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Happy GamesGAME GUIDES

How to Link Jumps in Corners

In Corners, a small step can prepare a much longer move for another piece. The trick is to notice both the occupied squares you can jump over and the empty squares where you can land. The Happy Games demonstration shows that idea with a route from the back of White's starting camp.

Understand what makes a legal jump

Classic Corners uses horizontal and vertical movement on an 8×8 board. You can step into an adjacent empty square, or jump over an adjacent piece into the empty square immediately beyond it. Diagonal movement is not part of this mode.

Either colour can provide the piece you jump over. Nothing is captured or removed, so a useful arrangement can help more than one piece travel. A move may contain several consecutive jumps by the same piece, provided every landing is legal and empty. Plan the intermediate landings as carefully as the destination.

Prepare the route with e3 to e4

The demonstration uses the 3×4 layout, with twelve pieces on each side. White starts by moving the piece on e3 one square forward to e4. This creates two useful changes: e3 becomes an empty landing square, and e4 becomes a piece that another white piece can jump over.

Black then moves from d6 to d5. This is the reply shown in the example, rather than a prediction of what every opponent will play. After each opposing move, check the board again: a route you planned earlier may have changed.

Trace e1 through e3 to e5

White can now bring forward the piece on e1. Its first jump passes over the friendly piece on e2 and lands on e3, which the opening step cleared. From e3, the same moving piece jumps over the friendly piece on e4 and lands on the empty e5 square.

The complete route is e1 → e3 → e5 in one turn. The pieces on e2 and e4 stay where they are. Black's piece on d5 also stays in place; it is not involved in this vertical route. The example finishes with play still in progress, after showing how one prepared step helps a rear piece advance.

Check the camp boundaries

Movement has an additional restriction around the camps. Once a piece leaves its starting camp, it cannot return. Once it enters the opposite camp, it can move within that camp but cannot leave. A tempting route must respect those boundaries as well as the empty landing squares.

Your goal is to bring the whole team into the opposite starting camp. A long jump is useful when it helps that plan. Before moving a supporting piece away, check whether a piece farther back still needs it to get across.

Look for the next useful step

When no long route is ready, look for a short move that creates one. Ask which landing square needs clearing, which piece could provide the next jump, and which rear piece would benefit. Replay the demonstration with those questions in mind: the important preparation happens before the two jumps begin.

PUT THE IDEA INTO PRACTICE

Follow the moves yourself.

CornersGuided demo
01 / 03Select the highlighted spot or “Next move”
TRY IT NOW

One little move.
Now you get it.

Make room for a jump: move the white piece from e3 to e4.

A quick example of how the game works. Full games and friend invitations are in Telegram.

HAPPY GAMES IN TELEGRAM

Ready to try it in a game?

Open Happy Games in Telegram and choose Corners.

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