Some animal life forms can imitate their surroundings
closely to protect themselves against predators -
think,for example, of the caterpillar which looks like a
piece of twig.We call this act of copying "mimicry".
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The aim of the game is to try to move each of the 33
clams shells onto a vacant square on the board and
then turn it over.
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The numbers down the left-hand side of the board
indicate how many squares a shell in the row oppo-
site a given number can be moved.The clams shells
can be moved horizontally,vertically,and diagonally.
~
Begin your game by choosing to move a shell which,
moved the number of square indicted at the side of
the board,lands on one of the unoccupied squares.
Once the shell reaches this square,turn it over.It
thus "dissappears" in the water.No other shell can
land on this square for the rest of that game.
::
An illustration of moves of the mussel in roe 4.
~
Once a shell has been turened over, it CANNOT be
moved again that game.
::
Finish:
Your game is over as soon as you have turned over
all the shells.
~
If you reach a stage in the game where,following
the moves allowed, you are unable to move any more
shells onto vacant squares, the game is also over
In this case,you just try for a better result
next time.
::