BASIC GAME PLAY SETUP
-DRAUGHTNAUTS™ is set up just like a standard game of checkers. Each player lines up their pieces with three rows of 4, placing each piece on every other space.
-Each player takes turns moving one piece forward at a time to a space diagonally adjacent to its current position.
JUMPING A PIECE
-A player can jump a piece--remove it from the board--if the opponent's piece is diagonally adjacent to the piece in movement. The jumped piece is removed from play and the moving piece skips that spot to the next diagonally adjacent, in-line spot.
-If a player is faced with the opportunity to jump an opponent’s piece at the beginning of their turn, they must jump that piece or chose which piece to jump if multiple opportunities are present.
-Multiple jumps can occur during one piece’s move as long as an opponent's piece is in a diagonally adjacent spot to where the moving piece lands and has an open spot to jump into. Jumps must continue until the moving piece has no open spaces to jump to. Only Crowned pieces can perform multiple jumps in either direction.
-Whenever a piece makes it to the opposite side of the board’s last row (Crowning Row) it will be considered “Crowned”. Add the Crown Power-Up to that piece. This piece can now move backward and forward on the board. Rules for jumping still apply.
-A player is considered victorious when all of the opponent’s pieces have been removed from play.
ADVANCED PLAY (with POWER-UPS)
-DRAUGHTNAUTS™ can be played with additional Power-Up abilities in addition to Crowning.
-During setup, each player designates a Power-Up to a movable space at the opposite end of the board on the last row (Crowning Row). 1x Power-Up per space.
-Game play is the same as basic game play until a piece becomes Crowned. After becoming Crowned, the piece also picks up the associated Power-Up with that Crowning space.
-Each Power-Up grants an additional ability to the Crowned piece:
Any Crowned piece with a SWORD can move twice in any direction. A second move can be made after jumping an opponent’s piece.
Any Crowned piece with a SHIELD can stay in play after being jumped. Your opponent’s piece will still complete its move. The SHIELD Power Up is removed from play after being jumped.
Any Crowned piece with a CANNON can jump an opponent’s adjacent piece without moving spaces. (If you are forced to jump during your turn with this piece you can either use the CANNON or perform a standard jump)