Surakarta: Rules and How to Play
Surakarta is a game for two players who take turns moving one of twelve pieces: step to an empty neighbour or capture through a loop, aiming to capture every opposing piece.
Setup
- Two players each place twelve pieces in the nearest two rows. The table randomly chooses the first player.
How to play
- Without capturing, step to an empty orthogonal or diagonal neighbour.
- To capture, follow a horizontal or vertical line through at least one corner loop, then land on the first opposing piece encountered. Remove that piece.
- The 270-degree corner arcs connect the second and third lines from each corner. Continue straight through intersections; only arcs turn a capturing piece.
- Only empty points may be crossed, including the same point more than once. The starting point counts as empty by default. Captures are optional.
- A loop move must end in a capture. Take one piece per turn, then the opponent moves.
Winning and scoring
- Capture every opposing piece to win.
- After 80 moves by both players without a capture, more remaining pieces wins and equal counts draw. Use the same settlement if the next player has no legal move.
- The table can change diagonal steps, passing the origin, the quiet limit, and drawing when captures stop.
Defaults on this site
| Item | Default on this site |
|---|---|
| Players | 2 players (set automatically by the party size) |
| Turn time limit | None by default (the host can set 30 or 60 seconds) |
| If someone drops mid-game | Reopening on the same device returns you to your seat. If you do not return, the CPU plays in your place. |
| Draws | In ranked play, a draw counts as halfway between a win and a loss for your rating. |
| Source of the rules | Based 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.
| Name | Description | Default | Changeable |
|---|---|---|---|
| Diagonal steps | Allow one-step moves to empty diagonal neighbours. | On | Changeable |
| Pass through the starting pointPass through the starting pointA circuit can return to the point the piece left. When enabled, that point is empty and the piece can continue. Otherwise it blocks the route. | Treat the starting point as empty during a capturing move. | On | Changeable |
| When captures stopWhen captures stopCapturing every opposing piece wins immediately. If the quiet-move limit is reached or the next player cannot move, use this rule. Equal piece counts always give a draw. | How to settle a game after the limit without a capture. | More pieces wins | Changeable |
| Moves without a capture | Count both players’ moves; a capture resets the count. | 80 moves (about 10–20 min) | Changeable |
| Show legal moves | Mark destinations after selecting a piece. | On | Changeable |
| Alternate first player | Swap the first player when playing again. | On | Changeable |
Terms
- Loop
- A curved track joining two straight lines at a corner. Pass through at least one to capture.
- Moves without a capture
- Each turn without a capture counts as one move.
FAQ
Can I turn at an intersection?
Keep moving straight at intersections. Only corner arcs change direction. Pieces block the route.
Must I capture when possible?
Capturing is optional. You may choose a step to an empty neighbour instead.
Play now with these rules
Last updated 2026-11-05 · Run by Qdan, Inc.