
INTRODUCTION
JUMPIQ is a two-player game where you have to create your own moves.
Each player starts with two Jumpers and four Nodes. Jumpers move using the arrangement of Nodes, which can be used by both players.
By moving Nodes, you open new paths for your Jumpers, but you may also help your opponent.
Your goal is to get both of your Jumpers onto your opponent’s starting spaces.
OBJECTIVE
Get both of your Jumpers onto your opponent’s two starting spaces.
Blue Jumpers must occupy the red starting spaces, and red Jumpers must occupy the blue starting spaces.
The first player to do so wins.
BOARD AND SETUP
Each player places two Jumpers on the starting spaces matching their color and four Nodes on the designated Node starting spaces.
Once Nodes enter the board, they become shared and can be moved by either player.
You need one D6 die to play. You use it when attempting to capture an opponent’s Jumper and when attempting to enter an opponent’s starting space by rebounding from a Node.
If you do not have a physical die, you can use any digital die. 8doodles members can also use DIGITAL DICE or the die available in the Online Card Extension.
PLAYER TURN
On your turn, you make one move. You may move one of your Jumpers or one Node. After you complete your move, play passes to your opponent.
MOVING JUMPERS
Jumpers move by jumping over Nodes.
To make a jump, a Node must be directly adjacent to the Jumper, and the space directly beyond the Node must be empty. The Jumper jumps over the Node and lands on that space.
A Jumper may jump vertically, horizontally, or diagonally.
During one turn, a Jumper may make several consecutive jumps. You may end the series of jumps at any time.
CAPTURING JUMPERS
A Jumper may attempt to capture an opponent’s Jumper using an L-shaped move: two spaces vertically and one horizontally, or two spaces horizontally and one vertically.
A capture attempt may also be made after one or more jumps over Nodes.
A capture attempt is optional. You may choose not to attempt the capture and continue your series of jumps if another jump is possible.
If you attempt a capture, roll the D6.
- Even: 2, 4, 6 – The capture is successful. Your Jumper lands on the opponent’s space, and the captured Jumper returns to its starting space.
- Odd: 1, 3, 5 – The capture fails. The Jumper that attempted the capture returns to its starting space, and your turn ends.
After a successful capture, you lose your next turn. Your opponent therefore takes two consecutive turns.
ENTERING AN OPPONENT’S STARTING SPACE
Each Jumper must reach one of your opponent’s two starting spaces.
There are two ways to do this.
- Direct jump over a Node: If the arrangement allows a Jumper to jump over a Node and land directly on an opponent’s starting space, it may make that jump without stopping on a yellow space.
- Rebound from a yellow space: If a Jumper is on a yellow space and a Node is directly behind it, you may attempt to rebound from the Node toward an opponent’s starting space.
Roll the D6.
- 1 – The Jumper enters the opponent’s starting space.
- 2, 3, 4, 5, 6 – The Jumper remains on the yellow space, and your turn ends.
Entering an opponent’s starting space ends the turn.
MOVING NODES
A Node may move one space in any direction or make an L-shaped move: two spaces vertically and one horizontally, or two spaces horizontally and one vertically.
Nodes enter the board from their starting spaces using the same movement rules.
A Node must always end its move on an empty space.
A Node cannot return to the space it was moved from on the previous turn.
BOARD RULES
Only one game piece may occupy a space at a time.
Jumpers cannot jump over an opponent’s Jumpers. If an opponent’s Jumper blocks the path, a jump in that direction is not possible.
Nodes remain on the board throughout the game and are used to create, change, and block paths for Jumpers.
Yellow spaces are used to attempt to enter an opponent’s starting space by rebounding from a Node.
GAME MODES
JUMPIQ can be played in two modes: Classic and Interactive.
Before starting the game, choose which mode you want to play.
- Classic Mode uses the basic JUMPIQ rules.
- Interactive Mode adds Dynamic Tokens and the Online Card Extension.
MODE 1
CLASSIC
Classic Mode uses the basic JUMPIQ rules. The game focuses on planning, positioning Nodes, and creating paths for Jumpers. Dynamic Tokens and the Online Card Extension are not used.
MODE 2
INTERACTIVE
Interactive Mode adds Dynamic Tokens and the Online Card Extension. At the beginning of the game, each player places one Dynamic Token on any empty space on the board.
If a Jumper ends its series of jumps on a space with a Dynamic Token, draw a card from the Online Card Extension and follow its instructions.
After resolving the card, move the Dynamic Token to any empty space on the board.
Only Jumpers can activate Dynamic Tokens. Nodes cannot end their move on a space occupied by a Dynamic Token.
Some cards may temporarily change the basic rules of the game. In that case, follow the instructions on the card.
ZIP & PLAY – GAME FORMAT
JUMPIQ uses the ZIP & PLAY system, based on two elements made from the same durable fabric:
- ZIP Board — a flexible game board
- ZIP Tray — a foldable tray for game components
The ZIP Tray is stored inside the ZIP Board, forming one compact and easy-to-carry set.
open the zipper → take out the ZIP Tray → unfold the board → start playing
That’s the idea of ZIP & PLAY — open and play.
The set is designed to minimize setup time and keep everything organized. All components are stored together and ready to use immediately.
The flexible board construction handles frequent folding and transport while maintaining durability and ease of use.
The ZIP Tray also serves as a practical space to keep the game organized during play.
You can set up JUMPIQ almost anywhere — for best comfort, a flat surface is recommended.
8DOODLES PLATFORM AND GAME EXPANSION
JUMPIQ is a game that can grow over time.
The core gameplay can be expanded with an interactive variant and online cards that introduce new effects and change how the game unfolds.
You can adapt the rules to your own play style or create your own variants.
New card sets and extensions are available on the 8doodles platform, adding more possibilities to the game.
With membership, you gain access to selected add-ons and the ability to create your own online card sets.
The game evolves with you.
QRious Cards Navigation
Use the navigation icons to move through QRious Cards and access available tools.

Back — Return to the previous card.
Shuffle — Shuffle the deck and start with a new random card order.
Clue — Reveal a clue or helpful hint.
Digital Dice — Open the built-in digital dice.
Close — Close the current card and go to the main card navigation home page.
Next — Continue to the next card.