English

Approach or withdraw

Choose which contiguous enemy line a one-cell move captures.

Logic & rule checking

Players
2
Time
15–25 minutes
Materials
5×5 grid and eight tokens per side

Prepare

W fills rows 1 and 2 except C2; B fills rows 4 and 5 except C4. Remove E2 from W and A4 from B, leaving eight each. Row 3 is empty. Moves and captures use orthogonal directions only, never diagonals.

Play

Move one own token one step into an empty cell. In the movement direction, if the next cell beyond the destination is enemy, you may approach-capture every consecutive enemy along that ray until an empty, friendly cell or edge. Alternatively, if the cell directly behind the starting cell is enemy, withdraw-capture the consecutive enemy ray behind it.

Worked example

If both capture types are available, choose exactly one, not both. A move without a capture is allowed. There is no jump, mandatory capture or second move. Remove only the chosen enemy line.

Finish and check

Separate example: W at C3, empty C4, enemies C5 and C2,C1. Moving C3→C4 can remove C5 by approach or C2,C1 by withdrawal. It cannot remove all three on that move. This example replaces the setup only on a practice sheet.

Adaptation and limits

Capture all enemy tokens to win; a player with no legal step loses. At 40 moves compare remaining tokens, more wins or equal draws. Record the move, capture choice and removed coordinates so a partner can distinguish behind-start from behind-destination.

Purpose, observation and provenance

Within this activity: Choose which contiguous enemy line a one-cell move captures.

A partner can replay each legal action and explain the stopping condition; this is an observable task, not evidence of lasting improvement.

Our rules, examples and printable diagrams are separately prepared. The earliest inventor of the broader mechanism is not established here.

Free alternative: Copy the supplied grids, labels and cards onto reused paper. No specialist product is needed. Adults may prepare pieces or act as a scribe.

Printable materials

Preview at 100% scale, with browser headers and footers off. Cut with suitable help. Keep host keys separate. This is a manual tabletop kit, not an online opponent, automatic judge or solver.

Rules to keep beside the materials

  1. W fills rows 1 and 2 except C2; B fills rows 4 and 5 except C4. Remove E2 from W and A4 from B, leaving eight each. Row 3 is empty. Moves and captures use orthogonal directions only, never diagonals.
  2. Move one own token one step into an empty cell. In the movement direction, if the next cell beyond the destination is enemy, you may approach-capture every consecutive enemy along that ray until an empty, friendly cell or edge. Alternatively, if the cell directly behind the starting cell is enemy, withdraw-capture the consecutive enemy ray behind it.
  3. If both capture types are available, choose exactly one, not both. A move without a capture is allowed. There is no jump, mandatory capture or second move. Remove only the chosen enemy line.
  4. Separate example: W at C3, empty C4, enemies C5 and C2,C1. Moving C3→C4 can remove C5 by approach or C2,C1 by withdrawal. It cannot remove all three on that move. This example replaces the setup only on a practice sheet.
  5. Capture all enemy tokens to win; a player with no legal step loses. At 40 moves compare remaining tokens, more wins or equal draws. Record the move, capture choice and removed coordinates so a partner can distinguish behind-start from behind-destination.

Approach or withdraw — player materials

ABCDE12345
W
W
W
W
W
W
W
W
B
B
B
B
B
B
B
B
TurnSelected / moved cellsCapture choice / pushed countRemoved coordinates
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Host check — keep separate

C3→C4: approach removes C5, withdrawal removes C2,C1; choose one.

Examples are stipulated model cases, not measured experimental or learning outcomes.

Related activities

Activity library · Six-row diagonal draughts