The Rules of Emergo

Section [3]: More about entering, movement.

Diagram 3 illustrates capture in the entering stage: black, to move, may not put himself under attack, but he may attack. His general reasons to do so can be found under [Strategy of the entering stage]. In this example black does not attack very smart. White, released from the second condition for entering by black's very attack, takes over by 'feeding' black four men and capturing the single guard.

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Diagram 3

White has build a piece of four which is quite strong because it must be jumped four times to be eliminated, and it will itself make captures in the process. The drawback of having men captured by a strong (or indeed any) piece is that they cannot assist in their own liberation. Black's meager compensation lies in the fact that after his last capture white must enter in a position with six white men and five black men on the board. This means that if no further captures take place in the entering stage, black has a shadowpiece of two.
>>>Movement: If the player to move cannot make a capture and does not have any men in hand, he must move a piece to an adjacent cell. There are no restrictions except that the cell must be vacant.
>>>Draw: A player wins by capturing all the opponent's men. If neither succeeds the game is a draw.


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The rules of Emergo

Section [1]: Board, pieces, stages, capture
Section [2]: More about capture, entering
Section [3]: More about entering, movement
Section [4]: Draw