The object of the game is to move the single white piece (the “ball”) into your OPPONENT'S goal.
The red player is aiming for rows nineteen and twenty (the blue bar); the blue player is aiming for rows zero and one (the red bar).
The system flips the board display for the blue player. This means you're always moving the ball up the screen.
On your turn, you do one of two things.
Place a black piece (a “man”) on any unoccupied location in the field.
Just enter the coordinates for the location: a1 or k14.
You may not place men on rows zero or twenty. (These are considered “off the board.” Only the ball may land there.)
Move the ball by having it jump over men.
Enter a jump as a series of coordinates separated with hyphens: g10-g15, a12-c12-a14-e18-e20, etc.
The ball can jump in straight lines (horizontal, vertical, or diagonal) over unbroken groups of men.
The ball may make multiple jumps like in Checkers.
The ball's path can cross itself, but remember that men disappear as soon as a jump is completed, so a long jump might be split into two smaller ones by the time the ball takes it. c4-f4-d6-d2 will never work, but c4-f4-d6-d4-d2 might.
games/phutball.txt · Last modified: 2007/03/15 22:45 by 141.152.127.21