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Rule Summary
Goal: Capture all opponent tokens or force a situation where your opponent has no legal moves left.
Movement Rules
The movement of a token is determined by the tile it occupies at the start of the turn:
- PURPLE: Move to any adjacent tile (orthogonal: row or column).
- BLUE: Move to any adjacent tile (diagonal).
- RED: Move exactly 2 tiles away (orthogonal: row or column).
- GREEN: Move exactly 2 tiles away (diagonal).
- YELLOW: Move to the nearest tile that is not in the same row, column, or diagonal (Knight's move).
General Constraints:
- Landing: You cannot land on your own tokens or on empty spaces.
- Capturing: If you land on an opponent's token, it is removed from the board.
- Jumping: Tokens can move over other tokens (own or opponent's) and empty spaces to reach their destination.
Game Phases
Phase 1: Deployment (Turns 1–15)
- Players move their tokens according to the tile rules.
- The board remains intact.
- This phase ends automatically after the 15th turn.
Phase 2: Board Destruction (Turn 16+)
- Destruction: After a token moves, the tile it started from is removed from the board.
- The resulting gap becomes an empty space that cannot be landed on for the rest of the game.
Game End
The game ends immediately if:
- A player loses their last token (Opponent wins).
- A player cannot make a legal move on their turn (Opponent wins).