General Idea
The name of thie game refers to its goal, making loops, and its procedure, either placing a single man on a vacant cell or moving a 'leaper', which is the top man of a double.

  • The Loops 'n Leaps board is a hexhexagonal hex grid with pillars. There are 37 of them on a base-8 board and 61 on base-10.
  • A 'loop' is closed formation of men of one colour around at least one pillar.
  • The goal is to be the first to enclose three pillars with one, two or three loops.
  • To spice things up leapers, and only leapers, can capture either by replacement or by the custodian method.

Play Loops 'n Leaps interactively

boardRules

  • The game starts on an empty board. Pillars block all placement and movement. All placement is on vacant cells, all movement is along straight lines in the cardinal directions over vacant or friendly cells
  • Each player has enough stones in their colour, black or white.
  • White moves first, Black may swap, turns alternate.
    On his turn a player has the following options:
    • Place a man on a vacant cell.
    • Move a leaper.

Note
Loops 'n Leaps is a totally hot game: there's no sense in passing.

How to get leapers
If a man is placed on a cell that 'sees' friendly pieces along the majority of its cardinal sight lines, then it gets another man on top of it, a 'leaper', indicated by a dot.

The majority of a cell's sight lines means:
  • In three directions for a cell in the inner area.
  • In two directions for an edge- or corner cell.

What to do with leapers: direct capture and custodian capture
Leapers may move along straight lines in the cardinal directions, unhindered by friendly cells. They may land on any vacant cell or on the first cell that holds an opposing piece. This piece, a single or a double, is then removed from the board and replaced by the capturing leaper.
If the leaper lands on a vacant cell and therewith encloses one or more opposing pieces in a straight unbroken line at both ends with its own colour, then these pieces, singles and doubles alike, are removed from the board and replaced by singles of the capturing player.

Completed loops are relatively safe
If a player completes a loop, then all friendly men connected to it are safe from direct capture, but not from custodian capture.

The goal
The first player who on his turn completes a loop or loops around at least three pillars wins the game. This may be one loop around three pillars or three loops, each around one pillar or the 'two and one' division in between. If neither player succeeds then, at the end of the game, the player who has more completely surrounded pillars than his opponent wins. If neither has more surrounded pillars than the opponent, then it's a draw.


How I invented ... Loops 'n Leaps


Loops 'n Leaps © MindSports