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Thematic illustration for Onitama
AbstractStrategy

Onitama

Use shared movement cards to outmaneuver an opposing martial-arts school.

Players2–2 best with 2
Play time10–20 min
Complexity2/5 · Easy
Learn & set up7 min

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At the table

Five movement cards define the entire battle between two small martial-arts schools. Every move hands a card back into circulation, so your opponent's future options are visible.

Play style
Competitive
Suggested age
8+
Time to teach
About 5 min
Time to set up
About 2 min
Player elimination
No

How it plays

Grid movementAbstract strategy

Rules at a glance

Your goal

Capture the opposing master or move your master onto the opponent’s temple arch.

The flow of play

  1. Move one piece using one of your two movement cards, capturing an opponent if you land on it

  2. Exchange the used card with the shared card beside the board

  3. Check for victory and pass play; if no move is legal, exchange a card without moving

A quick introduction to the base game. Use your edition’s rulebook for full setup, card effects and exceptions.

Official rules ↗

A feel for the game

couplescompetitivefast setupquickno reading
Suggested age
8+
Interaction
High
Reading
None
Conflict
Heavy
Luck or skill
Skill
Table space
Small
Downtime
Low

Playing times and difficulty are catalog estimates and may vary by group and edition. Consult the official rulebook for complete rules.

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