The Goal:
Start at the hexagon outlined in yellow and finish at the F.

The Rules:
You must exit a hexagon on the same side of the solid center line that you enter.

 

 


The number in the hexagon indicates the number of steps you must make in your next move. Use the number on the same side of the solid center line as your entry point; ignore the number on the opposite side of the line.


Each move must travel in a straight line. Starting from the 2 in the example, the move to the 1 is legal, while the move to the 3 is illegal.

 

 

 

Ignore the contents of the hexagons you jump over, whether they have lines and numbers, or are blank. All hexagons, including blank ones, count in computing jumps. You cannot land on the blank hexagons.

 

 

Last updated: May 26, 2003
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