RULEBOOK
CREDITS
Game Design: Shimpei Sato
Game Development: Bryan Pope
Creative Direction and Story: Chris Henson
Calligraphy: Nagahara Chiyo
Box Art: Mariusz Szmerdt
Board Design: Lucy Liu
Additional Rulebook Art: Sayuri Romei
Original Art Director: Jun Kondo
Rules: William Niebling
Project Management: Matthew Burch
Production: John Rogers
Playtest Manager & Flavor Text: Mike Richie
Special thanksto these playtesters:
Shawn Applegate, Daniel Solis Arce,
Warren Maruschak, Daniel Moody,
Andrew Peterson, Peter Yovich,
Patrick Connor, Louis Noble
"Hear now, the words of the
Eight Immortals: 0 true sage
and vigilant warrior, if you
would find true mastery of the
Body and Spirit, seek the path
to the Shrine of Onitama."
- The Book of Heaven,
Seventh Scroll
Carved into the crags of the
mist-shrouded mountains
of ancient Japan lies the
Shrine of Onitama. It is a
place of enlightenment and
skill, a site dedicated to the
spirits that guide the Schools
of Martial Arts across the land.
Masters of these schools
hazard the journey to Onitama
with their most promising
disciples to meet within its
hallowed walls and to prove
their superiority in battle
against the others.
These contests are more than
simple combat - for in this
place, the Animal spirits that
guide the Schools whisper
their guidance to the Masters,
and bolster the students with
otherworldly strength and
dexterity.
"Hear me, if you would prove your
Art above all others. W hen you have
mastered its mysteries, then may you
seek to challenge others. It is through
Onitama is an elegant and simple game
which captures the essence of martial arts..
Each game is quick, usually 15 minutes
.inlength. . ,
COMPONENTS
Welcome to the ~hrine of Onitama, aspiring
Master. In addition to this rulebook, this
box contains:
't1 t. t. t .
.. .. ..
t, t, t, t,
I
r r r'
j .. , ... .. ,
, 2 MASTER PAWNS 8 STUDENT 'AWNS
ROLWP GAM& MAT
. TEMPLE
' ARCH SQUARES
16 MOVE CARDS
GAME SETUP
Arrange the playmat on the t~ble between you
and your opponent, as s~qwn in the diagram.
_Each :player chooses 5 pawns of one color (1
master+ 4 students). Each player places their
. Master pawn on the temple arch nearest them,
and their 4 Student pawns on the 2 squares on
eitAer side of th'e master,.as shown in th-e diagram.
superior strategy and superior skill that
the Master of Masters will be known,
and the true Art will be revealed. "
- The Book of Heaven, Second Scroll
PLAYER2
STARTING
CARDS
FACE UP
PLAYER 1
- STARTING
CARDS
FACE UP
Shuffle the 16 Move cards. Give two-random
cards to-each player, face up , this is.the player's
"hand". Each player plac~s both of their starting
cardsjri front of them, face up.Turn over one more
Ml've card, and examine the starnp in the l~wer
right hand corner of the card.
The player with the pawns that are the same
color as that stamp will go first.
Place thfs card so that it is on the right side of the
game mat (with respectt? the- player going first).
The restof the Move.cards will _not be used
return them to the box. Y,ou can use them in. future
games, to create new challenges and tactics.
--
_ ... ;.- l_ -. : I ,', \ ,
...
.::.
..... - ' ,I
L - .~"'i.....t.:="',,.__.
j
"These words are written in the presence
of the scribes of Onitama. I have
unlocked the mysteries of my Art, which
I believe to be the true Art. J have
listened to the Spirits, and have studied
the manuals of my ancestors, passing
HOW DO I PLAY?
It is time to prove the power of your A\t.
Combat at Onitama is simpleand elegant, as
befits a contest betw,
, een two Masters. You.and
your opponent will take turns following the two
steps below, one fonhe body, one for the spirit.
On your turn, follow each of these two
steps, i'lthis ~rder:
STEP i: MOVE & AT~ACK
On your turn, examine and choose one of the
two Move cards in front of you. Then, move one
of your pawns(student or master) as shown
on that card. (The square grid wil l show you .
the way.)
PAWN CAN MOVE TO ANY ONE OF THESE
The black square ill the middle represents the
space your chosen pawn occupies. The colored
spaces show wher~ your pawn .can movetrelative
to its starting position. You can move your pawn
to ariy one of the spaces indicated.
Other pawns (yours or your opponents) and
Temple Arches do not block the movement of
. \
your'pawn across the board. _
'
along the wisdom to my disciples. I ask
now, in this place between Heaven and
Earth, that my Art be judged in the eyes
of the Eight Immortals and all men."
- the Scroll of Onitama, on which the
names of the'true Masters are written
,.
iJ
EXAMPLE:. ~
MOVEMENT
You can never make a move that wou ld cause 9
pawn to mQve off the board or move ontq the
same square as one of your own pawns.
If your pawn moves onto a square that is .
occupied.by one of your opponent's pawns,.the
opponent's pawn. is ."capt_ured" and removed
from the game. P~t it back in t~e box.
You must actually land on the piece to capture it
- movin,g over or through a square occupied by
an opponent's piece do~s not capture it.
. .
EXAMPLE:
C~PTURING AN OPPONENT'S PAWN
GP
RABBIT
..._.,...._._ .............,. ...
o..:,u,.. '*'t .,..._.,.,......
MOVE TO CAPTURE
THE STUDENT .PAWN
STEP 2: EXCHANGE CARDS
Take the.Mov~ card xou just used, and place it to
the left side of the playmat, rotating it 180
degrees to face your opponent.
Then take the card \hat is on the right side of
your p_laymat and add it to your hancf. Yo~ may
use that card starting next turn, as onf! of the two
Move cards yotJ can choose from ..
Now it is time for your opponent to take aturn,
foll-owing the same two steps.
You shall continue to take turns until one of you
has won !he game, demonstrating mastery of
your Martial Art.
WHAT IF I DON'T
WANT TO MOVE?
If you have a legal move, you must take
it-even if you don.'.t want to! B~ carefu l that
your opponent does not trap you in a
position-from which you cannot escape.
It is possible that you will find that you
cannot u~e any of your cards to make a
legal move. If th is h~ppens -and only
then- you must pass your turn. None of
your pawns will move. Byt like the river
that constantly flows, you cannot remain
unchanged: you must still-choose one of
the two cards in front of you, plate it to the
left of the playmat and r9ta~e it, then take
the
. card from the right.
side of the board.
"These are the words o( the
Enlightened Ones: there are two
paths to superiority: to. best
another Master as the larger
stone breaks the smaller;
or to wrest control away from
his Art, as the stream carries
away all within it."
- The Book o( Heaven,
Golden Sm?ll
HOW DO I WIN?
Thereare two ways to prove that yor Ar't is
stronger - the Wa)j of the Stone or the Way of
the Stream.
1 To win in the Way of the Stone,
you 111ust capture your opponent's
Master pawn.
z
,
To win in the Way of the Stream,
you must move your own ~aster.
pawn into your opponent's
Temple Arch space.
Neither path .
to victory is
easy! You will
need
. careful.
strategy to
achieve
your goals.
czo15 Arcane Wonders, LLC, 2015 Shimpei Sato, 2015 Conception.
No part of this product may be reproduced without specific
permission from the publisher. Onitama is aregistered trademark
of Arcane Wonders, LLC. Not suitable for children under 3years of age
due to small parts.
THIS PRODUCT IS NOT ATOY. NOT INTENDED fOR PERSONS
UNDER THE RECOMMEfjl)Elf~ REQUIREMENT.