
Fox and Geese is an asymmetric medieval hunt game on a 33-point cross board. One fox jumps over geese to capture them, draughts-style; thirteen geese cannot capture at all and instead advance as a wall to hem the fox in. Geese win by trapping the fox; the fox wins by thinning the flock below the number needed to trap it.
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Fox and Geese is the best known of the medieval hunt games, descended from the Norse halatafl mentioned in the Icelandic sagas. It spread across Europe by the 15th century — Edward IV of England owned two silver sets — and crossed the Atlantic with settlers, where it became a fireside classic; Laura Ingalls Wilder’s Little House books describe it played on the frontier.
The game is gloriously asymmetric: one fox against a flock of geese on a cross-shaped board of 33 points. The fox kills by leaping; the geese win by smothering. Over the centuries the goose count has ranged from thirteen to seventeen with various movement restrictions, as players tuned the balance between hunter and herd.
One player is the lone fox, the other commands thirteen geese. The fox eats geese by jumping them; the geese, who cannot jump at all, try to crowd the fox into a corner it cannot escape.
Variants tune the balance: seventeen geese with sideways-only restrictions, diagonal lines added on some boards, two foxes on larger crosses, and the fortress variant asalto, where soldiers storm a guarded citadel on the same board. The board itself is the same 33-point cross used for peg solitaire — one board, two classic games.
Play Fox and Geese on Arcadia to run the medieval hunt from both sides: leap as the fox, or close the wall as the flock.
Fox and Hounds is played on a checkerboard with four hounds that never capture; Fox and Geese uses the 33-point cross board, thirteen geese, and a fox that captures by jumping. Same predator, different hunt.
No. Geese only step one point at a time, forward or sideways. Their power is numbers and formation, not capture — the wall, not the bite.
By the short leap: jumping over an adjacent goose onto the empty point directly beyond, along a marked line. Multiple jumps chain in a single turn, and a careless flock can lose three geese at once.
At least 700 years. Its ancestor halatafl appears in Icelandic sagas from the 1300s, English royalty played it in the 1400s, and it remained a household game through the 19th century.
Yes. Arcadia offers free Fox and Geese in your browser against an AI opponent, and you can play either the fox or the geese — no download or account required.
Historical sets vary from 13 to 17 geese; this version uses 13, the most common configuration for the 33-point cross board. Fewer geese make the fox stronger, which is why the count is the main dial for balancing the game.
No — and that asymmetry is the whole game. Geese move one step at a time and can never jump or capture. Their only weapon is formation: advancing shoulder to shoulder so the fox has no empty square to leap into.
By jumping, exactly like draughts: the fox leaps over an adjacent goose into the empty point directly beyond, and that goose is removed. When another jump is available from the landing point, the fox can chain captures in a single turn — which is how a careless goose wall collapses.
By trapping the fox so it has no legal move — surrounded by geese and board edges. That means advancing as an unbroken line and never leaving a gap directly behind a goose, because a gap is a jump.
By capturing enough geese that trapping becomes impossible. In this version the fox wins once the flock drops below six, since fewer than six geese cannot seal off every escape square regardless of how well they are played.
Not inherently — it is asymmetric by design, and with perfect play on the standard 33-point board the geese should win. The fox relies on the geese making one loose move. That imbalance is why the game is traditionally played twice, swapping sides.
Advance in a solid line and never break formation to chase. Move the rear geese up to fill gaps rather than pushing the front rank forward, keep the fox in front of your wall, and accept slow progress — every hasty advance opens a jump.
It descends from the Norse family of hunt games; a game called hnefatafl-adjacent halatafl is mentioned in the 14th-century Icelandic Grettis saga. Edward IV of England bought "two foxes and 26 hounds" sets in the 15th century, and the game stayed popular across Europe for centuries.
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