Kang
Kang Rulebook
Table of Contents
Table of Contents
Components
- 1 game board
- 12 double-sided kangaroo tokens (4 small kangaroos, 4 medium kangaroos and 4 large kangaroos)
- 5 alfalfa tokens
Goal of the Game
You are a coach of a kangaroo team. Be the first to collect 3 alfalfa tokens, the kangaroos' favorite treat. To do this, you need to lead kangaroos across to the opposite edge of the board three times.
Setup
Place the game board, divided into 36 squares, in the center of the table; this is the playing ground for your kangaroos. The players (coaches) sit facing each other. The space outside the board in front of each coach is the starting zone.
Each coach takes 2 kangaroo tokens of each type and places them in the starting zone in front of them (as shown in the picture). Place the alfalfa tokens on the table next to the board. Choose the first player at random. The game begins!
Gameplay
How to move kangaroo tokens
- Place a kangaroo token onto the playing ground by crossing one of the 6 lines in front of your starting area.
- The coaches take turns moving one of their kangaroo tokens so that it crosses the number of lines corresponding to the size of the kangaroo. A player must cross exactly as many lines as his kangaroo is able to.
- After you have placed a kangaroo token on the playing ground, it can leave it only from the opposite end.
Important: During a single move, each line may be crossed only once, but the same square may be used several times.
You have 2 options for a turn
1. Ordinary move
On your turn you move a kangaroo token only across empty squares in any direction, vertically or horizontally (but not diagonally). At the end of your move the kangaroo token must end up on an empty square.
If your token is:
- a small kangaroo, you cross 1 line;
- a medium kangaroo, you cross 2 lines;
- a large kangaroo, you cross 3 lines.
(An example shows the movement of a small, a medium and a large kangaroo.)
2. Jump and/or Kick
If at the end of your move your token stops on a square occupied by another token, you may make a jump or a kick.
Jump
A kangaroo can use a kangaroo standing in its way to cross:
- 1 additional line if it jumped onto a small kangaroo;
- 2 additional lines if it jumped onto a medium kangaroo;
- 3 additional lines if it jumped onto a large kangaroo.
If as a result of a jump your token again ends up on an occupied square, you may make another jump. In this way, with several jumps a kangaroo can cross the whole board to the opponent's side in a single turn.
Kick
If you moved a kangaroo token onto a square with another token, your kangaroo may kick it. It thereby takes its place and sends the other kangaroo's token to a free square. The main thing is that the opponent must be able to play with that token.
You do not have to kick the first kangaroo you meet; you can wait several turns to meet another one. Kicks let you increase future jumps and/or deprive your opponent of that possibility.
(Examples show a kick with a correct and an incorrect movement.)
Which tokens you may move
Important: You may move only those kangaroo tokens that are located closest to you. You may play kangaroo tokens from the first row of squares only when the starting area is empty, or when no token from the starting area can be moved.
Then, when there are no tokens left in the first row or they cannot be moved, you may play only kangaroo tokens from the second row of squares.
Kangaroo tokens do not belong to the coaches. Whenever, after your opponent's move, his kangaroo becomes the token closest to you, you may play it.
When all kangaroos are on the playing board, you MUST play the kangaroo tokens that are closest to you on the board.
How to get an alfalfa token
You may get an alfalfa token by moving a kangaroo token off the board on the opponent's side. To do this you must use only moves allowed by the rules. (Examples show a correct exit, an incorrect exit, entering the board / leaving the board, and an insufficient number of jumps.)
When your kangaroo token leaves the board, you take an alfalfa token as a reward. This token now belongs to the coach who let the kangaroo through to his side, and the coach who received the alfalfa token cannot go past the edge of the board on the opponent's side during his next turn. The kangaroos remaining on the playing ground continue the game from their squares.
End of the Game
The player who is first to collect 3 alfalfa tokens wins.