Forte
Michael S. Steer , Willis P. Carpenter , Garrett J. Donner (1981)
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The better you do, the tougher it gets! The board is a 6×6 grid with pathways between and outside the grid points ("forts"). At either end of the board, the starting spaces abutt the seven pathways. The object of the game is to form a row of four contiguous forts, horizontally, vertically, or diagonally. You move a "knight" by entering one of the four surrounding pathways (there is only one possible pathway when the knight is in a starting position), sliding along it in a straight line as far as you wish, then hop off the pathway into an adjacent empty fort. You must use one of the four "outside" knights to open the game. Upon winning a "joust", you mark the win using a knight, so you’re handicapped for the next jousts. The first player to win 3 jousts wins the game.
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