Rules & objective
Play on dark squares; White starts every game. Men quietly move one diagonal step forward but capture forward or backward. Kings fly on clear diagonals and may land on any consecutive empty square beyond the first enemy; never pass your own piece. Captured pieces stay as blockers until the entire chain ends and cannot be captured twice. Any capture suppresses all quiet moves; complete the same piece’s chain. Taps and native route choices preview a whole turn; confirm to commit. Hints use bounded strategy, not a guaranteed win. Cancel/reselect, Undo, Reset this game or start New. Capture all enemies or block their moves to win; a win precedes a draw. Threefold same board/side draws automatically. This edition has no tournament clock, touch penalties or referee claims.
Twenty men per side on four rows; the 10×10 dark cells use official numbers1–50. Capture the greatest number; men and kings count one, with free equal-length choices. A passing man continues as a man and crowns only if its final landing stays on the promotion row. No new flying-king continuation this turn.
Controls
Play directly on the cards or board with mouse or touch. Coordinate selectors are optional keyboard aids.
Worked example
The board is 10×10 with twenty men each. Complete a maximum-length capture route and use this board’s own numbering.
