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
- 1 rollup game mat (5x5 grid with Temple Arch squares marked)
- 2 Master pawns (1 per color)
- 8 Student pawns (4 per color)
- 16 Move cards (each showing a unique movement pattern)
Setup
- Place the game mat between both players.
- Each player takes 5 pawns of one color (1 Master + 4 Students).
- Place your Master pawn on the Temple Arch square nearest you (center of your back row).
- Place your 4 Student pawns on the 2 squares on either side of the Master.
- Shuffle the 16 Move cards. Deal 2 cards face up to each player (their starting hand).
- 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.
- Place this extra card to the right side of the mat (from the first player’s perspective).
- 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
- Choose one of your 2 face-up Move cards.
- 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.
- 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
- Place the Move card you just used to the left side of the playmat, rotating it 180 degrees to face your opponent.
- Take the card from the right side of the playmat and add it to your hand.
- Your opponent’s turn begins.
Actions
- Move: Move one pawn to any position indicated on the chosen Move card.
- Capture: Landing on an opponent’s pawn removes it from the game.
- Pass (forced): If you cannot make any legal move with either card, you must still choose a card, perform the exchange (Step 2), but no pawn moves.
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
- You cannot move a pawn off the board.
- You cannot move a pawn onto a square occupied by one of your own pawns.
- Other pawns (yours or opponent’s) and Temple Arches do not block movement through spaces. You only capture by landing on a piece, not by moving over/through it.
- If you have a legal move available, you must take it – even if you do not want to.
- Only if no legal move exists with either card may you pass your turn, but you must still exchange a card.
- Each game uses only 5 of the 16 Move cards, creating different tactical situations each game.
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