Rules of the Game - Abalone
Starting Position:


Aims of the Game:

To push six of your opponent’s marbles off the edge of the game board.


Rules of the Game:

After tossing for colors, Black plays first.


Rules of movement:

·        On each turn, you are allowed to move one step with one, two, or three marbles.

·        One marble may move in any direction.

·        Two marbles may move forwards,  
         backwards, and laterally. For an inline  
         move, gently push the back marble 
         against the front marble.
        Three marbles may move forwards, 
         backwards, and laterally. For an inline
         move, gently
         push the back marble against the other
         two ahead of it in line, or shift the marbles broadside
         for a lateral move.


Rules of pushing your opponent's marbles:

·         You may only push your opponent's marbles when you have a numerical superiority (i.e.,  
          when the marbles doing the pushing outnumber the opponent’s marbles being pushed)

·         Pushing may be performed with either two or three marbles:

o       Two marbles may push one marble

o       Three marbles may push one marble

o       Three marbles may push two marbles

Rules of the Game – Quoridor

Starting Position:


Aim of the Game:

To be the first to reach the opposite side of the board.

Rules of the Game:

The game is intended for two players.

Starting Position: Each player has 10 barriers placed behind the first row, and each player’s game piece is placed in the center of the first row. Flip a coin to decide who begins.


1.    Move options: On each turn, the players may choose
       between two move options:

a)   To move the piece one square forward, backward, or laterally. (Diagonal moves are not allowed.)

b)   To place a barrier on a vacant line on the board. A barrier is placed either horizontally or vertically in such a way that two squares are blocked.


2.    The Fair Play Rule: When placing a barrier you are not 
       allowed to create a position whereby all possible routes  
       are closed off. You may extend the route but not block it

   3. Face-to-Face: When the two pieces confront each   other face-to-face on the board (i.e. occupy adjacent squares), the player whose turn it is to move may jump over the opponent’s piece and land on the square directly behind it. If there is a barrier behind the opponent’s piece, or that piece is on the last row of the board, the player whose turn it is to move will jump diagonally and land in the square to either side of the opponent’s piece.



Rules of the Game – Checkers

Starting Position:

Aim of the Game:

To reach a position whereby your opponent’s pieces cannot move at all or have all been captured.

Rules of the Game:

  1. The pieces may only move diagonally, one square forward (only on the dark squares).
  2. When two opposing pieces confront each other, the player whose turn it is to move must capture (on condition that the square behind the opposing piece is vacant) by jumping to land on the vacant square behind the captured piece, removing it from the board. The players are also required to capture backwards! You must always make a capture whenever possible, and the concept of a “burnt” piece (i.e., a piece which is removed for not having made a capture) is not applicable.
  3. If there is a possibility for a multiple capture, the player must capture  

    every possible piece in the chain.
  4. If two (or more) multiple captures are possible, the player is obliged to make the longest chain capture.
  5. A piece that reaches the last row is crowned a “King.” This is indicated by topping it with another piece of the same color.
  6. A King can move any number of squares diagonally without restriction.
  7. A King can make chain captures and land on any vacant square it chooses along the diagonal. It does not have to land on the square directly behind the captured piece but may land anywhere along the diagonal.
  8. If a King makes a capture and has the possibility of landing on a square that would enable an additional capture, he is obliged to do so.
  9. During a chain capture, if a piece reaches the opposite edge of the board (opponent’s first row) it becomes a King, and if possible continues its chain jump as a King during the same turn, according to the King capture rules.


Rules of the Game – Octi

Starting Position:

Aim of the Game:

To be the first player to move one of your pods into your opponent’s “home base” – the four centermost squares in the player’s second row, marked on the Octi game board.

Rules of the Game:

  1. Each player has 4 pods and 12 prongs. Prior to the start of play, the player sets up all four pods, without prongs, on the home base squares. The arrow marked on the pod must face straight ahead (towards the opponent’s home base).  On each turn, a player may move his/her pod one square or insert a prong in one of the pod’s eight holes. A pod cannot move without a directional prong inserted.
  2. A player may move a pod only in the direction that a prong points.
  3. A pod may jump over a friendly or opposing pod and land on the vacant square behind it, on the condition that the pod has a prong oriented in the direction of that move.
  4. A pod may make chain jumps on condition that the appropriate prongs are in place and that it doesn’t jump over the same square twice in the same move.
  5. A pod that jumps over an opposing or friendly pod may although is not obliged to  remove that opposing pod from the board, take its prongs, and use these on subsequent turns for the duration of the game




Home | The Mind Group Lab | Photo Gallery | Previous Olympics | News | Cascais 2011 | The Mind Olympics
Copyright © 2007 Mind Lab Group Ltd. All rights reserved