Strategy guide

Jumps and face-offs

When two pawns meet, one of them gets a free square. Knowing which one decides a lot of games.

In short

  • A straight jump moves a pawn two squares in a single turn.
  • In a face-off, the pawn that steps in first can hand its rival that jump. In the example below, a level 5–5 race became 4–3 against the player who stepped in.
  • A wall or the edge directly behind you turns their jump into a diagonal one, which gains nothing.

A jump is a free square

A normal step moves a pawn one square. A straight jump over your rival moves it two. In the move list a jump is written with a J, like Je4.

That extra square counts like any other step in the race. When the two pawns are about to meet, count the jump for whichever side will get it.

The face-off

Here is a level race. Amber on e4, heading up, and teal on e6, heading down, each need 5 steps, and it is amber’s move. Amber is ahead, because it moves first.

1. Level at 5–5, amber to move. 2. Amber steps to e5, in front of teal. 3. Teal jumps over to e4 (Je4).

After the jump, amber needs 4 steps and teal needs 3, with amber to move. Amber is now one step behind. Stepping in turned a lead into a deficit.

The same face-off, the other way round

Give teal the move in the same position. The race is level at 5–5, and teal moves first, so this time teal is ahead.

1. Level at 5–5, teal to move. 2. Teal steps to e5, in front of amber. 3. Amber jumps over to e6 (Je6).

After the jump, amber needs 3 steps and teal needs 4, with teal to move. Teal stepped in and handed over the lead, exactly as amber did before. The rule is the same for both colours: the first pawn to step in loses the tempo.

So who steps in?

Neither player wants to. Whoever steps next to the other gives them the jump.

That is one reason walls are often played when two pawns are two squares apart. A wall is a move that doesn’t commit your pawn. If the wall also gains you a step, you have made progress and left your rival with the choice: step in, or place a wall of their own.

When a wall stands behind you

A straight jump needs a free square behind the pawn being jumped. If a wall or the edge is there, the jump is only possible diagonally.

Amber on e5 has a wall directly behind it. Teal can’t jump straight over, so its jumps go to the sides (written Xd5), which gain nothing over a normal step.

If you arrive next to your rival from the side, with a wall behind you, you can stand there safely. For the full jump rules, see how to play.

Before you step next to your rival

  1. Look behind you. Is there a free square for them to land on? If not, their jump is only diagonal.
  2. Count the jump. If they can jump, add the extra square to their route and compare again.
  3. Find a waiting move. A wall that costs you nothing can let your rival be the one to step in.

Questions

Can I jump over a wall?

No. A jump only goes over a pawn, and a wall always blocks it. You can’t jump if a wall lies between you and the pawn, or between that pawn and the square behind it.

What if my rival is on the edge?

If the edge is directly behind your rival, you can’t jump straight, but you can jump diagonally to either side of them.

Does a diagonal jump gain a square?

No. A diagonal jump moves you one row forward and one column across, the same progress as an ordinary step. Only the straight jump gains a square.

Is it ever right to step in first?

Yes. If your rival cannot jump you (a wall or the edge is directly behind you), or if you are far enough ahead that giving up a square doesn’t matter, stepping in is fine. Count first.

Practise face-offs against the computer, or read wall patterns.

Next guideWhen to wall and when to raceThe count that decides every turn.

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