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If not obliged to 'jump', a player must move one of his men to an adjacent vacant cell. For white the move must be:
For black the move must be:
Jumping If the player to move is in a position to jump, he must do so. Jumping always takes place on one circle, clockwise for white, anticlockwise for black. The jumps are draughtslike, but no pieces are captured. A multiple jump must be completed. Majority jumps have no precedence. Diagram 3 shows a white man that must make a double jump, and a black man that must make a single one. Neither may jump in the opposite direction. If a player gets trapped in a perpetual jump over six men, he has lost. Connecting If a move completes a connection between the inner- and outer circle, the player wins. The connection may have any number of men, but must follow the players' direction of play: clockwise-ouward or, which is the same, anticlockwise-inward, diagonals included. Diagram 4 shows two identical 5-men connections, one white and one black. The black chain at the bottom is not a connection, because the two marked men are not connected: neither white nor black has a legal move from the one cell to the other. Rondo © This e-mail address is being protected from spambots. You need JavaScript enabled to view it No applet |