Any piece may hop over an adjacent friendly piece to the empty square just beyond it, instead of stepping. No capturing on the hop, and no chaining multiple hops in one turn.
If any capture is available anywhere on the board for the side to move, a capturing move becomes the only legal option — checkers-style.
A Guard can step or hop forward or sideways, but not backward toward its own home rank (backward captures are still allowed). Reaching the far row permanently frees a Guard to move any direction, like a king in checkers. The Queen is always unaffected.
Whenever one of your Guards reaches the opponent's home rank, one of your previously captured Guards returns to an empty square on your own home rank. The crossing Guard stays exactly where it is. Each Guard can only trigger this once.
Each side gets 2 extra pieces, shown as small squares, on the outer ends of the home row. A Jester moves exactly like a Guard, but it can never capture anything, and nothing can ever capture it — an enemy piece can't step onto its square, capture it, or hop over it. It's a permanent roadblock you can also reposition. Jesters are also springboards: your Guard or Queen may hop over its own Jester to capture the enemy piece just beyond it (normal capture rules apply).
The original rules: the only way to win is to capture the enemy Queen, and a Queen reaching the far row is just another move. If both sides are reduced to a bare Queen, the game is a draw. Games run longer and end in more draws.
After your opponent moves, a red ring briefly pulses around each of your pieces that could be captured on their next turn. Works against the computer and in two-player games.
Shows a Back button above the board. Against the computer it takes back your last move and the computer's reply; in a two-player game it takes back one move. You can step back as far as the start of the game, and even undo a finished game (its result comes off the scoreboard).