Onitama

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

Overview

Onitama is a two-player abstract strategy game set in the Shrine of Onitama in ancient Japan. Players control a Master and four Students on a 5x5 grid, using Move cards that rotate between players to move and capture pieces. Each game uses only 5 of the 16 Move cards, ensuring high replayability. Published by Arcane Wonders, designed by Shimpei Sato.

Components

Setup

  1. Place the game mat between both players.
  2. Each player takes 5 pawns of one color (1 Master + 4 Students).
  3. Place your Master pawn on the Temple Arch square nearest you (center of your back row).
  4. Place your 4 Student pawns on the 2 squares on either side of the Master.
  5. Shuffle the 16 Move cards. Deal 2 cards face up to each player (their starting hand).
  6. Flip one more Move card face up. Check the colored stamp in the lower-right corner – the player whose pawn color matches that stamp goes first.
  7. Place this extra card to the right side of the mat (from the first player’s perspective).
  8. Return remaining Move cards to the box; they are not used this game.

Turn Structure

Players alternate turns. Each turn has exactly 2 steps:

Step 1: Move and Attack

  1. Choose one of your 2 face-up Move cards.
  2. Move one of your pawns (Master or Student) according to the movement pattern shown on the card.
    • The black square on the card represents the pawn’s current position.
    • The colored squares show where the pawn can move, relative to its starting position.
    • You can move to any one of the indicated squares.
  3. If your pawn lands on a square occupied by an opponent’s pawn, that pawn is captured and removed from the game.

Step 2: Exchange Cards

  1. Place the Move card you just used to the left side of the playmat, rotating it 180 degrees to face your opponent.
  2. Take the card from the right side of the playmat and add it to your hand.
  3. Your opponent’s turn begins.

Actions

Scoring / Victory Conditions

There are two paths to victory:

Victory Path Description
Way of the Stone Capture your opponent’s Master pawn
Way of the Stream Move your own Master pawn onto your opponent’s Temple Arch square

The game ends immediately when either condition is met.

Special Rules & Edge Cases

Player Reference

16 Move Cards (movement patterns):

Card Notable Pattern
Cobra Forward 1, or left/right 1
Rabbit Speed-focused diagonal moves
Rooster Side-to-side diagonal strikes
Eel Fluid flanking moves
Frog Stream-like leaping
Horse Straight and diagonal
Goose Wide spreading pattern
Boar Forward rush
Monkey Deceptive diagonal
Crane Graceful centered strikes
Crab Wide lateral sweep
Elephant Strong forward push
Mantis Deceptive close strikes
+ 3 more Varies per edition

Turn: Choose card → Move/Capture → Exchange card

Win: Capture enemy Master OR move your Master to enemy Temple Arch