| Updated 7/8/04 |
| Note: The rules on this
page reflect the most current version available,
and may differ slightly from previously printed rules. |
|
| For 2 Players. Ages 10+ |
| Aim of the Game |
| |
To form an unbroken path of discs which connect your
two home bases. (Dark to dark and light to light.) Note:
diagonal connections do not count. |
 |
| How the Playing Pieces are used. |
| |
1. Discs |
| |
The discs form your path from corner to corner. They
have light and dark sides and are placed within the octagonal
shapes on the board, with your own shaded side uppermost. |
| |
The discs, once placed, never move position. However,
they may be turned over within their octagons. |
| |
There are no discs on the board at the start of the
game. |

Set-up Diagram |
| |
2. Pins |
| |
The pins are placed in the holes as shown in the set-up
diagram. |
| |
They may only move to other holes. |
| |
They are used: |
| |
a. To place a disc in an octagon.
b. To capture an opponent's pin.
c. To flip over a disc already placed within an octagon. |
| |
(For ease of play, use the pins with the long stem uppermost.
For storage, reverse them.) |
| |
The player trying to connect the light bases uses the
light pins and the light side of the discs. And vice versa. |
| |
|
| The Play |
| |
The player using the light components starts. |
| |
Players in turn move one of their pins. It is only the
pins that move position. |
| |
|
| |
There are 3 possible pin moves: |
| 1. |
Jumping diagonally over an octagon
to an empty hole. |
| |
If the octagon was empty, the
player making the move places a disc there. |
| |
A pin may also jump diagonally
over an octagon that already contains a disc.
If it is a disc of your own shade uppermost,
it does not change. But if it is a disc with
your opponent's shade uppermost, the disc
is flipped over to your shade. |
| |
Only one octagon may be jumped
over by a pin per turn. |
| |
Only one disc may be placed,
jumped over, or flipped over per turn. |
| |
Pins may also jump over any
of the four home bases, but no discs may be
placed on these. |
|
 |
|
| 2. |
A pin may move to an adjacent
empty hole, along any horizontal or vertical
line. |
| |
No discs are placed or turned
when this action is carried out. |
|
 |
|
| 3. |
A pin may capture a single opponent's
pin along a horizontal or vertical line, by
jumping over it, so long as the hole beyond
is empty. |
| |
The captured pin is removed
from the board and takes no further part in
the game. |
| |
Multiple captures are not permitted. |
| |
Players may not jump over their
own pins. |
|
 |
|
| To Win |
| |
A player must have an unbroken chain of discs, with
their own shade uppermost, linking their two home bases.
The discs must link adjacent octagons. Diagonal links
are incomplete. |

This is a win for Light |
| Draws |
| |
Players must move if possible. If no further effective
movement can be made, the game is declared a draw. |
| |
You do not win by capturing ALL of your opponent's pins
- this results in a draw! |
| |
A draw may be agreed should there be a series of repetitive
moves. |
| |
|
| |
Enjoy your game! |