Overview
Felli (also called Fich) is a traditional two-player abstract strategy game from Morocco, related to Alquerque and draughts. Players face each other across an hourglass-shaped board (two triangles joined at a common vertex) with 13 intersection points. Each player begins with 6 pieces and attempts to capture or immobilize all of the opponent’s pieces through short leaps. The game is quick, tactical, and emphasizes controlling the central point.
Components
- 1 Felli board (hourglass/double-triangle shape with 13 intersection points)
- 6 pieces per player (2 colors, 12 total)
Setup
- Place the board between the two players.
- Each player places their 6 pieces on the 6 intersection points of their triangle (the half of the board nearest them).
- The center point (shared vertex) starts empty.
- Decide who goes first.
Turn Structure
Players alternate turns. On each turn, a player must either move or capture with one of their pieces. Only one piece may be used per turn.
Move
Move one piece one space along a line to an adjacent vacant intersection point. Movement follows the lines printed on the board (not all points are connected to all others).
Capture
A piece captures an enemy piece by a short leap: the capturing piece must be adjacent to the enemy piece, leap over it along a line, and land on the vacant point immediately beyond. The captured piece is removed from the board. Only one capture per turn (no multiple jumps in basic rules).
Actions
- Move: Slide one piece along a connected line to an adjacent empty point.
- Capture: Leap over an adjacent enemy piece to the vacant point beyond, removing the enemy piece. The leap must follow the lines on the board.
- Forced capture: In some variants, captures are mandatory when available (though the basic Moroccan rules do not enforce this).
Scoring / Victory Conditions
A player wins by either:
- Capturing all 6 of the opponent’s pieces, OR
- Stalemating the opponent (the opponent has pieces remaining but none can legally move or capture).
Special Rules & Edge Cases
- Board geometry: The board is two triangles joined at a central vertex, with horizontal lines bisecting each triangle and a vertical line through the center. Not all points connect to all adjacent points — movement must follow the drawn lines.
- Center control: The central vertex is the only point connecting both halves of the board, making it strategically critical.
- No multiple captures: Unlike checkers, a piece making a capture does not continue jumping in the basic game.
- Mullah variant: In an advanced variant, a piece that reaches the opponent’s back rank is promoted to a “Mullah” (like a King in international draughts). Mullahs can move any number of unoccupied spaces along a line and can leap over an enemy piece from any distance, landing any distance behind it.
- Directional movement: Pieces can move in any direction along connected lines (forward, backward, sideways, diagonal — as long as a line exists).
Player Reference
| Item |
Details |
| Players |
2 |
| Pieces |
6 per player |
| Board points |
13 intersections |
| Board shape |
Hourglass (two triangles joined at vertex) |
| Movement |
One space along a line |
| Capture |
Short leap over adjacent enemy piece |
| Win condition |
Capture all enemy pieces or stalemate opponent |
| Origin |
Morocco (traditional) |