Lilacru Rules copyright Mike Wellman
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 pieces move from field to field.
Each time you move a piece you place a marker of your own colour on the field on which you are arriving.
You may not move onto a field that is another player's colour. You may not move onto a field where another chevron is sitting
A game ends when there are no players left who can make a move, or the only remaining players who can move can only move in such a way that they will not be able to acquire any more markers in the future. The winner of the game is the player with most markers on the board at the end of the game. 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.
Comment by author: A few people may have come across this game, which is now considered a Shacru variant, in the early days (December 2002). This pre-dates Shacru and was extensively play-tested. It is "Shacru without the twist" and so is even easier to learn/teach (a minute?) - but the disadvantage is that the twist adds to both the tactics and the fluidity of the game. By the time of the first Essen trip, October 2004, Shacru had already replaced it as the 2nd official game on the Pacru board.