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CMYK

CMYK 2005

Design Daniel Solis Publisher (Web published)
6.0 /10
BGG rating
4
Players
8
Age

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About the Game

A four-player Chines Checkers variant that uses four-sided dice (most famous for use in some role-playing games) as pieces. The number indicated by a dice shows how far it can move or jump.

Whoever moves all of their pieces to the corner opposite to where they started wins.

RULES:

What you’ll need • A chess board • Each player needs ten 4-sided dice. (Preferably the kind with the numbers located at the corners so they are easily viewed when surrounded by other dice.)

Setup The game begins with the board in the formation shown in the image in the gallery here.

Each player has their dice arranged in the corners of the game board. On your turn, you can use one piece. That piece can either MOVE or JUMP.

Moving Move a piece either vertically or horizontally. No diagonal movement. A 4 can move four spaces, a 3 three spaces, 2 two spaces and 1 one space.

Jumping Alternately, you can jump over an adjacent piece vertically, horizontally, or diagonally, as long as the landing space is empty.

You can jump over a number of pieces up to the digit on the jumping piece. (A 4 can jump over up to four pieces, 3 up to three pieces, 2 up to two pieces and 1 over one piece.) If you’re jumping over multiple pieces, they must be in a straight horizontal, vertical or diagonal line.

You can jump as many times as you wish in this manner as long as you don’t land on the same space twice.

Finally, a piece cannot jump over a piece of higher value. A 1 can’t jump over a 2, 3, or 4. A 2 can’t jump a 3 or 4. A 3 can’t jump a 4. However, a 4 can jump over anything.

Victory Whoever moves all of their pieces to the 10 starting locations on the opposite corner of the board wins. They may be in any arrangement of pieces. They need not be in the exact starting arrangement from the beginning of the game.

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BGG ratings
3
BGG data
refreshed Sep 5, 2026