If the Fox fails to take a Goose when it is in a position to do so, then the player of the Geese may return one taken Goose to any cup level with his back row. The Fox can make a series of jumps at any one time and hence remove a number of Geese. The Fox may take a Goose by jumping over it provided, of course, that the cup behind the Goose is empty. The Fox may move forwards, backwards and sideways, and, by prior agreement, diagonally. The Geese may only move forwards or sideways one cup at a time. The object of the game is for the Geese to block the Fox so that it is unable to move or for the Fox to capture the Geese so that there are too few of them to trap the Fox. The figure shows the layout of the marbles for the start of the game. The highest score obtainable is 103 points. The game is won if all the cards are removed with only one card left. The cards jumped are automatically removed. If you have purchased one of our assorted boards then use 17 marbles of assorted colours and 1 contrasting colour so it stands out and you can identify this marble as the fox. The cards may be jumped along a horizontal or vertical line. As the name implies, the port feeding lines implemented by common microstrip lines (MLs) are arranged in Plane H and. 17 of one colour (called Geese) and 1 of a different colour (called the Fox). In a paper by Beeler and Hoilman, the traditional game of peg solitaire is generalized to graphs in the combinatorial sense. 1a, it chiefly comprises two planes and three ports, namely, one horizontal feeding plane (Plane H), one vertically mounted plane (Plane V), one input (Port 1 with Z S), and two outputs (Ports 2 and 3 with Z L).
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