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Rondo has a three-fold objective.
A player wins by:
  • connecting the inner and outer circle, or
  • forcing the opponent into a 'perpetual jump' on a circle, or
  • blocking the opponent completely.

Diagram 1 shows the initial position. There are two players, black and white, who alternate turns. On his turn a player must move one of his men. White starts.

If not obliged to 'jump', a player must move one of his men to an adjacent vacant cell.
For white the move must be:
  • clockwise or outward or clockwise-outward, as shown in diagram 2.

For black the move must be:
  • anticlockwise or inward or anticlockwise-inward, as shown in diagram 2.

If the player to move is in a position to jump, he must do so. Jumping always takes place on one circle, clockwise for white, anticlockwise for black. The jumps are draughtslike, but no pieces are captured. A multiple jump must be completed. Majority jumps have no precedence.
Diagram 3 shows a white man that must make a double jump, and a black man that must make a single one. Neither may jump in the opposite direction. If a player gets trapped in a perpetual jump over six men, he has lost.

If a move completes a connection between the inner- and outer circle, the player wins. The connection may have any number of men, but must follow the players' direction of play: clockwise-ouward or, which is the same, anticlockwise-inward, diagonals included.
Diagram 4 shows two identical 5-men connections, one white and one black. The black chain at the bottom is not a connection, because the two marked men are not connected: neither white nor black has a legal move from the one cell to the other.

How I invented ... Rondo
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