Azacru Rules copyright Mike Wellman 2005
Each player is represented by one colour: and they use the chevrons and markers of that colour.
The order of play between the different colours is a matter of choice. You can decide which player is using which colour, and the order of play, by any reasonable means.
If there are three or four players in the game, then each player has three chevrons to start: for the two player game each has four.
Take it in turns to move one chevron at a time. You cannot pass on a turn unless you cannot move. You can move any of your chevrons one space straight ahead, or at a 45 degree angle to the direction it is pointing. After a move, leave the chevron pointing in the direction you've moved it. This is the only way that chevrons move from field to field.
Each time you move a chevron you place a marker of your own colour on the field on which you arrive.
When you move a chevron across a border, you can set it down as normal after the move (leaving the chevron pointing in the direction you've moved it) or choose to twist the chevron forty five degrees to the the left or to the right as part of your turn.
You may not move onto a field that is another player's colour. You may not move onto a fieldwhere another chevron is sitting. Except for a connection jump you may not jump over any chevron.
POWER OF MOVEMENT: Count the markers of your colour in the borderland and that number is the power of movement of the chevron. If there are no markers, the power of movement
is one. You can move that particular chevron any number of fields between one and
its power of movement.
LONG MOVE: When you move your chevron more than one field (a
long move), you cannot change direction in the middle of the move. You must move in a straight line (directly ahead, or ahead at 45 degrees). At the
end of the move leave the chevron pointing in the direction you have moved it, unless you have crossed a border in which case you can twist it as usual.
CONNECTION CHANGE: When you make a long move from one field
of your colour to another field of your colour (a connection), and you are not
jumping any chevrons, you must change all the intervening fields to your
colour. If your connection change involves changing one or more fields belonging to another
player, then your chevron is taken off the board as soon as the move is made.
CONNECTION JUMP: When you move from one field of your colour
to another field of your colour, you are allowed to jump any intervening
chevrons. However when you make a connection jump, you do not make a connection change and so no intervening fields are changed.
Eventually one player in the game will not be able to make a move on their turn: either all their chevrons have left the board, or none of the their remaining chevrons can move. After this has happened all the other players (or those that can) continue for just one turn each. The winner of the game is the player with most markers on the board at the end of the game (this may be the player who was first unable to move). It is possible to use the number of markers on the board of each player as a score and then play several games as a set, totalling the score from each game.