An ancient Hawaiian strategy game, simple to learn and deep to master. The board fills with black and white stones in a checkerboard. On your turn you leap a stone straight over a neighbouring enemy stone into the empty square beyond, capturing it — and you can chain jumps in a line. There are no diagonal moves and no quiet moves: every turn is a capture. When a player has no jump left, they lose. Beat the AI again and again — it sharpens with every win.
The 6×6 board starts completely full, with dark and light stones alternating like a checkerboard. You play the dark stones; the AI plays the light ones.
The game opens with two removals. First you take one of your own stones off the board — tap one of the highlighted stones in a corner or the centre. The AI then removes one of its stones next to that empty square. These first gaps are what you jump into.
From then on, every move is a jump. Tap one of your stones and the squares you can jump to light up green. A legal jump goes straight up, down, left, or right: you hop over a single adjacent light stone into the empty square directly beyond it, and that stone is captured and removed. Diagonal jumps are not allowed.
If, after landing, the same stone can immediately keep jumping in the same straight line over another light stone, you may continue — tap a further green square to take several stones at once. You can also stop after the first jump.
You cannot move without capturing, and you cannot pass. The moment a player has no jump available anywhere, the game ends and that player loses. Win to extend your streak; each win raises the AI's search depth, so it plays harder the further you go.
Mobility is everything. The loser is whoever runs out of jumps, so the real goal isn't to grab the most stones but to keep your own moves open while drying up the AI's. Sometimes the strongest move captures only one stone yet leaves you with several follow-ups.
Watch your edges and corners. Stones in corners and along the rim have fewer directions to jump, so they get stranded easily. Try to keep some active stones near the middle where they have room to work.
Think about the square after you land. A jump that drops your stone where it has no future move can leave it as dead weight. Before committing, picture where you end up and whether you'll still have a reply on your next turn.
Don't always take the longest chain. A multi-capture looks great, but emptying a whole line can hand the AI fresh landing squares — or strand your own stone at the far end. Count moves, not just captures, especially late in the game when only a few stones remain.