Rondo
RondoRondo sort of happened while doodling ideas and lingering, for a moment, with the idea of a connection game with compulsory checkerslike leaping, but no capture, to disrupt the opponents attempts to connect whatever. A square board proved way to large for connecting opposing sides, due to the effectiveness of the disrupting, so I eventually grabbed a 9x5 Fanorona board and started with nine men each along the long sides, and the object to connect these very sides with a continuous line of men.

Men would move one point straight or diagonally forward and be obliged to leap checkerslike sideways. However, having both players leap left and right led to men leaping each other off the board. Moreover, 'off the board' was a problem in its own right because it was easy to see that reduction of material would soon have the game fizzle out.
So I thought about having men that went off at one side, reappear at the other. This kept them on the board while preventing them to get stuck in one direction. But the ensuing game still went haywire because now two adjacent men on a free rank would keep on frogging ad infinitum.
Clarity came when I decided to have both players move one step forward, or to the right, or to the diagonal point in between, and leap sideways, but only to the right. Multiple leaps were to be be completed, but majority leaps would have no precedence: it simply wasn't a frequent enough occurence. A 'connection' would be valid if it matched the player's lines of movement.
The final step was all but inevitable for a 'disapper one side, reappear the other' type of move - bend the whole board so that the short sides meet. The Fanorona board seemed a bit short, so I took the 'bend' version of a 12x5 board. As an afterthough I made a perpetual leap over six men on a circle a win for the initiating player, and Rondo was born.