Alternatively, you can set the number of moves per turn to be a static number or have it vary in a deterministic way. We liked starting with one mover per turn, increasing the number of moves by one each turn up to six then progressing back down to one, again. A move can take many forms. The simplest is to move a pawn to an adjacent intersection. Pawns can also jump over pawns with repeated jumps counting as a single move as in Chinese Checkers.
Pawns can also take long jumps in the manner of Billabong.
In long jumps the pawn jumps as many intersections beyond the fulcrum pawn as lie between the jumping pawn and the fulcrum pawn. No other pawn, friendly or enemy, may lie along the jump path. The final move lends the game its name. The board is composed of 17 strips of balsa wood laying close together horizontally across the table to form, originally, an almost square board. Players may spend one of their moves to shift one of these board slats one intersection to the left or right.