Rules · 1The pitch
The pitch is a board of 9 rows (A–I) × 16 columns (1–16), split in half by a centre line. Each square is named by letter and number (e.g. E8). At each end there is a goal of three squares (D, E, F): the yellow goal in column 1, the blue goal in column 16. In front of each goal is the white area.
White area
No piece may stop on the squares of the white area. Sliding pieces (winger, runner, joker) may cross it if their move takes them beyond.
The goals
Only your own keeper may stand in goal, moving between its three squares. Other pieces enter the opponent's goal only to score.
Rules · 2The pieces
Each team has 11 pieces shaped like shields. The symbol on the shield shows how the piece moves; the tip of the shield points at the goal to attack. In the diagrams the yellow squares are those reachable in one move (with no obstacles).
Keeper
1 square along the goal line, always staying within its three goal squares.
Defender
1 square in any direction (horizontal, vertical, diagonal).
Winger
Diagonally, up to 4 squares. Always stays on the grass colour it starts on.
Runner
Horizontally or vertically, up to 4 squares.
Joker
In any direction, up to 2 squares.
Raider
In an L, like the knight in chess (2 squares in one direction and 1 sideways). It is the only piece that jumps over the others.
Line-up: 1 keeper, 2 defenders, 3 wingers, 2 runners, 1 joker, 2 raiders.
Rules · 3The rules
Aim of the game
Get one of your pieces into the opponent's goal. Every time you do, you score a Move!, the point of Master Move. The first to reach 3 Moves wins the game.
The turn
- One piece moves per turn, turns alternate.
- Pieces are never captured: an occupied square is closed to everyone.
- No piece jumps over the others; only the raider jumps.
- A winger always stays on the grass colour it starts on.
The Move (the point)
- A piece scores a Move by entering a free square of the opponent's goal, following its own way of moving.
- You cannot score a Move on the square where the keeper stands.
- The keeper cannot score a Move.
Line-up
- At the start each player places the pieces freely in their own half (the keeper in goal, no piece in the white area).
After a Move
- The pieces return to the line-up of the last kick-off.
- Each team may move just one piece (a free move, not bound to the piece's way of moving).
- Changes add up from restart to restart: at most 4 in a game (at 2-2).
- The side that conceded the Move restarts play.
Anti-stalemate rule
- Between one kick-off and the next, a piece may go back and forth between the same two squares at most 2 times: the third time there is not allowed.
- The keeper is exempt from this rule.
Quitting
Whoever quits a game loses it 0-3 by forfeit.
Rules · 4Example line-up
A possible starting line-up for both teams (each is free to set up differently in its own half).
Example of a Move
The blue raider on G3 moves in an L and enters F1, a free square of the yellow goal: it is a Move!
Rules · 5Tournament rules
- Games follow these rules; the first to score 3 Moves wins the game.
- Shirts: if both teams have the same colours, the team playing away wears the white shirt.
- If the home team is already in white, the away team keeps its colours; if these too are white or light and could cause confusion, the away team plays in black.
- Whoever quits a game loses it 0-3 by forfeit.
- Formats: round robin (a win is worth 3 points; on equal points, Move difference counts first, then Moves scored), knockout, round robin with a final between the top two.
Printable version
The complete rulebook, with the origins of the game and the prototypes, is also available as a PDF.