AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Epigo is a two-player abstract strategy game where players anticipate their opponent’s moves to push their Epigon tiles off the board. Each player controls a set of numbered Epigon tiles on a shared grid board, using Order tiles to secretly plan three moves per turn. Orders are revealed simultaneously in priority sequence, with higher-numbered Orders moving first. The first player to capture three of their opponent’s Epigons by pushing them off the board wins.
Epigons are the smaller tiles that belong on the board. Each set is numbered from 1 to 7, with an additional tile containing an X.
Orders are held in your hand and used to move your Epigons around the board. Each Order is linked to the Epigon that shares its color and number. The number on the Order indicates its priority – or when it gets to move its Epigon. The highest priority is 7, and the lowest is 1. Players select three of their Orders to use each turn. The arrows determine the direction the Epigon will move.
Note: The SLAM! Orders are only used when playing Variants.
Every turn starts with a Planning Step and ends with an Action Step.
Players can only move three Epigons each turn. During the Planning Step:
In a stack of Orders, the top tile represents your first move, the second tile your second move, and the third tile your last move. The arrows on each Order must point in the direction you want the Epigon to move. Epigons can only move up, down, left, or right – but never diagonally.
Players build their stacks in secret. If you finish making your stack before your opponent, you can hide the top Order by placing an unused Order tile face down on top of the stack (with the icon showing). When both players say they are ready, proceed to the Action Step.
Whenever you move the Epigon shown on your Order, it will either SLIDE or attempt to PUSH one space in the direction shown – unless your Epigon is BLOCKED.
If an Epigon can be moved into an empty space, that move is called a SLIDE.
Super Slide: If an Epigon SLIDES into a space without touching the sides of an opponent’s Epigon, you may SLIDE your Epigon once more in the same direction. Corners touching do not count.
If the space your Epigon is trying to move into is occupied by another Epigon, it attempts to PUSH into that space. However, a PUSH can be BLOCKED.
If your Epigon makes a successful PUSH, move it one space in the direction shown on your Order, pushing any Epigons in its path one space. This movement may push an Epigon off the board.
To determine if a PUSH is BLOCKED, count the number of your Epigons and your opponent’s Epigons in the direction you are trying to move. Start with the Epigon trying to move, and continue counting until you reach an empty space or the board edge. If your opponent’s Epigons outnumber yours at any point while counting, the PUSH is BLOCKED. In that case, no Epigons move. Your own Epigons never block a PUSH.
Note: An Epigon’s number does not affect a PUSH. A 1 can PUSH a 7.
Whenever an Epigon SLIDES off or is PUSHED off the edge of the board, it is always Captured by its owner’s opponent. The first player to capture three of their opponent’s Epigons wins the game.
The first player to capture three of their opponent’s Epigons wins the game.
Situations might arise where both players wish to draw. A player may offer a draw to their opponent once during the Planning Step of each turn.
Planning: Secretly stack 3 Orders (top = first move, bottom = last move)
Action: Reveal Orders simultaneously; higher priority moves first (7 > 6 > … > 1); same number = cancel
Movement: Slide (into empty space), Push (into occupied space, chain reaction), Block (opponent outnumbers in push direction)
Super Slide: Extra slide if no opponent Epigon sides touched
Capture: Epigon pushed/slid off board = captured by opponent
Win condition: First to capture 3 opponent Epigons