Wild Robot's Checker Set
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Wild Robot's Checker Set

Standard Checkers rules with a robot for each player. The Robot is placed next to the board on each player's end. On any turn a player may move the robot in one of the following ways: To enter the board, the robot must jump in and capture an enemy piece. The robot may choose to not jump in if the opportunity arises. A robot that jumped in must complete the full series of jumps capturing enemy pieces to the extent that it is able to do so. A robot may jump in and jump out again in one turn. A robot moves like a standard king on the board. A robot may jump off the board by capturing an enemy piece and landing off the board, or by moving from a square on the perimeter of the board. A robot may not jump out of the board even if there is the opportunity to do so. To re-enter the board a robot jumps in again according to rule no. 1 above

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Players2
Age5+
Year1985
  • Abstract Strategy
  • Grid Movement
  • Square Grid
  • Static Capture

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