Alquerque

Rules of Alquerque

How to play Alquerque so that two people can sit down at a table and play the game with a drawn board and 24 pieces in total.

Game Material

Empty game board with algebraic point annotation

For talking about positions, name the columns a to e from left to right and the rows 1 to 5 from bottom to top. Row 1 is the home row of Light, row 5 is the home row of Dark.

 5  b-b-b-b-b        b = dark piece
    |\|/|\|/|        w = light piece
 4  b-b-b-b-b        + = empty point
    |/|\|/|\|
 3  b-b-+-w-w
    |\|/|\|/|
 2  w-w-w-w-w
    |/|\|/|\|
 1  w-w-w-w-w
    a b c d e

Setup

Initial setup

Objective of the Game

Take all of your opponent’s pieces off the board — or leave your opponent in a position where they cannot make any legal move on their turn. In both cases you win immediately. With these rules a draw is not possible.

Rules to Move Pawns

Light moves first, then the players alternate. You must move on your turn — passing is not allowed.

On your turn:

  1. If you can capture, you must capture. Check this first.
  2. Only if no capture is available anywhere, you make a normal move.

A normal move means: take one of your own pieces and slide it along a drawn line onto the neighbouring point, which must be empty. One step only. Diagonal steps are only possible where a diagonal line is actually drawn.

Two restrictions apply to normal moves (but not to captures):

A piece that has arrived on the opponent’s home row (Light on row 5, Dark on row 1) is stuck there for normal moves — it cannot be moved any more. It may still capture, and once a capture has carried it off that row it can move normally again.

Pieces never stack. Only one piece per point.

Capturing

Capturing works like in draughts, by jumping:

Captures are compulsory. If any capture is available at the start of your turn, you must play a capture instead of a normal move.

Multiple jumps: after a jump, if the very same piece can jump again, it must do so, and it keeps jumping until no further jump with that piece is possible. All of that is one single turn. Between jumps the direction may change. You cannot jump straight back the way you came, because the point you just jumped over is now empty.

You do not have to choose the longest capture sequence. If several captures or several continuations are available, you may freely pick any of them.

Sample Game

Starting position, Light to move. The only empty point is c3.

  1. Light c2–c3. Light steps its piece forward into the free centre point. The point c2 is now empty.
  2. Dark must capture c4 x c3 – c2. Dark’s piece on c4 is adjacent to Light’s new piece on c3 along the vertical line, and c2 behind it is empty. The Light piece is removed, Dark now stands deep inside Light’s camp. Score: Light 11, Dark 12.
  3. Light must capture in return, e.g. c1 x c2 – c3. The Dark piece on c2 is removed and Light occupies the centre again. Score: Light 11, Dark 11.

The game continues in this style. Material usually stays balanced for a while, until one player runs out of safe moves and is forced to offer a piece. Keep the compulsory-capture rule in mind: a well-placed sacrifice can drag your opponent’s piece into a position where you answer with a long multiple capture.