General
The board is 16 squares wide and 14 squares tall, with the billabong (lake) in the center and the stream as the start/finish line.
The board is 16 columns (x: 1–16) by 14 rows (y: 1–14). Coordinates are written as x,y with origin (1,1) at the upper-left corner and (16,14) at the lower-right. The billabong occupies the central region of the board. The stream flowing into the billabong serves as the shared start/finish line for the race.
General
Coordinates are (x, y) with (1,1) at the upper-left, following graphical (not mathematical) convention.
Every square is identified by a coordinate pair (x, y). x increases left to right (columns 1–16) and y increases top to bottom (rows 1–14). This mirrors a graphical coordinate system: (1,1) is the upper-left corner, (16,14) is the lower-right corner. Move notation always uses x,y format.
General
Lowercase letters (r, g) denote kangaroos that have not yet crossed the start line; uppercase (R, G) denote kangaroos that have crossed it.
Kangaroos are represented by letters indicating their color and race status. 'r' or 'R' = Red kangaroo; 'g' or 'G' = Green kangaroo. A lowercase letter means the kangaroo has NOT yet crossed the starting line. An uppercase letter means the kangaroo HAS crossed the starting line and is actively racing around the billabong.
General
Each player controls exactly five kangaroos of their color (Red or Green). There is also one black referee kangaroo.
There are two players. One controls five Red kangaroos, the other controls five Green kangaroos. Additionally, there is one black referee kangaroo that belongs to neither player and is used exclusively as a placeholder during jumping sequences.
Setup
Before movement begins, players alternate placing one kangaroo per turn on any vacant square until all 10 kangaroos are placed.
To set up the game, players take turns placing their kangaroos one at a time. On each placement turn, a player places exactly one of their own kangaroos on any vacant square anywhere on the board. Players alternate until all five Red and all five Green kangaroos have been placed (10 placements total). Kangaroos do NOT have to start near the starting line. After all placements, Red takes the first movement turn.
Turn structure
Red moves first once all kangaroos have been placed.
After the placement phase is complete, the Red player takes the first movement turn. Players then alternate turns for the remainder of the game.
Turn structure
A player may move exactly ONE of their kangaroos per turn.
Each turn a player selects exactly one of their own kangaroos and either walks it or performs a jump sequence with it. A player cannot move more than one kangaroo in a single turn. Once a jumping sequence has begun (referee placed), the player is NOT allowed to switch to moving a different kangaroo.
Movement
A kangaroo may walk one square in any of the eight directions to a vacant square.
A walking move consists of moving the chosen kangaroo exactly one square in any direction: horizontally, vertically, or diagonally (8 possible directions). The destination square must be vacant (not occupied by any kangaroo). The turn ends immediately after the single-square walk. Walk notation: 'W x1,y1 x2,y2' where (x1,y1) is the source and (x2,y2) is the destination.