A board game of 36 squares, between 2 goal-squares, in north and south.
12 rings, 4 simple, 4 double, 4 triple ones.
One player settles behind the goal in south (he can read « Gygès » on his left), and the other behind the north goal.
Each one takes 6 rings (2 simple, 2 double, 2 triple ones ) and put them on his 2 rst lines ( so you can choose between 12 squares to install your 6 pieces)
South plays rst.
OBJECT OF THE GAME
To reach the opponent goal.
PIECES FROM NORTH AND PIECES FROM SOUTH
You can only play the pieces nearest to you : rst you play the pieces from your rst line ; when there is no more pieces you can play from your rst line, you play pieces from your second line, and so on.
It may happen that you can (or must) play a piece your opponent has moved : the pieces do not belong de ni- tely to a player.
HOW TO MOVE
Pieces jump from square to square in any direction, ho- rizontally or vertically and turn in right angles (but not diagonally) ; simple rings do one jump, the double rings must perform 2 jumps, and the triple rings 3 jumps. They can reach an occupied square only at the last jump of the series : so a simple ring can do that immediately, but a double ring must wait for its second jump, and a triple ring must wait for its triple jump.
When they reach an occupied square, they can choose between « bouncing » on the other ring, or « punching » it.
a) Bouncing = to perform a new series of jumps : one jump if the ring in place is simple, mandatorilly 2 if it is a double one, madatorilly 3 if it is a triple one ; so, one bounce after another, it is possible to cross the play- ground to your opponent’s goal...
IMPORTANT : you cannot retrace your steps, but it may happen that, during certain bouncing courses, you go through the same square, if using a different path.
b) Boxing= instead of bouncing on the other ring, you can punch it, meaning that you take its place and send it ying straight to any free square, provided that free square is not beyond the pieces your opponent can play. You can punch the rst other piece you reach, or punch another further along, after one or several bounces. Punching may allow you to extend your future possibi- lities of bouncing, and / or to mess with the opponent’s possibilities.
ACCESS TO THE OPPONENT GOAL
By convention, a goal is supposed to be accessed by one jump from any of the 6 border squares.
You can access it provided that you have performed your complete move : if a ring must end its course by a triple bounce, the nal jump to the goal must be the third of the series.
Otherwise, a goal is a terminal, not a transit point ; the player who defends it cannot access it.