How to play Ink Clans
Checkers where every capture is a fight. The rules are real checkers; the fights are the show.
The basics
Each side starts with 12 fighters on the dark squares. Fighters move one square diagonally forward. You capture by jumping diagonally over an enemy into the empty square behind it, and you can chain several jumps in one turn.
Crowns
A fighter that reaches the far row is crowned. Crowned fighters move and jump both forward and backward. Getting crowned ends your turn, even in the middle of a chain.
Rule sets
Pick a rule set on the clan screen. American is the classic 8×8 game where men only capture forward and kings move one square. Brazilian, Russian and Pool let men capture backward and give kings long "flying" moves along the diagonal. International plays the same on a 10×10 board with 20 fighters a side. Brazilian and International also require you to take the capture sequence that removes the most pieces. In Russian rules a man crowned in the middle of a chain keeps jumping as a king.
Strict or free captures
In strict mode, the tournament rule applies: if any jump is available you must take one, and you must finish the whole chain. In free mode, jumps are optional, and after a jump you can stop the chain by tapping End turn. Change this in Settings.
Fights
Every capture plays out as a fight. The jumped fighter always loses, so fights never change the result, but you get to pick the finisher. Tap Speed up to fast-forward, or shorten fights in Settings.
Winning
You win when your opponent has no fighters left or no legal moves.
Rule sets compared
American
The classic 8×8 game. Men move and capture forward only. Kings move one square.
Brazilian
International rules on the 8×8 board. Men capture backward, kings fly, and you must take the biggest capture.
International
The 10×10 world championship game with 20 fighters a side. Men capture backward, kings fly, biggest capture is mandatory.
Russian
Men capture backward and kings fly. A man crowned mid-chain keeps jumping as a king. Any capture is allowed.
Pool
Popular in the American South and the Caribbean. Men capture backward, kings fly, no maximum-capture rule.
The eight clans
Ninja
Silent, quick, never where you expect.
- Shadow step: vanish, strike from behind
- Shuriken storm: three stars, then a big one
- Dragon kick: leap into a spin kick
- Thousand Shadows (ultimate): a ring of shadow clones
Karateka
Clean technique and big kicks.
- Tiger combo: jab, cross, roundhouse
- Sky breaker: uppercut, then axe kick
- Hundred fists: a blur of punches
- Heaven Splitter (ultimate): a chop that splits the sky
Sumo
Heavy, unstoppable, shakes the whole board.
- Belly bump: charge and launch
- Thunder stomp: shake the whole board
- Palm barrage: rapid open-hand slaps
- Mountain Drop (ultimate): fall from the sky
Samurai
Paper armor and a brush-stroke blade.
- Quick draw: one cut, too fast to see
- Crescent cut: a spinning sword sweep
- Falling blade: leap into a downward cut
- Moonlit Cut (ultimate): one cut under the moon
Storm Ninja
Spiky-haired lightning kids in purple gi.
- Lightning call: bring down the sky
- Volt dash: strike at the speed of light
- Storm spiral: a whirlwind flying kick
- Thunder God (ultimate): call down a storm
Monk
Shaolin-style kung fu monks with a bo staff.
- Staff whirlwind: a spinning bo-staff storm
- Still palm: one quiet push, a huge blast
- Pole vault kick: launch off the staff, feet first
- Mandala Palm (ultimate): a golden mandala blast
Nak Muay
Muay Thai fighters: knees, elbows and clinches.
- Flying knee: leap in knee-first
- Spinning elbow: turn and cut with the elbow
- Clinch knees: grab the neck, drive knees
- Eight Limbs (ultimate): fists, elbows, knees, shins
Capoeirista
Acrobatic Brazilian fighters who kick like they dance.
- Meia-lua: half-moon spinning heel kick
- Aú kick: cartwheel in, kick on landing
- Rasteira: low sweep, then they drop
- Roda Storm (ultimate): a whirlwind of half-moon kicks