KANG                                                                        

(2 players from  12 yo)

 

 

 

MATERIAL

 

A playground with 36 squares.

12 spring-loaded kangaroos heads, 4 small, 4 median, 4 big ones .

NB : the copper springs are simpy pinched inside the rings ; just pinch them inside again if removed.

2 leather laces : the players will tie a knot in them, each time they score a goal.

One player settles in south, behind the scorpions, and the other in north, behind the spiders.

 

 

SET UP

 

Each one takes a lace, 2 kangaroos of each sort, ( 2 small, 2 median, 2 big ones) and puts them on his starting area, i. e.  out of the map, behind his border.

South plays the first.

 

 

OBJECT OF THE GAME

 

To win, you have to score 3 goals accross your opponent’s border.

 

ENTERING THE PLAYGROUND

 

Each player in turn,  starting with South, makes  one  kangaroo enter the playground, by performing a series of jumps.

You cannot play a kangaroo  again as long as other ones are still on your starting area  : for you have always to play  the pieces nearest to you.

When all your pieces are on the playground, a kangaroo on second line can move only if there is no more kangaroo on the first line, and so on : if a kangaroo played by your opponent is now one of the nearest to you, you can ( sometimes have to) play it immediately ; that is the reason why there is no difference between your kangaroos and your opponent’s ones.

 

 

 

HOW TO MOVE KANGAROOS

 

The kangaroos can make 2 types of moves :

 

 

1. Solo course :

A kangaroo going solo performs a series of jumps,  passing only by empty squares ; the number of jumps depends on its size : small kangaroos must  jump one time.

medium kangaroos have to jump 2 times,

big kangaroos  have to jump 3 times.

They can move in any direction, horizontally or vertically (but not diagonally) ; they can  take turns on their way.

2. Course with bouncing  and/or punching : 

In that type of moves, a kangaroo can jump to an occupied square, provided this jump is the last of its mandatory series.

If so, it can bounce on the other kangaroo it meets, or punch it.

 

How to bounce?

 

A kangaroo can use a kangaroo it  meets as a trampoline to make its course longer by :

- mandatorilly doing one new jump  if bouncing on a small kangaroo

- mandatorily doing 2 new jumps if bouncing on a medium one

- mandatorilly  doing  3  new jumps if bouncing on a big one.

If this new course  leads to another kangaroo, then it is possble  to bounce even further, and, one bounce after another, to cross the whole playground  into the opponent’side, as in the following 

 

How to punch ?

 

When a kangaroo meets another kangaroo, it can punch it instead of bouncing on it,  meaning that it takes its place  and sends it flying  straight  to any free square on the plaground, provided that this free square is not behind the   kangaroos the opponent have to play.

A kangaroo can punch the first kangaroo it meets, or punch another kangaroo further along,  after one or several bounces.

Punching may allow you to extend your future possibilities of bouncing, and / or to mess with the opponent’s possibilities.

 

How to score a goal ? 

 

A kangaroo scores a goal by jumping out  of the playground  into the opponent’side.

This jumping out must be the last jump  it has to do, as in the diagram above ; you cannot jump out if  you have not performed your complete move.

When you score a goal, you  tie a knot on your lace.

NB : The player who has just conceded a goal has therefore  at least one kangaroo to make enter the playground  at his next move.

By convention,  at this next move, the player who has just conceded a goal cannot score a goal himself .   

 

END OF THE GAME

 

The first player to score 3 goals wins the game.

Claude LEROY Creations ©2019 - www.cosmoludo.com

+33 6 79 30 98 95

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