Rules With Diagrams

Power of Movement{R5}



The red piece in the corner borderland has a power of movement of three because there are three red tiles in that borderland. The piece can move up to three tiles in each of the three directions. The smaller red piece symbols show all the possible moves for this piece.




Each of your pieces has a particular power of movement which depends on the borderland in which it starts its move. Count the tiles of your colour in the borderland and that number is the power of movement of the piece. If there are no tiles, the power of movement is one. A piece can move any number of tiles between one and its power of movement.


Long Move {R6}

When you move your piece more than one tile (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 piece pointing in the direction you have moved it.

What is forbidden in Pacru {R7}

The red piece in the corner borderland has a power of movement of three because there are three red tiles in that borderland. The piece can potentially move up to three tiles in each of the three directions. The smaller red piece symbols show all the possible moves for this piece. Some of the rules below restrict the possible moves:

What is forbidden

Except for a connection jump*
Except for a pincer*
*connection jump and pincer are explained later.


next rule is Connection Change {R8}

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