Playing board · X starts
Start O at C3/D4 and X at D3/C4. Mark moves on empty cells only.
| A | B | C | D | E | F | |
|---|---|---|---|---|---|---|
| 1 | ||||||
| 2 | ||||||
| 3 | O | X | ||||
| 4 | X | O | ||||
| 5 | ||||||
| 6 |
Place a disk to bracket an unbroken opposing line, flip it and finish with more disks.
Two players use a six-by-six board. Columns are A–F and rows 1–6. Put O at C3 and D4, X at D3 and C4; all other cells are empty. X starts. Prepare 36 paper disks with X on one side and O on the other. Print the disk page, cut with suitable help and mark the reverse yourself; no duplex alignment is required.
Place your symbol in an empty cell only if at least one straight horizontal, vertical or diagonal ray immediately enters one or more opposing disks and then reaches your own disk without an empty cell. Flip every opposing disk bracketed this way, in every valid direction. Your new disk is the first endpoint. A gap breaks a line; your existing disks cannot jump over gaps.
From the printed starting position, X may play B3. The ray B3–C3–D3 contains the new X, an O and an existing X, so C3 becomes X. No other disks change. O then plays a legal move of its own. Unlike dots and boxes, capturing does not give another turn. Review all eight directions before handing the board over.
If no legal move exists, announce a pass and let the opponent move. You may not pass when a legal move exists. Two consecutive passes end the game, even with empty cells. A full board also ends it. Count current disks, not flips accumulated during play. More disks wins; equal counts tie. Mark each pass on the log so a pause is not mistaken for a voluntary move.
Allow an unscored practice opening and undo a mistaken flip before the next move starts. For the scored game, agree to check legality together; no speed limit is needed. A helper may turn disks on the player’s instructions. Use letters as well as shapes so color is not required. The kit is manual: it has no online opponent or move checker.
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.
Start O at C3/D4 and X at D3/C4. Mark moves on empty cells only.
| A | B | C | D | E | F | |
|---|---|---|---|---|---|---|
| 1 | ||||||
| 2 | ||||||
| 3 | O | X | ||||
| 4 | X | O | ||||
| 5 | ||||||
| 6 |
Thirty-six fronts. Use identical opaque backing if needed. Label reverse sides after cutting.
| Turn | Player | Cell / pass | Flips checked |
|---|---|---|---|
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
Two consecutive legal passes or a full board: count X and O. X ___ O ___ Result ___