Push the
opponent's marbles off the hexagon board.
First player to eject six of his/her opponent's marbles wins.
After tossing for colors, blacks play first.
Players move in turn.
Once played, a move cannot be changed.

Classical starting position
On
his/her turn, a player may shift one, two, or three marbles
together
in any of the six possible directions, provided there is an
adjacent
free space:
In line, or broadside.
When
two or three marbles of the same color shift together, they
must be moved in the same direction.

Broadside moves

In-line moves
Moving more than three marbles of the same color on a single
turn is not allowed.
One, two, or three marbles of the same color, which are part of
a larger row, may be separated from the row played.
A single move may not lead to conquering more than one space at
a time.
Sumito:
Pushing Means Outnumbering

Examples
of a Sumito
To push your opponent's marbles, a "Sumito" must be set up, i.e. one
of the three superiority positions.
The opponent's marbles may only be pushed "in line" when in contact
and only providing there is a free space behind the attacked marble
or group of two marbles.
Pac": Position of Balanced Forces
The only three possible Pacs are the following:
1 to 1 Pac
2 to 2 Pac
3 to 3 Pac
More than three marbles of the same color and "in line" do not
change
the three to three stand-off.
In a "Pac" position, neither side can push.
The "Pac" must be broken along a different line of attack

Impossible moves
Pushing is not allowed if:
There is no free space behind your opponent's group.
There is an empty space between your group and the opponent's.
The marbles are not in line.

A
marble is ejected when it is pushed off the board. The first
player
to eject six of his/her opponent's marbles wins the game