The Rules of Emergo

Section [4]: Draw.

The following situations constitute a draw:
>>>A player has at least one man in hand but cannot legally enter, meaning that he cannot but put himself under attack, while not under attack.
>>>A player has at least one piece on the board and none in hand, and cannot move.
>>>3-fold repetition of a position with the same player to move.
>>>Mutual agreement.
The first two situations don't have any practical implication. The third has implications in some endgames with very few (& consequently very high) pieces.
A beautiful alas very rare implication of Emergo's way of capture leads to the 'instant 3-fold' of diagram 4. Normally one wouldn't look at it twice: with seven of his men buried deep, white has no chance. One would think ...
However, this position is also a composition, and white moves: 1.f5e4-df3x, 2.e65!!
Black must capture after which white must capture after which .... well, look for yourself. The sequence ends formally in 3-fold.

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Diagram 4

This six men round dance is sometimes used in combinations, where it is known as the 'boomerang'. It may go round two thirds or more of its track, before hitting a piece. Such an involvement of course breaks it up.

These were the rules. Now you know how to play Emergo ... almost.

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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