Line majority push
Check a whole straight line before pushing a shorter enemy line one square.
Logic & rule checking
- Players
- 2
- Time
- 15–25 minutes
- Materials
- 5×5 grid; W/B tokens eight each
Prepare
W occupies A1–E1 plus A2,B2,C2. B occupies A5–E5 plus C4,D4,E4. Two players alternate. Select one to three contiguous own pieces in one row or column; only motion along that same row or column is allowed.
Play
Move the selected line one square forward or backward as one action. If the next cell is empty, shift all selected pieces one cell. If it contains enemy pieces, count that consecutive enemy run. Pushing is legal only when your selected line is strictly longer and the cell after the enemy run is empty or outside the board.
Worked example
A friendly piece after the enemy run blocks pushing. You cannot push an equal-length or longer run, nor push your own pieces outside the board. On a legal push shift both lines one cell; only an enemy at the far edge may fall off.
Finish and check
Separate practice: W A3,B3,C3 and B D3,E3 permits the three W pieces to push right: B on E3 falls off, the other B moves E3, W ends B3,C3,D3. W B3,C3 alone cannot push the two B pieces.
Adaptation and limits
First to push three enemy pieces off wins. If no legal action, pass; two consecutive passes draw. At 50 total turns compare captured counts, larger wins, equal draws. Record selected cells and the cell beyond the enemy line before changing anything.
Purpose, observation and provenance
Within this activity: Check a whole straight line before pushing a shorter enemy line one square.
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
- W occupies A1–E1 plus A2,B2,C2. B occupies A5–E5 plus C4,D4,E4. Two players alternate. Select one to three contiguous own pieces in one row or column; only motion along that same row or column is allowed.
- Move the selected line one square forward or backward as one action. If the next cell is empty, shift all selected pieces one cell. If it contains enemy pieces, count that consecutive enemy run. Pushing is legal only when your selected line is strictly longer and the cell after the enemy run is empty or outside the board.
- A friendly piece after the enemy run blocks pushing. You cannot push an equal-length or longer run, nor push your own pieces outside the board. On a legal push shift both lines one cell; only an enemy at the far edge may fall off.
- Separate practice: W A3,B3,C3 and B D3,E3 permits the three W pieces to push right: B on E3 falls off, the other B moves E3, W ends B3,C3,D3. W B3,C3 alone cannot push the two B pieces.
- First to push three enemy pieces off wins. If no legal action, pass; two consecutive passes draw. At 50 total turns compare captured counts, larger wins, equal draws. Record selected cells and the cell beyond the enemy line before changing anything.
Line majority push — player materials
| Turn | Selected / moved cells | Capture choice / pushed count | Removed coordinates |
|---|---|---|---|
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
Host check — keep separate
Three push two if the far cell is empty or off-board; two cannot push two.
Examples are stipulated model cases, not measured experimental or learning outcomes.