Onitama: Big Box
Onitama: Big Box Rulebook
Table of Contents
Table of Contents
Components
Onitama - The Base Game
- 1 game board (as a rolled mat)
- 2 Master pieces (1 per colour)
- 8 Student pieces (4 per colour)
- 2 Temple spaces
- 16 Movement cards
Sensei's Path (expansion)
- 16 Movement cards
The Spirit of the Wind (expansion)
- 1 Spirit of the Wind piece
- 2 Movement cards
- 8 Wind cards
Light and Shadow (expansion)
- 2 Ninja pieces
- 4 Lantern pieces
- 2 Ninja boards
- 2 Screens
Promo cards
- 14 Movement cards
The Base Game
Setup
- Place the game board between you.
- Each of you takes the 5 game pieces of one colour (1 Master and 4 Students). They represent your school. Place your Master on the Temple space on your side of the board and place your Students to the left and right of it on the other spaces of your home row (see illustration).
- Shuffle the 16 Movement cards face down. Each of you draws 2 Movement cards and places them face up and correctly oriented in front of you. This is your display.
- Then reveal 1 additional Movement card. Look at the marking in the lower right corner. The person whose piece colour is shown there starts the game. Place the additional Movement card next to the board so that it lies to the right of that person.
Put all other Movement cards back in the box. They are not needed in this game. In future games you can use them for new tactics and challenges.
Gameplay
Onitama is a simple and elegant game. It is easy to learn and quick to play, but mastering it is quite demanding!
In Onitama you take turns. A turn consists of 2 steps: the "movement of the body" (= move a piece) and the "preparation of the mind" (= exchange cards).
On your turn, carry out the following 2 steps in exactly this order:
Step 1: Move a Piece
Choose 1 of the two cards in your display. Then move 1 of your pieces (Master or Student) as shown on the card. (The grid helps you follow the possible movements on the board.)
The black marked space stands for the current space of your chosen piece. It can move to one of the other coloured spaces. (The black space is always in the centre of the cards and does not have to match the actual position of your piece on the board.)
Example - Movement: The piece can move to one of these spaces.
If you move your piece onto a space with an enemy piece, that piece is captured and returned to the box. It does not come back into play in this game.
Example - Capturing a piece: To capture an enemy piece, it must be on the target space of your movement. You cannot capture it "in passing". The movement onto this space captures the Student.
You must also observe the following rules when moving:
- Game pieces (your own and the opponent's) and Temple spaces do not block movement.
- You may not move a piece onto a space occupied by one of your own pieces.
- You must choose a space that is on the board.
Step 2: Exchange Cards
Take the card you used in Step 1, turn it 180 degrees and place it to the left of the board, in front of the other person.
Then take the card that lies to the right of the board and place it in front of you.
Now it is the other school's turn.
You take turns, always consisting of these two steps, until one school has won.
Zugzwang
If you can make a move, you must make one, even if you do not want to because it is bad for you. Be careful that the other school does not set a trap for you; from some positions there is no escape!
If you cannot move any piece, and only then, your movement is skipped. But just as a river constantly flows, your mind must keep moving: you must still choose 1 of your two Movement cards and pass it on, and take the Movement card from the right side of the board.
End of the Game
There are 2 ways to prove that your school is the stronger: the Way of the Stone and the Way of the Stream.
- To win with the Way of the Stone, you must capture the enemy Master (it does not matter with which of your pieces).
- To win with the Way of the Stream, you must move your own Master onto the enemy Temple space.
Neither path is easy! You need a careful strategy to reach your goal!
Onitama with Expansions
Over the years a total of 3 expansions as well as a large number of promo cards have been released for Onitama. You can add them to the base game in any combination.
Sensei's Path
Sensei's Path contains 16 new Movement cards and can replace the Movement cards of the base game or be combined with them. This results in a multitude of new card combinations and possibilities.
The Spirit of the Wind
The tournament of Onitama continues: the heads of the various martial arts schools still compete against each other, but there is a difference: your activities have attracted the Spirit of the Wind!
This unconquerable being meddles in the battles. Take the opportunity to include the Spirit in your plans, even though it will favour neither side.
Setup
Prepare the game according to the usual rules, with the following changes:
- After you have set up your pieces, place the Spirit of the Wind on the centre space of the board.
- Choose the cards for this game: 2 Wind cards and 3 Movement cards from the base game or the expansion. You can pick the cards deliberately or determine them randomly.
- Each of you places 1 Wind card and 1 Movement card (determined randomly) in front of you. Determine as usual who begins by means of the last Movement card, and then place that Movement card face up next to the board as usual.
Gameplay
Gameplay is exactly as in the base game with the following changes:
Step 1: Move Piece(s)
On your turn you may freely decide whether to play the Movement card or the Wind card from your display.
- If you play 1 Movement card, move 1 of your pieces (Master or Student) or, instead, the Spirit of the Wind. Carry out the movement according to the movement rules.
- If you play 1 Wind card, you move 2 pieces. Each Wind card shows 2 movements: a primary 1st and a secondary 2nd movement.
If you play a Wind card, you must, if possible, first carry out the primary movement and thereby move 1 of your own pieces (Master or Student). If possible, you must then move the Spirit of the Wind as indicated for the secondary movement.
If you cannot carry out 1 of the two movements, ignore it and carry out only the other. The Zugzwang rule applies unchanged (see Zugzwang above).
Step 2: Exchange Cards
Carry out this step according to the usual rules.
Moving the Spirit of the Wind
Important: The Spirit of the Wind does not capture pieces and cannot be captured!
- Move this piece as shown on the card played, as if it were one of your own pieces.
- If you move the Spirit of the Wind onto a space on which a Student (your own or an enemy's) stands, that Student is not captured; instead the two pieces swap positions. (A good way to improve your position on the board!)
- You may never move the Spirit of the Wind onto the space of a Master (your own or an enemy's)!
- You may never move one of your own pieces onto the space of the Spirit of the Wind! (So you can use it well to block enemy pieces!)
- Moving the Spirit of the Wind onto the enemy Temple space does not win you the game! (You must prove your superiority with your Master!)
Variants
Once you have mastered handling the Spirit of the Wind, you can face new challenges with these variants:
Mighty Spirit of the Wind
During setup, replace more Movement cards with Wind cards. This leads to more frequent movements of the Spirit of the Wind and a greater influence on your moves. Because your pieces can be blocked more often or change their positions quickly, you will have to plan more carefully. Games may therefore last somewhat longer.
- 3 Wind cards, 2 Movement cards: Each of you randomly receives 1 Wind card and 1 Movement card. Place the remaining Wind card next to the board.
- 4 Wind cards, 1 Movement card: Each of you randomly receives 2 Wind cards. Place the Movement card next to the board.
- 5 Wind cards, no Movement cards: Each of you randomly receives 2 Wind cards. Place the remaining Wind card next to the board.
Peaceful Spirit of the Wind
You can of course also use fewer Wind cards. This makes games somewhat quicker and the influence of the Spirit of the Wind somewhat smaller.
- 1 Wind card, 4 Movement cards: Each of you randomly receives 2 Movement cards. Place the Wind card next to the board.
- No Wind cards, 5 Movement cards: Even without Wind cards you can add the Spirit of the Wind piece and the corresponding rules to your game. Think carefully about when to use your Movement cards to move one of your own pieces and when to move the Spirit of the Wind!
Light and Shadow
With the Light and Shadow expansion a new element comes into play: the Ninja. Unlike other game pieces, the Ninja moves in secret and remains hidden from the eyes of the other school until you are ready to strike.
There are 2 ways to play this expansion:
- In The Way of Shadow you each use 1 Ninja, in addition to your normal pieces.
- In The Way of Light 1 person plays exclusively with the Ninjas, while the other person acts under the usual rules with their Master and Students.
The difficulty is about the same, but the two variants differ significantly in how they play. We recommend playing The Way of Shadow first, so that you both become familiar with the new elements. After that you are prepared to explore both variants.
The Way of Shadow
In this variant you each have 1 hidden Ninja with which you can capture the enemy pieces. But be careful, or your Ninja will be captured before it can strike itself.
Setup
Prepare the game according to the usual rules, with the following changes:
- Each of you takes only 2 Students instead of 4. Place them on the outermost spaces of the row with your Master. Put the remaining Students back in the box. You do not need them in this game.
- Each of you places your Ninja board at your end of the board.
- Each of you places 1 Screen between your Ninja board and the large board. With it you can hide your Ninja.
- Secretly place your Ninja on your Ninja board. Your Ninja starts on one of the two empty spaces in the row of your Master, that is, the space to the left or right of it.
Note: Although the Ninjas stand as pieces only on your respective Ninja boards, they are treated as if they were on the corresponding spaces of the larger main board. You move them on the Ninja board in order to keep their position on the main board secret.
- Each of you takes 2 Lanterns.
- Place the cards of your displays in front of your Screens so that both people can see them.
Gameplay
You play by the usual rules, but now you carry out 3 steps in the following order:
Step 1: Move Piece(s) Step 2: Exchange Cards Step 3: Use a Lantern (optional)
Step 1: Move Piece(s)
Choose 1 of the two cards in your display. Then move 1 of your pieces (Master or Student) as shown on the card.
Additionally, you may move your hidden Ninja on its board as shown on the chosen card. This can be the same movement or a different movement shown on the card.
You must move your Master or Student on the main board. Moving the Ninja on its board is optional.
- You do not have to announce whether you moved your Ninja. Try to disguise whether you moved it.
- You must first move the piece on the main board. Only after that can you move your Ninja.
- If your Ninja has been captured, you move only 1 piece on the main board.
The movement rules for all pieces (including the Ninja) are as usual:
- If you can move a piece (Master or Student), you must make a move.
- If your Master and Students cannot make a legal movement, but your Ninja can, you may play 1 card and move your Ninja, or pass on 1 card without moving a piece.
- Your pieces may not stand on the same space. Take care that your Ninja does not accidentally move onto a space of the Ninja board that is occupied on the main board by one of your own pieces.
- Your pieces may only move onto spaces that are on the board.
Note: It can happen that both Ninjas occupy the same space on their boards, that is, would be on the same space on the main board. That is fine, since you cannot see the movements of the opposing Ninja (and vice versa).
Using a Ninja
Your Ninja can, like your other pieces, capture enemy pieces. After you have moved your Ninja, you check whether an enemy piece stands on the space of the main board that corresponds to your Ninja's space. Then carry out the following steps:
- Remove your Screen and show your Ninja board.
- Remove the captured piece from the main board.
- Place your Ninja on the corresponding space of the main board. Its position is known until your next turn.
If your Ninja stands on the main board at the start of your turn, place it on the corresponding space of your Ninja board and put your Screen back up.
Capturing a Ninja
After each movement of an enemy piece, you check whether a piece is on the space of the main board that corresponds to your Ninja's space on the Ninja board. If so, you must announce that your Ninja has been captured, and take its piece out of the game for the rest of the game.
Using Your Ninja to Capture the Enemy Ninja
If you suspect that after its movement your Ninja is on the space of the enemy Ninja, proceed as follows:
- Place your Ninja on the main board on the corresponding space.
- If this matches the space of the enemy Ninja, it is captured. Your opponent must announce this and remove their Ninja from the game.
- Whether your attempt succeeded or not, your Ninja is now on the main board until your next turn and its position is known.
Note: The attempt to capture the enemy Ninja is risky, but a success can be an important step towards victory.
Of course you must honestly announce whether your Ninja is on a space. You must also reliably check whether an enemy piece moves onto the space of your Ninja.
Step 2: Exchange Cards
This step is as in the base game: Take the card you used in Step 1, turn it 180 degrees and place it to the left of the board. Then take the card to the right of the board and place it in front of you.
Step 3: Use a Lantern (optional)
At the end of your turn, that is, after the movement and the exchange of cards, you may use a Lantern and search for the enemy Ninja. (Exception: not on your first turn!)
However, you have only 2 Lanterns for the entire game. You can therefore search only 2 times in total, since you must remove a used Lantern from the game.
A Lantern illuminates 1 row or column of the main board. You choose the row or column you want to illuminate and place the Lantern next to or above it. You may choose any row or column, regardless of whether you have placed a Master or Student there.
Now your opponent checks whether their Ninja is in this row or column and announces this aloud ("Yes" or "No!"). You do not learn on which space the Ninja is, only whether the Ninja is there.
Note: Because you use a Lantern at the end of your turn, you can use the information you gain only on your next turn. By then the enemy Ninja may of course have moved away. At least you have a clue where the Ninja was and where it may now be.
Important: On each of your first turns of the game, you may not use a Lantern. Every Ninja thus has at least 1 chance to move before the first search for it is carried out.
End of the Game
As usual you win by capturing the enemy Master or by occupying the enemy Temple space with your own Master.
The Way of Light
In this variant the School of Light plays with 1 Master and 4 Students on the main board against the School of Shadow, which has no pieces on the main board but acts with 2 Ninjas on the Ninja board.
Setup
Prepare the game according to the usual rules, with the following changes:
Decide who plays as the School of Light and who as the School of Shadow.
- The person playing the School of Light places their Master and their 4 Students as usual in the bottom row of the main board. Additionally they take 2 Lanterns.
- The person playing the School of Shadow sets up 1 Screen and places 1 Ninja board behind it, so that it cannot be seen by the School of Light.
- Place the cards of the School of Shadow's display in front of the Screen so that both people can see them.
- The person playing the School of Shadow places both Ninja pieces on spaces of their choice in the bottom row of the Ninja board.
Important: In this variant the School of Light always begins the game (regardless of which colour the additional Movement card shows).
Gameplay
The Way of Light follows the rules of the variant The Way of Shadow with the following restriction: the School of Light moves only Master or Students on the main board; the School of Shadow moves only 1 Ninja on its Ninja board.
You may each move only 1 piece. The School of Shadow must move a Ninja if it can.
Using a Lantern
Only the School of Light can use a Lantern. This works in the same way as in The Way of Shadow. Note: on the first turn you may not use a Lantern!
The person playing the School of Shadow announces only whether at least 1 Ninja is in the row or column. They say neither how many Ninjas are there, nor on which spaces.
End of the Game
The School of Shadow wins only by capturing the enemy Master.
The School of Light wins if it captures both Ninjas or moves its Master onto the enemy Temple space.
Promo Cards
Many of the promo cards for Onitama were originally available only as rewards in the Dice Tower Kickstarter campaigns. In the Onitama Big Box they are included together for the first time, also in German. You can combine them as you like with the Movement cards of the base game and the expansions.