English

Directional frog swap: rules and printable materials

Swap two groups across a single empty cell without reversing direction or removing a counter.

Players
1–6 cooperative
Plan for
10–20 minutes
Bring
Seven cells, three A counters and three B counters

Read the seven cells

Number a row of seven spaces 1 to 7. Place A in 1,2,3; leave 4 empty; place B in 5,6,7. All A counters must finish in 5,6,7 and B in 1,2,3, with 4 empty again. A moves only toward larger numbers, B only toward smaller numbers. Counters within a color are interchangeable.

Two kinds of move

On a turn move exactly one counter either one cell into the adjacent empty space or two cells over exactly one counter of the other color into the empty space. No counter is captured. You may not jump your own color, jump two counters, move backwards or place a counter outside the row. Either color may move next: this is not an alternating-player duel.

Agree before moving

Use a pencil to write the entire seven-character row after each move, with a dot for empty. Keep the physical row facing the same way, since turning it around changes the meaning of left and right. A proposed jump must name its source and destination. Another person checks the intervening counter before anyone touches the pieces.

Reset a blocked plan

If neither color has a legal move and the goal has not been reached, the attempt is blocked. Restore the exact start for a fresh attempt, or use the written log to revisit a prior state for practice. Do not quietly slide backwards to rescue a scored route. The host sheet provides a verified fifteen-move route; reveal one next move at a time if hints are requested.

Support and extend

Use large paper counters or written letters instead of small objects around children. A participant may point or dictate while a helper moves. Start with two counters of each color on five cells to reduce the planning load. Extend to four each only after explaining the same movement restrictions. Compare attempts by legal moves from the same start, not by pressure to finish quickly.

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.

Seven cells and six counters

1234567
AAA·BBB
A
A
A
B
B
B

A →; B ←. Slide one, or jump one opposite color. Never capture or reverse.

Player fifteen-move log

MoveFull state
________________
________________
________________
________________
________________
________________
________________
________________
________________
________________
________________
________________
________________
________________
________________

Host fifteen-move key

MoveResult
3 → 4AA.ABBB
5 → 3AABA.BB
6 → 5AABAB.B
4 → 6AAB.BAB
2 → 4A.BABAB
1 → 2.ABABAB
3 → 1BA.ABAB
5 → 3BABA.AB
7 → 5BABABA.
6 → 7BABAB.A
4 → 6BAB.BAA
2 → 4B.BABAA
3 → 2BB.ABAA
5 → 3BBBA.AA
4 → 5BBB.AAA

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