Juroku Musashi

Also known as: Sixteen Musashi / Benkei Musashi
210BoardCPU availableNo sign-up, free

As the Parent or sixteen Children, alternate one step along a line: the Parent captures by stepping between two Children; Children trap the Parent by blocking every exit.

Play with friendsJust send the invite link. No sign-up for them either
Pick a time and invite
Play over time
Practice against the computerStart right away. Choose the strength
CPU strength
Find an opponent onlineComing soon (October)
Tutorial (4 min)Learn the rules as you play

Before you start

Settings for this game against the CPU. To change them later, start a new game.

First move
Parent wins at
Child move limit
Board shape

What we record

Juroku Musashi in 30 seconds

  1. SetupTwo players: the Parent starts at the centre and sixteen Children at the edges. Parent moves first.
  2. MoveAlternate moving one piece one step along a line to an empty neighbouring point.
  3. CaptureWhen the Parent steps to a point with two Children right beside it on opposite sides of one connected line, it captures both; all such pairs are captured, and captured Children do not return.
  4. WinChildren trap the Parent; Parent captures ten Children.

At a glance

The numbers for this game. These match the actual game implementation.
ItemThis game
Players2 players
Play timeAbout 10 min
TypeBoard
Ranked playNo
Practice against the CPUYes
PriceFree (no account needed)
Rights holderA public-domain classic game
Last updated2026-10-08

How to play Juroku Musashi online with friends

  1. Tap "Play with friends"A party is created with a 6-character code. No account is needed.
  2. Send a link or QR codeShare it on LINE, or just read the code aloud.
  3. Everyone opens it in a browserOnce 2 players have joined, the host taps "Start".

Rule highlights

Setup, play, winning, and house rules

Setup

  • Two players: the Parent starts at the centre and sixteen Children at the edges. Parent moves first.

How to play

  • Alternate moving one piece one step along a line to an empty neighbouring point.
  • When the Parent steps to a point with two Children right beside it on opposite sides of one connected line, it captures both; all such pairs are captured, and captured Children do not return.
  • Children must not repeat a previous position and turn. Only positions just after Child moves, and the initial position if Parent moves first, are recorded.

Winning

  • Children win immediately when every exit of the Parent is blocked.
  • Parent wins when six or fewer Children remain (ten captured).
  • Parent also wins when Children have no legal move or fail to trap it in 100 Child moves. You may resign.

House rules

Default is this site’s setting. Changeable shows whether the party can change it.
NameDescriptionDefaultChangeable
First moveFirst moveThe side set to move first plays the opening move. The Parent starts in the centre and the sixteen Children on the outer edge. With role swapping on, the next game exchanges the sides.Choose which side (Parent or Children) moves first. This is not your role: in the first game the first seated player is the Parent and the next is the Children.Parent (standard)Can be changed
Parent wins atParent wins atSets how many Children the Parent must capture to win. Standard is ten (six or fewer left). Because the Children are favoured, lowering this to six makes Parent practice more balanced.The Parent wins when six or fewer Children remain. Children have the advantage; capturing six can help practise as the Parent.Capture 10 (about 15 min)Can be changed
Child move limitChild move limitOnly Child moves are counted. If the limit passes without the Parent being boxed in, the Parent wins. With no limit, patient Children can keep playing and games run long.Count only Child moves. If they cannot trap the Parent by the limit, the Parent wins. This limit keeps games from running too long.100 (about 15 min, standard)Can be changed
Board shapeBoard shapeThe standard board is the 5x5 square plus the triangular Setchin on the right, 33 points in all. The 25-point square board, as in Edo-period diagrams, drops the eight Setchin points for a smaller, simpler board.Setchin is the triangle on the right. You can also choose the square board used in Edo-period diagrams.33 points with Setchin (standard)Can be changed
Swap roles on rematchSwap Parent and Children on rematch.OnCan be changed
Show threatened ChildrenDashed rings show Children the Parent could capture next. On the Parent’s turn, show capturing destinations and counts.OnCan be changed

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FAQ

How many players?

Two. On your own, play against the computer.

Which role do I get?

First seated player takes the Parent; the next takes the Children. Rematches swap roles.

What kind of game is it?

A traditional Japanese game where one Parent and sixteen Children compete by capturing pairs or blocking exits on connected points.

Can I play on a phone?

Yes. No app is needed — just open it in a browser. You can join the same party as people on a PC or tablet.

Can two people play?

Yes. This game supports 2 or more players.

Can we play without being online at the same time?

Yes. Choose “Turn-based (told each turn)” and you can make one move whenever you like. We tell you when it is your turn. A table ends automatically, with no winner or loser, after 45 days without a move.

Rights holder and physical edition

This is a public-domain classic game. The rules follow the standard reference rules.

Related games

Same type (Board)

Same player count

Last updated 2026-10-08 · Run by Qdan, Inc.