
Onitama is a two-player abstract strategy game played on a 5×5 board with five shared movement cards. Each turn you move one piece using one of your two cards, then rotate that card to your opponent. Capture the enemy master or reach their temple to win, usually inside 15 minutes.
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Onitama was designed by Shimpei Sato and published in 2014. It quickly earned a Golden Geek Award and became a favourite among abstract strategy fans for its clean, martial arts-themed design.
The game fits the entire decision space into five movement cards shared between both players. That rotating card mechanic means every game is different and every move has consequences two turns ahead.
Win by capturing the opponent's master or moving your master onto their temple square.
Onitama is about reading the card rotation and controlling space.
Expansions include Sensei's Path (16 new movement cards) and Way of the Wind (adds a neutral wind spirit piece). Some players also enjoy drafting card sets before the game for added variety.
Play Onitama on Arcadia to master the card rotation and outmaneuver an AI that thinks several moves ahead.
Either capture your opponent's master piece, or move your own master onto the opponent's temple square (the centre square of their starting row).
The base game has 16 movement cards. Each game uses five of them: two per player plus one rotating side card.
Yes. Arcadia offers free Onitama against an AI opponent with no download required.
They are the official names of the two win conditions. The Way of the Stone means capturing your opponent’s master; the Way of the Stream means walking your own master onto the opponent’s temple arch. Both count equally, and strong players constantly threaten one to set up the other.
The base game’s 16 cards produce 4,368 possible five-card combinations, and each combination can be dealt 30 different ways between the two players and the side slot — 131,040 distinct starting positions in total. That variety is why Onitama openings never settle into fixed theory the way chess openings do.
The only luck is the initial deal of five cards; from then on it is a perfect-information strategy game decided entirely by skill. Both players always see exactly which moves are available to each side, including the card waiting in the side slot, so nothing is hidden.
Most games take 10 to 15 minutes, and experienced players often finish faster. The short length makes it a natural best-of-three game — and on Arcadia you can play it free in the browser against an AI, with no download, so rematches are instant.
It is often described as distilled chess: both are perfect-information duels won by hunting a king-like piece. The differences are scale and the card system — a 5×5 board, five pieces per side, and a move set of just five rotating cards that both players share, so your options this turn become your opponent’s soon after.
You must still play a card. If neither of your cards allows any legal move, you pass the move itself but choose one of your two cards to rotate out to the side slot anyway. This keeps the five-card cycle turning and stops the game from ever stalling completely.
No — any piece can use any card, so a student moves exactly like the master on the same card. The master matters because of the win conditions, not its movement: losing it loses the game, which is why students spend most of the game screening it.
Sensei’s Path adds 16 new movement cards that shuffle directly into the base set, doubling the card pool. Way of the Wind adds a neutral wind spirit piece that both players move using special dual cards, turning the empty centre into contested ground. Neither expansion changes the core rules.
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