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Round 12 of 16

The Flying Phase

📋 What it is

When a player is reduced to three pieces, those pieces may "fly" — jump to ANY empty point, not just adjacent ones.

🗣️ Coach says

A comeback rule: once you're down to just three pieces, they can FLY — move to any empty point on the board, not only adjacent ones. This gives a nearly-beaten player a fighting chance to make surprise mills. (Some strict rule sets skip flying — know which you're playing.)

🧠 Memory hook

Down to three? Your pieces can jump anywhere. A last-chance escape hatch.

😂 Giggle

Why is blocking a near-mill so smart?
Because two-in-a-row is a warning you can stop before it becomes three!

😲 Whoa!

The flying rule was added to give the losing player hope — without it, being reduced to three is almost always a loss, so flying keeps the endgame tense.

✅ Quick check: What special power do your pieces gain when you're down to exactly three?

Say your answer out loud first — then reveal.

🧪 Try it! (2 minutes)

Play until one side has three pieces, then use "flying" to jump one to a surprise mill spot.

⭐ Do the round to earn your star →
🤸 Brain break: Fly-jump: leap one hand across the whole board — a flying move from three pieces.