Triangle board · leave 1 empty
Start 14 counters on 2–15. Jump exactly one occupied neighbor to an empty hole, removing the middle counter.
Jump one neighboring counter into an empty hole, removing the jumped counter each time.
The board has five triangular rows, numbered 1–15 from top to bottom, left to right. Put one counter on every hole except 1. Use one set for one to four cooperating players, rotating the mover after two jumps. Keep the numbered route with the host. Counters are flat paper, not small edible pieces.
Move one counter over a neighboring occupied hole into the empty hole immediately beyond it along a grid direction. Remove the jumped counter. Only the six directions shown by the triangular rows are legal; no bending, longer leap or jump over an empty hole. The starting hole becomes empty, the middle becomes empty and the landing becomes occupied.
Jump 4 over 2 into 1. Then jump 6 over 5 into 4. Each jump removes exactly one counter, leaving 12 after these two moves. Hole numbers identify fixed positions, not the counters themselves. Trace the three equally spaced holes before changing the board. A mistaken move can be undone from the log before continuing.
The host key gives thirteen verified jumps from the printed start to one remaining counter at 13. It is one route, not a rule that every solution must end at 13. Any single remaining counter is a solved board. If no legal jump remains with more than one counter, record the count and reset for another attempt rather than moving a counter freely.
End after a solution or the announced fifteen-minute exploration limit, then follow the key together if wanted. Do not award a speed prize. A helper may move named holes on instruction, and players may mark occupied holes with pencil instead of cutting counters. The page is a manual puzzle with no automatic move validator.
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 14 counters on 2–15. Jump exactly one occupied neighbor to an empty hole, removing the middle counter.
| Move | From | Over | To |
|---|---|---|---|
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| Move | From | Over removed | To |
|---|---|---|---|
| 1 | 4 | 2 | 1 |
| 2 | 6 | 5 | 4 |
| 3 | 1 | 3 | 6 |
| 4 | 7 | 4 | 2 |
| 5 | 10 | 6 | 3 |
| 6 | 12 | 8 | 5 |
| 7 | 13 | 9 | 6 |
| 8 | 2 | 5 | 9 |
| 9 | 3 | 6 | 10 |
| 10 | 15 | 10 | 6 |
| 11 | 6 | 9 | 13 |
| 12 | 14 | 13 | 12 |
| 13 | 11 | 12 | 13 |
Ends with one counter at 13. Other single-counter finishes also count.