Object: to advance a stone into the opposite goal. Blue (stones marked 'O') moves first with a goal square of f14. Red (stones marked 'X') moves second with a goal square of f1. Turns alternate. A stone may either move to any adjacent (orthogonal or diagonal) empty space or may make a jump or a series of jumps. A jump is over any stone (friend or foe, orthogonal or diagonal) landing on the opposite empty space. A player may make multiple jumps on the same turn, may change direction after each jump, and may mix jumping enemy and friendly stones but may not move or jump into the goal the player is defending. If after a move is completed the set of ALL stones consists of two or more disconnected groups then some stones will be eliminated as follows: - First the monochrome groups will be eliminated;
- If this leaves no stones on the board, then the moving player loses*;
- From the remaining (mixed) groups, all groups apart from the biggest group will be eliminated;
- If that leaves two or more biggest groups of same size the moving player loses*.
The Zillions version of Scala works best in a human vs human game. Please see the Strategy notes. * This differs from the original board game which did not allow such moves. It codes better in Zillions this way and effectively prevents such a move. Graphics by Keith Carter. This file was developed to help Keith track games being played in an email tournament that used ascii board diagrams. The scale of the graphics were designed to match the scale of the ascii diagrams. More freeware as well as real puzzles and games at my home page http://karl.kiwi.gen.nz. |