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You and your opponent start the game each with 5 rings on the board. You may remove a ring each time you form a row of 5 markers with your color face up. You win the game when you have removed 3 of your rings-in other words, to win you must form 3 rows of 5 markers showing your own color. Tip: if you prefer short and fast games, then play the blitz version.
See point J at the end of these rules. Place the board vertically between the players i. Each player should have spaces for 3 rings on his side. Draw lots to determine who begins. The starting player plays "white" and takes the 5 white rings. The other player takes the 5 black rings. Put the markers next to the board, so that both players can easily reach them.
These markers are the "pool". First, you must bring your rings into play. You and your opponent start putting them on the board, each in turn and one ring at a time. The intersections constitute the playing area. You may put a ring on any intersection you want, including on the edges. When you have both put your 5 rings on the board, you have determined the starting position.
See diagram 1. Each move starts by taking a marker from the pool. Next, you must decide which of your rings you want to move. Put the marker with your color face up in that ring, so that it occupies the same space as the ring. See diagram 2. Diagram 2: a move. First you put a marker with your color face up in one of your rings, next you move the ring. You only move the ring, not the marker!
A ring may jump over one or more markers, regardless of color, as long as they are lined up without interruption. In other words, if you jump over one or more markers, you must always put your ring in the first vacant space directly behind the markers you jumped over.
A ring may first move over one or more vacant spaces and continue with a jump over one or more markers. But, as stated above, after jumping over one or more markers, it may not move over any more vacant spaces. If you moved your ring over vacant spaces without jumping over any markers, your turn ends when you put the ring on its new spot. If you've jumped over one or more markers, you must flip all those markers.
This applies to both your own and your opponents markers. Thus, each white marker that is jumped becomes black and each black marker becomes white! See diagram 4. Note: do not flip markers while moving the ring; first move the ring and then flip the markers.
Do not flip the marker that you've put in the ring before you moved; that marker has not been jumped. Markers can only be flipped; they cannot be moved. Diagram 4: the same situation as in Diagram 3, but now after blacks move. The black ring has jumped over 3 white and 2 black markers, so they have been flipped. They now show the opposite color. Note that the marker that was put in the ring has remained black.
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