Lines of Action

Overview
The Lines of Action is a two-player abstract strategy board game invented by Claude Soucie.

Board

The Lines of Action is played on a 8x8 board. There are two players: White (light color) and Black (dark color). Each player has 12 checkers.

The initial position of the Lines of Action is the shown on the following picture:

 

Objective

The goal of the game is to bring all own checkers together into a connected group. The checkers are considered to be a part of a connected group if there is a chain of checkers of the same color connected vertically, horizontally or diagonally between any two checkers found in the group.

Play

Players move alternatively, starting from the Black.

Player can move any of his checkers horizontally, vertically, or diagonally exactly as many cells as there are checkers (both player's and opponent's) on the line in which it is moving.

Checkers can jump over other checkers of the same player, but not over opponent's checkers.

Checkers can land on an unoccupied square or a square occupied by an opponent's checker. In the latter case the opponent's checker is considered to be captured and removed from the board.

Below are several examples of moves:

Whites can move the highlighted checker exactly two cells to the right because there are exactly two checkers in the same line. Whites can move the highlighted checker in the specified direction exactly three cells because there are exactly three checkers in the same line (two whites and one black). Note that the white checker can jump over another white checker. Blacks cannot move the highlighted checker in the specified direction. The reason is that there are three checkers in this line (two blacks and one white) but moving exactly three cells requires jumping over the opponent's (white) checker. Such moves are forbidden.

End of Game

The game ends up when one of the players brings all his checkers into a connected group. Please note that capturing an opponent's checker can help him forming a connected group of his checkers.

Below are several examples of final moves:

By moving the highlighted checker Whites bring all their checkers into a connected group and win the game. The "connected group" means that all white checkers are connected to each other either horizontally, vertically or diagonally. This is an example of "suicide" move for Blacks. By moving the higlighted checker Blacks capture a white checker and help the Whites to win the game since the remaining white checkers form a connected group. By moving the highlighted checker Blacks do two things simultaneously: bring all their checkers into a connected group and capture the white checker forcing the remaining white checkers to form a connected group too. This is a special situation that is considered to be a winning for the player making such a move, i.e. the Blacks win in the example above.

External Links

 


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