Juroku Musashi Strategy and Tips

Here is how to think about winning at Juroku Musashi, split into short lessons. Each one reads on its own, and each one comes with a real position: press Try it on the board and you play the move yourself.

Trap at an edge

Lesson 1

The point at the tip of Setchin has only two neighbours along its lines. If the Parent walks in there, two Children can cover both exits and trap it. The centre of the board has eight lines meeting, so even sixteen Children find it hard to box the Parent in there.

In this position one exit already holds a Child, and only one exit remains. Step a Child onto it and the Parent has zero moves left, so the Children win on that very move. The game ends without waiting for the Parent's turn, and the exit counter below the board confirms the trap.

When you play the Children, steer the Parent toward Setchin or a corner. Remember that Children may never recreate a position that has already appeared, so choose moves that go forward and remove the Parent's escape routes one at a time.

Fill a gap to defend

Lesson 2

The Parent captures two Children by stepping into the point between them, when they stand on either side along a straight line. A dashed ring on the board marks a Child the Parent could capture on its next move. When you spot such a pair, fill the point between them first; that is the basic defence.

In this position, one Child stands on each side of a point the Parent can reach in one step. Move the Child below it one step up to fill that point. The Parent can no longer enter, and the capturing shape disappears. Afterwards, check that the dashed rings on the board have gone.

Be careful that the filling Child does not create a new pair somewhere else. After every move, recheck where the Parent can go and which pairs it can take. With sixteen Children you have the numbers, so stay patient and keep your formation intact; losing no pieces is the shortest path to winning.

Capture a straight pair

Lesson 3

Capturing is the Parent's special skill. When the Parent moves to a point and a Child stands on each side of it along the same straight line, both Children are captured together. Pairs that are not joined by a line do nothing, and Children standing on both sides of the Parent capture nothing at all.

In this position, stepping onto the glowing point captures the two Children on its left and right. Capturing points show a plus-two tag and a double line joining the pair, so you can check the count before you move. After a capture, it is the Children's turn.

The Parent wins by capturing ten Children. Remember that sixteen Children start the game and, in theory, the Children are favoured. Capture whenever it is safe, and also move back to open ground before you get surrounded. The capture counter under the board keeps the score.

Capture several pairs at once

Lesson 4

When the Parent lands on a point where several straight lines each hold a pair of Children, every pair is captured at once. One move can take up to three pairs, six Children, so this is where the Parent can turn a game around. The tag on the board grows as pairs add up: plus four, plus six.

In this position, entering the glowing point captures a sideways pair and a diagonal pair together, four Children in all. Points with diagonal lines open up more directions, which makes them dangerous for the Children. Tap a capturing point and a double line appears on every Child it would take.

When you play the Children, avoid crowding pieces around a point the Parent can reach. When you play the Parent, choose the point that captures the most pairs; it moves you much closer to victory in a single step.

Try it on the board

Pick a lesson and the board starts from that position. Start over as often as you like.

Now put it to work

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