Description:
The goal of the corner game is to move all your checkers to the place where his checkers were originally located faster than the opponent. There is an important rule: a player who has not taken all his checkers out of his house in 30 moves is considered a loser. If both players' checkers remain in the "house" after the 30th move, then a draw is declared.
Instructions:
How to move checkers?
The first option: you can move any checker to the next empty cell.
The second option is to "jump" over your own or someone else's checker, if there is an empty cell behind it. After the jump, you can immediately, without interrupting the move, make another one, if there is a desire and the situation on the board allows; that is, you can "jump" the entire board, or you can make a couple of jumps and stop.
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