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Jumps. Keep one peg going.

Choose a peg, then a hole two along with a peg in between. The peg you jump over comes off. Finish with one peg left.

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How to play and save

Choose a peg, then choose the empty hole two places beyond it with a peg in between. The peg you jumped over is taken off the board. A triangular board allows six directions and a square one four; the board is finished when a single peg is left.

Every jump takes exactly one peg off, so a finished board always uses the same number of jumps and no two players could differ on it. What you can differ on is moves: a peg that lands beside another peg may jump again, and a run of jumps by one peg counts as one move. The board says so while the run is open.

Some boards mark the hole the last peg has to be left on, drawn with a dotted ring. On those a board can come down to one peg and still not be finished. Nothing here is lost: when no peg can jump, the board says so and Undo takes a move back.

Tab reaches every hole; arrow keys move across the board, Enter or Space chooses a peg or a hole, and Escape clears your choice. Undo takes back a jump. Reset starts this board again; Next puzzle begins a new attempt on the next board.

Each board shows its par, the fewest moves it can be finished in. A finished board earns 100 points at par, less 5 for each extra move, down to 20. Undo takes back the board, never a move already counted, so the count you see is the count that is scored.

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