Overview
Breakthru is a two-player abstract strategy board game designed by Alex Randolph and commercially released by 3M in 1965 as part of the 3M Bookshelf Games series. One player controls a gold fleet including a flagship, attempting to escort the flagship to the edge of the board. The other player controls a silver fleet trying to capture the flagship before it escapes.
Components
- 1 game board (11x11 grid with a central bold-ruled area and peripheral area)
- 1 gold flagship (larger piece)
- 11 gold escort ships
- 20 silver ships
Setup
- The Gold player places the flagship on the center square of the board.
- The Gold player positions the remaining 12 gold ships (escorts) anywhere within the boldly ruled central area of the board.
- The Silver player then positions all 20 silver ships on squares in the lightly ruled peripheral area of the board.
- Gold moves first.
Turn Structure
Players alternate turns. On each turn, a player makes either:
- Two moves (move two different pieces), OR
- One capture (move one piece to capture an opponent’s piece)
Exception: When the flagship is moved, the Gold player may only make one move total (just the flagship) — no other piece can be moved that turn.
Actions
Moving:
- A piece (including the flagship) may move any number of vacant squares horizontally or vertically (like a rook in chess).
- No piece may jump over another piece.
- A move does not capture — moving into a square occupied by an opponent is not allowed as a move.
Capturing:
- A piece (including the flagship) may capture an opponent’s piece by moving exactly one square diagonally into the square occupied by that opponent’s piece.
- The captured piece is removed from the board.
- A capture counts as the entire turn — no second action is allowed.
Flagship Movement:
- When the Gold player chooses to move the flagship, that is their entire turn — no second piece may be moved.
- The flagship may also capture diagonally like any other piece.
Scoring / Victory Conditions
- Gold wins if the flagship reaches any of the outermost squares on the board (the edge of the board).
- Silver wins if the flagship is captured before it reaches the outer edge.
Special Rules & Edge Cases
- Two Moves vs. One Capture: A player must choose between making two moves (neither of which captures) or making one capture. You cannot move and capture in the same turn.
- Flagship Restriction: Moving the flagship counts as the Gold player’s entire turn. This means the Gold player sacrifices their ability to move a second piece whenever the flagship needs to advance.
- No Diagonal Movement: Regular movement is strictly horizontal or vertical. Diagonal movement is only used for capturing (one square at a time).
- Silver Strategy: Silver aims to surround and trap the flagship, using superior numbers to block escape routes.
- Gold Strategy: Gold uses escort ships to clear a path and protect the flagship’s advance toward the edge.
- No Draws: The game continues until either the flagship escapes or is captured.
Player Reference
| Faction |
Pieces |
Objective |
| Gold |
1 flagship + 11 escorts |
Move flagship to any edge square |
| Silver |
20 ships |
Capture the flagship |
Turn Options:
- 2 moves (horizontal/vertical, any distance) — no captures
- 1 capture (1 square diagonally) — no other moves
- Moving the flagship = entire turn for Gold
Movement: Rook-like (horizontal/vertical, any distance, no jumping)
Capture: 1 square diagonally only