Jumpin was published by Minnesota Mining and Manufacturing Company in 1964.
This game is played on an empty 11x6 square board with the following setup:
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Goal
A player who first gets all of his stones to the opponent's initial position, wins.
Move
Each stone may orthogonally (no diagonals) jump over one or more line of stones (of either color),
as long as there is an empty cell to land).
Multiple jumps with the same stone are possible in the same turn.
A stone cannot simply move to an adjacent empty cell.
It is like a Halma, but Jumpin makes an interesting change to the rule of movement.
Pawns may not move except by jumping
a jump consists of leaping over a single stone or an unbroken line of stones,
in any orthogonal direction.
The game have the same problem as Halma: a player can force a draw by refusing to move one stone.
The rule proposed by Sid Sackson for Halma can be used here:
a player wins when his enemy's home area is fullly occupied and contains at least one of his own pieces.
This rule makes the game proceed exactly as it does when both players play fair.