How it plays
Onitama gives each player two face-up movement cards and leaves a fifth beside the board. On your turn, use one of your cards to move a student or master according to its diagram. Landing on an enemy captures it; passing across another piece does not.
After moving, exchange the used card for the waiting card. The card you surrender becomes available to your opponent through their next exchange, so a move changes both the board and the future movement options. The five cards chosen at setup define that particular game’s tactical possibilities.
Decisions you’ll make
Check the movement card you are giving away before celebrating a capture. An immediate gain may supply the route your opponent needs on a later turn.
Protect against both endings: capture of your master and arrival of the enemy master at your master’s starting temple space. Blocking one threat does not necessarily cover the other.
Learning the game
Light: explain the two win conditions and the public movement-card exchange before tactical play.