Copyright 2026, Phil Leduc
Slingshot is a traverse connection game played on a 9 x 9 (or 7 x 7) checkerboard, for two players. The game mechanics include the use of a pie rule, opposing traverse goals, and remote custodial flipping. Game play is tense as both players multi-task trying to build their path and disrupt their opponent's. It is quick to play, surprising, and captivating.
One player sets up an empty board with like-colored pieces on two different squares, then the other player decides who uses which color. The first player will start game play with the colored pieces not used in the set up. Turns alternate.
The goal for the first player taking a turn is to orthogonally connect the top and bottom sides of the board by creating a path of occupied squares, and the goal of the other player is to connect the left and right sides. The first to complete a path wins.
Each turn, if possible, a player must place a piece on each of two empty squares on opposite sides of a row, column, or diagonal that contains a target opponent piece. To end the turn, a third piece replaces (or "flips") the targeted piece which is return to its owner.
If a player cannot play all three pieces as discribed above, custodial movement ends. Players instead stacks a piece on top of any opponent singleton. The stack in considered neutral and can contribute to paths of either player.
At the end of a turn, a player wins by completing an orthogonal path connecting their assigned sides.
For questions, more detailed rules and figures follow.
"Well-aimed slingshots can topple giants." - Maggie Kuhn
A 9 x 9 checkerboard (7 x 7 also works)
90 pieces, 2 sets of 45, here teal and black
Target line is a row, column, or diagonal of squares which contains at least one opponent piece.
Connected pieces are two like-colored pieces in two adjacent squares that share an edge.
During the end game, Neutral stacks, which contain a piece from each player, are considered like-colored pieces for either player.
Connected path is a chain of connected pieces with the end pieces connected to exactly one chain piece and all other chain pieces connected to exactly two other chain pieces.
The goal is to connect opposite sides of the board with a chain of orthogonally connected pieces, the first player to move (black) is to connect the top and bottom sides of the board, and second player (teal) the left and right sides. Paths can include the game board's corner sqaures which are usable by both players. The paths can also include bi-colored neutral stacks.
The first player to complete a connected path wins.
To balance the game's opening, either player sets up an empty board with two like-colored pieces (teal). See Figure 1. The other player decides who plays which color (teal or black).
Turns alternate, black plays first.
Each turn, if possible, a player must place three pieces.
Two pieces must be placed on empty squares, which are on opposite sides of any row, column, or diagonal containing a singleton opponent piece (the target). These two pieces are referred to as custodial pieces. The row, column, or diagonal is referred to as a target line and can have any combination of empty and occupied squares as well as the targeted square. In addition, the following conditions must be met:
An imagined line segment connecting the two custodial pieces must be perpendicular to the target line, and
There must be exactly one square (empty or not) on this imagined line segment.
See Figure 2, Sample Custodial Pairs.
To finish a turn, the opponent target piece is replaced with the active player's third piece.
If this completes an orthogonally connected path, the game ends and the player wins.
If a player is unable to place all three required pieces, custodial movement ends and the winner of the game is determined using the following process.
Players take turns placing a piece on top of an opponent's piece, creating a neutral stack that can be used by either player to complete a path.
The first player who completes an orthorgonally connected path wins.
Please note that for now these game rules may be duplicated and distributed via the web. All rights are reserved. Those that wish to program or sell this game in any form should contact the author at philleduc.pled@gmail.com for permission or a license to do so.