Juroku Musashi: Rules and How to Play

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.

Setup

How to play

Winning and scoring

Defaults on this site

Anything the party can change is listed in the house rules table.
ItemDefault on this site
Players2 players (set automatically by the party size)
Turn time limitNone by default (the host can set 30 or 60 seconds)
If someone drops mid-gameReopening on the same device returns you to your seat. If you do not return, the CPU plays in your place.
DrawsIn ranked play, a draw counts as halfway between a win and a loss for your rating.
Source of the rulesBased on the standard reference rules

Rules supervised by Qdan, Inc. (based on the standard reference rules)

House rules

Defaults follow the standard reference rules. The party can change these.

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

Terms

Point
An intersection where a piece stands.
Line
Connects neighbouring points for a one-step move.
Setchin
Eight points in the triangle on the right.
Pair capture
Parent steps between two Children and takes both.
Repetition
Repeating a position and turn; Child moves must avoid it.
Trap
Block every exit of the Parent. Children win.

FAQ

Which side has the advantage?

Children. For Parent practice, you can lower the capture target to six.

Can Children capture the Parent?

No. Children win by blocking every exit.

Play now with these rules

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