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ENTRY CELLS - The dotted cells in
the diagram above. |
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MARKER CELLS - The corner cells
in the diagram. Each player owns two of them, in opposite corners. |
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TURNS
- At each turn, each player must do one of the following things:
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Drop a friendly stone (if there are
any off-board) into an empty entry cell. |
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Move a friendly stone into an
orthogonal adjacent empty cell.
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A stone may also orthogonally
jump over a stone (of either color) landing on the immediate
empty cell (there are no captures). Jumps can be multiple and
are not mandatory. |
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If all entry cells are occupied,
the player must move a stone. |
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Stones may move to any empty
cell, including entry cells and any marker cell. |
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FIVE IN-A-ROW - When the first 5
in-a-row is achieved and If one of his marker cells are empty,
then the player may remove those five stones, drop one of them into
that empty marker cell (and that stone may never move) and place the
remaining four stones in his reserve off board. |
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GOAL - Wins the player that
achieves a second 5 in-a-row.
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Just one friendly stone may be part
of both 5 in-a-rows. |
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