double, take 2 (I believe). Landing on some other spaces<br>
gets another turn. A pc. on <s>the</s> a space completely of its own<br>
color is safe from "capture" but also can't "capture" from<br>
that space. <s>In the</s> Chips are needed to advance from 1 ring<br>
to an inner ring. 4 chips of the <s>player's</s> pieces color<br>
will allow it to move into the next ring; 7 will allow a <br>
move into two ring[s]; 9 for three rings; 10 for all the<br>
way to "home". (There are 10 chips of each color.) In the second<br>
ring there are 2 spaces marked "Defense". When a player<br>
gets a pc. into one of these, the opponent can make no movement<br>
in the second ring. If the opponent then gets a pc. in<br>
the second "Defense" space they become inoperative until<br>
both have been vacated. If the same player gets both<br>
"Defense" spaces he may, if he wishes, send his 3rd pc. directly<br>
to home. Also in the second ring are two spaces marked<br>
"Prison". When an opponent's man is landed on by direct count<br>
it is sent to prison. It is released (I believe) when the player<br>
(cont. on 9/23)<br>