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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

  1. Dojo: prototype inspired by Onitama, with redesigned and renamed cards. One master and four students per camp, on 5 × 5 squares.
  2. Five cards are drawn from sixteen on the server: two per side and one exchange card. The center card decides the first player.
  3. Move any piece according to one of your cards, then swap that card with the center card. Other pieces do not block jumps.
  4. 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.
  5. Friendly rule: draw on three full repetitions (cards included) or after 200 moves without a capture.

THE BOARD REFERENCES

Read squares and moves

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.

IN YOUR OWN WAY

Make yourself at home.

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YOUR GAMES, YOUR UNIVERSES

Change the background.

The real boards for this game: matching pieces, textures, and frames. Your game continues; only the atmosphere changes.

Illustrative positions, independent of your game. Choice saved for this game on this device. Enhanced contrast remains available in accessibility preferences.