Mad Rooks is a two-player game. The 8x8 board is initially set up with 32 red and 32 blue checkers in an interspersed pattern. The two players, Red and Blue, take turns moving checkers of their own color, one move per turn, starting with Red. Passing is not allowed.
To win you must kill all enemy checkers. Draws cannot occur.
PlayThe checkers move something like Chess rooks. In particular, if your checker is on the same row or column as an enemy checker, either adjacent to it or separated by one or more contiguous empty squares, you can remove the enemy checker and replace it with your own said checker.
If your checker is in position to kill, you can only use it to kill. You can’t move it somewhere without making a kill.
If you move a checker that is not in position to kill, you can only move it to engage the enemy. That is, you must move it (along a row or a column of one or more contiguous empty squares) to an empty square that’s in the same row or column as an enemy checker, the two checkers being either adjacent or separated only by empty squares.
Killing is not mandatory. If you can move an unengaged checker to engage the enemy, you can do that instead.
If a checker can’t be moved to kill or to engage, then it can’t be moved. As long as you have checkers on the board, though, you will have a move available.
Abstract Strategy · Pattern Movement, Pattern Recognition, Square Grid
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