eykossTM rules |
see also: eykossTM moves |
see also: eykossTM playing field |
see also: eykossTM notation |
The four players each take turns in an agreed-upon order. In each turn, the player moves one man to a space that is not occupied by one of that player's men. If the space is occupied by one of another player's men, the other player's man is "rescued," or "captured" (each player may use whatever metaphor they like). The rescued or captured man is then taken off the playing field. |
The object of the game for each player is to have all of the other players's kings taken. The player whose king remains on the playing field when the other three kings have all been taken is the winner. |
When a player's king is taken, that player is eliminated and no longer plays. All of that player's other men that are still on the playing field remain where they are unless and until they are rescued or captured. |
Unlike in chess, when a player can take another player's king, that player is not required to do so. Therefore, unlike in chess, there is no such thing as checkmate, and as already mentioned, a king can be taken off the playing field. And also, unlike in chess, a player is allowed to move the king into check (i.e., to a space where the king can be taken). If a player resigns (i.e., stops playing), then even that player's king remains where it is unless and until it is rescued or captured. |
USEF@eykoss.com
(All descriptions and illustrations herein are reproduced by permission of and in affiliation with and are copyright 2007-2023 by the Federation Internationale de Eykoss: Intl@eykoss.com) 917-238-7904 U.S. Eykoss Federation 10 Minto Court Centereach, NY 11720 http://eykoss.com The U.S. Eykoss Federation affiliates itself with the Fuller Knowledge Alliance. |
|