Chase

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Chase is a two-player abstract strategy game that uses dice as playing pieces, but the dice are never rolled. Instead, a die’s top face value represents its speed (movement range). Players capture enemy dice by landing on them by exact count, and when a piece is captured, its speed must be absorbed by the surviving teammates to maintain a constant team total of 25. When a player is reduced to 4 dice, they can no longer maintain the total and lose.

Components

Setup

  1. One player takes blue (goes first), the other takes red.
  2. Place the board between players with a CHASE logo to each player’s left.
  3. Each player places 9 dice on their starting positions as depicted in the rulebook, with values summing to 25.
  4. Keep the 10th die nearby as a spare for splitting.

Turn Structure

On your turn, you must do exactly one of the following:

Actions

Transfer Speed

Choose two of your adjacent dice and transfer 1 or more speed from one to the other. Neither die may go below 1 or above 6.

Movement

Move one die its full speed value (number of pips showing) in a straight orthogonal line through hex sides (not corners), in any of the 6 directions.

Movement restrictions:

Special movement:

Capture

Move your die by exact count onto a space occupied by an opponent’s die to capture it. The captured die is removed from play. The captured die’s speed must be absorbed by the opponent’s slowest die still in play (choose if tied). If that die reaches 6 without absorbing all speed, repeat with the next slowest, and so on, until the team total returns to 25.

Bump

Move your die by exact count onto a space occupied by one of your own dice. The bumped die moves 1 space in the same direction. The bumped die can in turn capture an enemy die or bump another friendly die (chain bumps). Ricochet applies during bumps. You cannot bump a die into the fission chamber.

Split (Fission Chamber)

Move a die by exact count onto the central fission chamber. The die splits into 2 dice of half its speed. If the speed is odd, the higher-value die goes in the leftward direction (relative to entry). The two halves emerge 1 space outward on diverging paths.

Use your 10th die or a previously captured die as the second half. If no spare die is available or the original die was a 1, the die simply emerges unchanged on the leftward path.

Emerging halves behave as bumped dice (can capture enemies or bump friendlies in their landing spaces).

Scoring / Victory Conditions

When a player is reduced to 4 dice, they can no longer maintain their team’s total speed of 25 (maximum possible with 4 dice is 24). That player loses the game immediately.

Special Rules & Edge Cases

Player Reference

Turn options (choose one):

  1. Transfer speed between 2 adjacent friendly dice (neither below 1 or above 6)
  2. Move 1 die its full speed in a straight line

Movement types:

Type Description
Normal Straight line, exact count, through hex sides
Wrap Left-right edges connected
Ricochet Reflects off near/far edges
Capture Land on enemy die (exact count)
Bump Land on friendly die; it moves 1 space same direction
Split Land on fission chamber; die splits into 2 halves

Capture absorption: Captured die’s speed goes to opponent’s slowest die (max 6 per die).

Loss condition: Reduced to 4 dice (cannot total 25).