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Biyi

This wiki will try to explain the rules of Biyi without using the complicated terminology which they've invented for their game. R.

A game turn consists of a movement phase and a jump phase.

Movement phase: 1. Moving Up A player may move the top piece in a stack, or a single one of his pieces up on top of another one of his pieces, if they are at the same level and orthogonally adjacent, however, the piece cannot be moved backwards.

2. Moving Down A player can move a piece down from the top of a stack into an orthogonally adjacent space, without moving backwards, whether he moves on top of one of his own pieces, one of his opponents pieces, or onto the board.

3. Sliding A player may slide a single piece on the board into an orthogonally adjacent space, without moving backwards, if that space is unoccupied.

The top piece of a stack controls it's movement, while the bottom piece of the stack determines the direction in which the stack may slide. A stack may always slide from left to right, if the adjacent space is at a lower level. A player may slide a stack forward, if the top and bottom pieces belong to the player. A player may slide a stack backwards, if the top piece belongs to the player, and the bottom piece belongs to his opponent. Any pieces inbetween slide along with the stack. If a stack slides onto another piece, or stack of pieces, only those pieces in the first stack above the level of the pieces in the second stack slide. In this case, the bottom most piece of the group that slides over controls the direction of movement.

For example, if only the top piece from a stack slides, then it cannot be moved backwards. If a stack of five pieces moves onto a stack of two pieces, only the top three pieces will slide, and the color of the third piece will determine whether the stack can slide forwards or backwards.

Adjacent Uniform Stacks: If at the end of a player's turn, they have two or more stacks of exactly three of their own pieces which are orthogonally adjacent to each other, they lose the game, if that same condition exists at the end of their next turn.

Jump Phase: The jump phase is the second part of a players turn. If after making a legal movement the resulting stack has more than three of a players pieces, then he must jump. The player must move the top piece in the stack to an orthogonally adjacent space without moving backwards. When jumping, the top piece can be moved on top of a flock of any number of levels. If after jumping, the resulting flock also has more than four of the players pieces, the player must jump again.

The River: A stack or a piece located in the river must always be connected (adjacent) to another stack or piece located outside of the river, or to a piece in the river which is. This chain may not be broken, if it would leave a piece orphaned in the river. However, pieces may be moved to other locations that maintain the chain.

Reverse Moves: A player cannot make a move which leaves pieces in the exact same position in which they were in on the previous move.

Supplementary Rules: No pieces maybe moved on to one's own bird token.

If a player ends two consecutive turns with two or more orthogonally adjacent uniform stacks of three or more of their pieces, they lose the game.

The game is declared a draw, if the board's pieces repeat themselves.

Victory: A player wins the game, if they are able to move onto the opponent's bird.

Position Cards: Position cards change the starting arrangement of the board. Use one card for players to have a symmetrical board. Use two cards for each player to have unique starting positions.