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I would like to introduce a new member of the checkers family: Eximo.
Eximo has orthogonal and diagonal movement and capture. There are no kings, only men. Men can jump without capturing. When a man reaches the last row, it frees another man.
RULES OF EXIMO
Eximo is played on a 8x8 square grid. Each player starts with 16 pieces placed in predetermined locations on their side of the board:
Capture all your opponent's pieces by jumping over them, or stalemate the opponent so he has no moves.
In each turn, a player can make one of the two actions: move or capture.
A checker can move forward or diagonally forward.
There are two type of move: ordinary move and jumping move (north, north-east or north-west).
- ORDINARY MOVE: a checker moves to a (forward or diagonally forward) adjacent and empty square.
- JUMPING MOVE: a checker jumps over a (forward or diagonally forward) adjacent friendly piece if the next square in the same direction is empty, placing the jumping checker on the next empty square. If the same player's checker can continue moving by jumping another friendly piece then it must do so. During the jumping move that checker cannot capture. (No need to choose the longest path.)
A checker can capture forward, diagonally forward, right or left (north, north-east, north-west, east or west).
- CAPTURE: a checker jumps over a (forward, diagonally forward, right or left) adjacent opponent's piece if the next square in the same direction is empty, placing the jumping checker on the next empty square. The opponent's piece is removed from the board immediately. If the same player's checker can continue capturing by jumping another opponent's piece then it must do so. Capturing is mandatory, and you must keep capturing as long as it is possible. (No need to take the maximum number of pieces.)
ON THE LAST ROW
When a checker reaches the other end of the board, it is removed from the board immediately and the player gets two extra-moves to make instantly: dropping two new checkers in any empty square in his own first two rows, except in the four squares on the sides.
(The drop zone for Black: b1, c1, d1, e1, f1, g1, b2, c2, d2, e2, f2, g2; for White: b8, c8, d8, e8, f8, g8, b7, c7, d7, e7, f7, g7).
If a checker reaches the other end of the board and there isn't any empty square in the drop zone, the player loses that piece. If there are just one empty square in the drop zone, the player gets only one drop.
- Last edited Mon Feb 18, 2013 1:27 pm (Total Number of Edits: 1)
- Posted Mon Feb 18, 2013 11:01 am
You can find the rules with illustrated examples in pdf format here.
two type of move ==> two types of move
If there are just one empty square ==> If there is just one empty square