CHAMELEONS

Copyright (c) 2000 Chris Huntoon

Chameleons is played on a 7x7 board with this markings:

and the initial setup is the following:


MOVE - A chameleon moves to an adjacent (orthogonal or diagonal) empty cell.
CAPTURE - A chameleon can jump over an enemy chameleon, capturing it.
Captures are multiple and compulsory.
CAMOUFLAGE - Any chameleon that stays on a different color for more then one turn will change itself to match that color. 
The central cell is always considered to be the opposite color of the chameleon that currently occupies it.
GOAL - Wins the player that captures all enemy stones.
 
An example

Red moves chameleon a3 to b2. Green must capture c1:a3, and then the green chameleon at e2 turns to red (it stayed on a red cell for two turns). Red must capture a4:a2, f1:d3, c5-c4, d3:b5, a5:c5 and Red wins.

There is a ZRF to play Chameleons with Zillions.