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Triangle jump solitaire: rules and printable materials

Jump one neighboring counter into an empty hole, removing the jumped counter each time.

Players
1–4
Plan for
12–20 minutes
Bring
Fifteen-hole triangle board, 14 paper counters and move log

Fill all but hole 1

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.

Jump along one straight line

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.

Worked first moves

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.

Try before using the route

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.

Stop and compare methods

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.

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.

Triangle board · leave 1 empty

Start 14 counters on 2–15. Jump exactly one occupied neighbor to an empty hole, removing the middle counter.

123456789101112131415

Fourteen counters and move log

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MoveFromOverTo
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Checked route · keep separate

MoveFromOver removedTo
1421
2654
3136
4742
51063
61285
71396
8259
93610
1015106
116913
12141312
13111213

Ends with one counter at 13. Other single-counter finishes also count.

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