PLAYING GUIDE
A jump uses three aligned holes
Choose a peg, jump over an adjacent peg, and land in an empty hole immediately beyond it. The jumped peg is removed. In this version jumps are horizontal or vertical; a diagonal-looking opportunity is not legal.
Keep a way back to isolated pegs
Before a jump, ask how the remaining pegs will later interact. An isolated peg needs another peg beside it and an empty landing hole to be removed by a future jump. Clearing an entire region too soon can leave a lone peg stranded.
Count the consequence of each move
Every legal jump removes exactly one peg. Finishing requires exactly one peg on the board, not simply running out of moves. When no jump remains and several pegs survive, the attempt is unfinished even though the board is quiet.
Practise with a plan
Try preserving connected groups until the late game. Look for a final jump you would like to make, then keep the holes and pegs needed for it available. Restart lets you try a different order; it does not mean the preceding moves were wasted if you learned where the isolation happened.
Updated 26 September 2026 · Our editorial method