Race to 50 points.
Take turns moving one pawn. Create legal captures, remove rival pawns, and add both pawn values to your score. The first player to reach 50 points wins immediately.
Forward or sideways. Never backward.
Pawns 2 through 10 move one empty space forward, left, or right. A normal move cannot land on one of your own pawns. Captures use those same directions.
Four ways to make a strike.
Move onto a rival pawn only when one of these number relationships is true. Captures are optional, so you can choose a positioning move when that creates a better plan.
Score both values.
After a legal capture, the rival pawn leaves the board. Add the attacking pawn and captured pawn together. A 7 taking a 3 scores 10; a 4 taking a 7 by Make 11 scores 11.
The One, homecoming, and Sparks.
Pawn 1 can travel in a clear straight or diagonal line until another pawn blocks it, but it still needs Greater, Equal, Make 10, or Make 11 to capture. A pawn that reaches the far edge may use a turn to return to an open home space.
Every completed move gives that pawn one Spark. At three Sparks, choose one of three offered empty spaces—or stay where you are. Portals never capture or score.
Learn by making the move.
Ten short levels teach one idea at a time. You can cancel, revisit completed levels, and continue from your saved progress on this device.
Start with One Step.
No quiz and no long tutorial—your first instruction is one legal move.