THE GAME GUIDE
Dojo
Capture the opponent's master or reach the opponent's sanctuary with your master.

01 · THE ESSENTIALS
The rules to get started
The proposed variant
Five cards in play, two ways to win; original diagrams.
THE ESSENTIALS
How to Play
- Dojo: prototype inspired by Onitama, with redesigned and renamed cards. One master and four students per camp, on 5 × 5 squares.
- Five cards are drawn from sixteen on the server: two per side and one exchange card. The center card decides the first player.
- Move any piece according to one of your cards, then swap that card with the center card. Other pieces do not block jumps.
- Capture the opponent's master or bring your own to the opponent's sanctuary. If no card allows a move, pass by exchanging a card anyway.
- Friendly rule: draw on three full repetitions (cards included) or after 200 moves without a capture.
THE BOARD REFERENCES
Read squares and moves
02 · SEE THE MOVES
The moves, piece by piece
MOVEMENT VIDEOSSee each move family
Capture the opponent's master or reach the opponent's sanctuary with your master.