Kanin-Dam

Pussel📱 Funkar i mobilen

Spela dam mot ekorren Nutmeg! Flytta dina kaniner diagonalt, hoppa över ekorrarna för att slå dem och nå sista raden för att kröna en dam. Välj Lätt, Medel eller Svår, eller dela brädet i läget för 2 spelare — med ångra, tips och tvingande hopp som lyser upp så att du aldrig missar ett.

Om Kanin-Dam

Bunny Hop Checkers is the classic board game of checkers, also called draughts, played on a picnic board in a clover meadow. You move the cream bunnies from the bottom of the board; Nutmeg the squirrel plays the russet squirrels from the top. Every piece is a round checker with a face, and it really hops from square to square.

Play against Nutmeg on Easy, Medium or Hard, or switch to 2 Players and share one screen. The rules are standard American checkers: an 8×8 board and 12 pieces a side.

Så spelar du

  1. Pieces live on the green squares. A bunny hops one square diagonally forward onto an empty square. Tap a bunny and its landing spots glow.
  2. Capture a squirrel by jumping over it onto the empty square right behind it. If the same bunny can jump again from where it lands, it must keep going. Jumps are mandatory: when one is waiting, the pieces that can jump get a pulsing amber ring and nothing else may move.
  3. A bunny that reaches the far row is crowned a king. Kings wear a gold crown and can hop and jump backwards as well as forwards.
  4. You win when the other side has no pieces left or cannot move. A match is a draw if the same position comes up three times, or after 40 moves each without a capture or a move by an uncrowned piece.
  5. On Easy a capture scores 10, then 20 and 30 for the next jumps of the same move; a crowning scores 30; a win scores 200 plus 20 for every bunny you still have, and a draw scores 50. Medium doubles every point and Hard triples it.
  6. You have three hearts. Losing a match, or giving one up after your first move, costs a heart; winning gives one back. The game ends when the last heart is gone. In 2 Players there are no hearts and no score.

Kontroller

Tangentbord
Click a bunny, then a glowing spot, or drag the bunny there. The arrow keys move a cursor and Space or Enter picks a piece, then its landing square. U takes back your last move, H shows a hint and N starts a new match.
Pekskärm
Tap a bunny, then a glowing spot, or drag it there. In a multi-jump, tap each landing spot in turn. Undo, Hint and New sit by the board; the button next to the hearts switches between Easy, Medium, Hard and 2 Players.

Tips

  • Keep the bunnies on your back row at home as long as you can: a squirrel cannot be crowned while those squares are full.
  • Before every move, check whether the square you leave lets a squirrel jump. A bunny with a friend right behind it cannot be jumped.
  • Because jumps are mandatory, you can offer one bunny to pull a squirrel out of place and take two in return.
  • You get three undos and three hints per match: save them for the moment a double jump appears against you.

Fler spel