The grand crossing
Every one of your marbles must end up in the house diagonally opposite the one it started in. The first player to fill it has won.
Nothing is captured and nothing is ever taken off the board — this is a race, not a fight.
A SMALL MOVE. A GRAND CROSSING.
Step, leap, and connect the dots. Race your marbles into the opposite corner — no captures, just clever crossings.
Every one of your marbles must end up in the house diagonally opposite the one it started in. The first player to fill it has won.
Nothing is captured and nothing is ever taken off the board — this is a race, not a fight.
On your turn, move one marble. A step puts it on any of the eight squares touching it, as long as that square is empty.
Straight ahead, sideways, or diagonally — every direction is open.
A leap jumps over any single marble — yours or your opponent’s — onto the empty square directly beyond, in a straight line. You may leap again, and again, as far as the position allows.
One turn, one marble, any number of leaps. You cannot jump two marbles at once, and you cannot land part way.
A marble that has reached the far house may move within it, but may never leave it again.
The classic table is 16 × 16, with 19 marbles in each house. You can also choose a 12 × 12 or 20 × 20 board; the camps adjust to the size.
On smaller screens, use the board’s 1.5× or 2× buttons, swipe to explore, and tap Fit to see the whole table.
YOUR FIRST MOVE IS WAITING