Katruji is not the most complicated game.
For more detailed and just better looking rules, see
The creator's rules doc.
middle called the "Uczuda". Each player owns one 4x4
half of the board called a "Hajat".
Players attempt to win by capturing the other player's
pieces, by emptying their hajat of pieces, or
by running out a stalemate clock.
Play proceeds in turns until one player achieves
victory. During their turn, a player must move a
piece from its square in their hajat.
There are three kinds of piece in Katruji:
-
the Private (P), a.k.a Hutu or Pawn,
can move one square diagonally in any
direction. When captured, it is worth one
point.
-
the Sergeant (S), a.k.a Ali, can move one
or two squares in any orthogonal direction,
horizontal or vertical. When captured, it is
worth two points.
-
the Officer (O), a.k.a Isza or Queen, can
move any amount of squares horizontal,
vertically, or diagonally. When captured, it
is worth three points.
A player may start a move using only pieces in their
own hajat. If the piece crosses the
uczuda into the opponent's hajat, it
is now controlled by the other player. Many players
find this the hardest part of first playing Katruji!
A piece must occupy a single square, and cannot occupy
the same square as another piece. A piece may end a
move in one of three locations:
-
On any legally reachable empty square.
-
On an occupied square in the opponent's
hajat, capturing the square's
previous occupant, and adding its point value to
the player's score.
-
On an occupied square in their own
hajat, replacing both pieces with a
higher ranked piece, called
promotion. A Private may
move to a square occupied by another Private,
creating a new Sergeant, or a Sergeant may
move to a square occupied by a Private,
creating an Officer. Promotion to a Sergeant
is only permitted if there are no Sergeants
remaining in the player's hajat.
You may not move the last piece moved (by your
opponent, into your hajat) back to its
previous square, as to undo that last move.
There are three ways to win in Zilatran Chess:
Yara, Yemubus, and Alka.
- Yara
-
To win by Yara, you must gain 18 points before
you opponent does. 18 is the number after
which it is mathmatically impossible to lose.
To gain points, you have to capture pieces in
your opponent's hajat.
- Yemubus
-
To win by Yemubus, you must move all of your
pieces into the opponent's Hajat, so that you
have none left, then, the person with the most
points wins the game. In the case of a point
tie, the player who performed the Yemubus move
wins.
- Alka
-
To win by Alka, you must first enact
Kyan-A-Alka ("Start the Clock"). To enact
Kyan-A-Alka, seven moves must have passed from
the last capture. Then, you may declare
Kyan-A-Alka. If you do, which you do not have
to, a 3-move timer starts. If, after 3 moves,
no captures have taken place, the player whose
turn it is may claim Alka, and the player with
the most points wins. If a capture does
happen, the 3 move timer resets to 0, and
continues counting. If points are even when
Alka is claimed, the person who enacted
Kyan-A-Alka wins. Other game ending conitions
still apply.
Good luck!