Guerrilla Checkers·hej fredd·rules

Guerrilla Checkers

Asymmetric checkers/Go fusion by Brian R. Train (2010). COIN plays checkers (6 king checkers on dark cells); Guerrilla plays Go (places 2 stones per turn on internal intersections). Captures interact: Guerrilla surrounds COIN; COIN jumps over Guerrilla.

How to play

COIN — checkers. Six king checkers on the dark cells. Each turn, move one checker a single diagonal step. To capture, jump an adjacent Guerrilla stone to the empty cell beyond it; captures are forced and must chain to exhaustion. Win by clearing every stone off the board.

Guerrilla — stones. Each turn, place two orthogonally-adjacent stones on the inner 7×7 crossings (0–6). Surround a checker on all four corners to capture it. Win by capturing all six checkers.

Tip: click the board to move or place — or type coordinates into the form.

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