You have probably seen the board in a cafĂŠ or on a grandparent's shelf: a wooden cross studded with holes, every hole but one filled with a peg. The rules are tiny. A peg may jump over an adjacent peg into an empty hole, and the peg it jumped over is removed. The goal is to keep jumping until a single peg survives.
It feels gentle. Yet every jump removes a piece you can never bring back, so the order of your moves matters enormously. A choice that looks fine early on can strand pegs in isolated corners with no legal jump left â and you only discover the dead end many moves later.
That gap between "this looks playable" and "this can actually be finished" is not a quirk of one wooden toy. It is the same line that separates the easy problems from the hardest ones in all of computer science.
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