
GROUP  A set of connected
(orthogonally or diagonally) stones. 

TURN  On each turn, each player
moves or jumps one stone.

MOVE  A stone may move to any
adjacent (orthogonal and diagonal) empty cell. 

JUMP  A stone may also jump over
any stone (friend or foe) landing on the opposite empty cell (it
must be empty). A player may make on the same turn, multiple jumps
with the same stone, and may change direction after each jump. 

It is not valid to move or jump to
its own first cell. 


CONNECTION  After each move or
jump, the stone must be connected (orthogonally or diagonally) to
another stone of its group. Some other restrictions:

It's not valid to produce two groups
with the same number of stones, if both groups have stones of both
colors. 

It's not valid to separate the two
colors completely. 


CAPTURE  If, after a move or
jump, a set of stones are no longer connected to its group (the same
group of the moving stone), they are captured (friends and foes). This
implies that there are only one connected group on the board, after
each move. 

GOAL  Wins the player who
advances one stone into the opponent's first cell (the cell marked in
the first diagram with a color dot). 