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Rules & guided practice

How to play.

Tahni Arena is a free strategy board game for two sides. Move along the board's connections, jump to capture, and win by removing every opposing piece or leaving your opponent without a legal move.

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Three moves to get the idea.

A small practice board, using the real game rules. Take your time. You can retry each step.

  1. Follow a connection
  2. Read the lines
  3. Take the required jump

Step 1 of 3 · Follow a connection

Select C3, then move to any connected neighboring point.

C3 has eight routes. You can move forward, backward, sideways or along a drawn diagonal.

You are cyan1. Select a piece

Your turn. Select C3, then move to any connected neighboring point.

Your piece Opponent Legal destination

Tap a piece, then a ring. Keyboard: Tab onto the board, arrow keys to explore, Enter or Space to select.

Cyan circles: player 1 Amber diamonds: player 2Arrows show the described route.

01 / Set up

25 points. 12 pieces each.

Pieces sit on the intersections of a 5-by-5 board. Each side begins with 12 pieces; the center point, C3, is empty. Cyan is player 1 and moves first. Amber is player 2.

Cyan fills the upper two rows plus A3 and B3. Amber fills the lower two rows plus D3 and E3. The diagrams use letters A–E from left to right and rows 5–1 from top to bottom, just like the arena.

Choose AI for a computer opponent, or two players on the same device to take turns with a nearby friend. Both sides follow the same rules.

The starting positionTwelve cyan pieces at the top, twelve amber pieces at the bottom, and only C3 empty. Cyan circle at A5; Cyan circle at B5; Cyan circle at C5; Cyan circle at D5; Cyan circle at E5; Cyan circle at A4; Cyan circle at B4; Cyan circle at C4; Cyan circle at D4; Cyan circle at E4; Cyan circle at A3; Cyan circle at B3; Amber diamond at D3; Amber diamond at E3; Amber diamond at A2; Amber diamond at B2; Amber diamond at C2; Amber diamond at D2; Amber diamond at E2; Amber diamond at A1; Amber diamond at B1; Amber diamond at C1; Amber diamond at D1; Amber diamond at E1. All other points are empty.AA55BB44CC33DD22EE11
The opening position. C3 is the only empty point.
02 / Move

Follow one connected line.

On a turn without an available capture, select one of your pieces and move it to an empty neighboring point joined by a line. An ordinary move travels one connection.

Movement can go forward, backward or sideways. A diagonal move is allowed wherever a diagonal connection is drawn. There is no promotion row: reaching the far edge does not change a piece's movement.

Here, the cyan piece on C3 has eight connected destinations. The pale rings show those empty neighbors; a piece cannot move to a point with no connecting line.

Eight legal neighbors around C3With no other pieces on the board, C3 can move to B4, C4, D4, B3, D3, B2, C2 or D2. Cyan circle at C3. All other points are empty.AA55BB44CC33DD22EE11
C3 connects to all eight neighboring points.
03 / Read the intersections

Not every point has diagonals.

Diagonal connections appear at alternating intersections. Use the drawn lines to check a route instead of assuming every neighboring point is reachable.

B3, shown here, has four connected neighbors: A3, C3, B4 and B2. B3 → C4 is not a legal move because no line joins those two points. Compare this with the eight-way C3 intersection above.

Captures follow these same connections. A diagonal jump needs a real diagonal route, an adjacent opponent and an empty landing point beyond it.

B3 has four orthogonal neighborsB3 can move only to A3, C3, B4 or B2 in this position. There is no connection from B3 to C4. Cyan circle at B3. All other points are empty.AA55BB44CC33DD22EE11
B3 has four routes. Diagonal movement from B3 is not allowed.
04 / Capture

When you can jump, you must.

Jump over one adjacent opposing piece and land on the empty point immediately beyond it, continuing in a straight line. The jumped piece is removed. You cannot jump your own piece or land on an occupied point.

In this position, A3 → C3 captures the amber piece on B3. Because that capture exists, cyan cannot make an ordinary move with either piece—even though the cyan piece on E1 has empty neighbors.

If several first captures are available, choose any legal one. Tahni does not require you to choose the longest possible chain.

Try a one-jump capture challenge →

A capture takes priority over every ordinary moveCyan must jump A3 to C3 over the amber piece at B3. The cyan piece at E1 cannot make an ordinary move while a capture exists. Cyan circle at A3; Amber diamond at B3; Cyan circle at E1. All other points are empty.AA55BB44CC33DD22EE11
A3 → C3 is required. E1 must wait.
05 / Continue

Keep jumping with the same piece.

After a capture, inspect the piece's new position. If that piece can capture again, continue with it before ending the turn. You cannot stop early or switch to another piece.

This route is A3 → C3 → E3 → E5. The jumps remove B3, D3 and E4 in order. A chain may turn a corner: each individual jump follows a straight connected route, but the next jump can use another direction.

If the landing creates a choice of captures, pick one and continue until that piece has no further jump. Then the opponent's turn begins.

Play this three-capture position →

A three-jump chain that turns a cornerFirst jump A3 to C3 over B3, then C3 to E3 over D3, then E3 to E5 over E4. All three jumps are the same cyan piece's turn. Amber diamond at E4; Cyan circle at A3; Amber diamond at B3; Amber diamond at D3. All other points are empty.123AA55BB44CC33DD22EE11
Three jumps, one piece, one turn. Follow the numbered arrows.
06 / Win

Capture them all—or close every route.

You win when the opponent has no pieces left, or when it is their turn and they have no legal move. More pieces alone do not decide the winner.

Here it is cyan's turn. Cyan has one piece on A5. Its neighboring points B5, A4 and B4 are occupied by amber, while the potential jump landings C5, A3 and C3 are also occupied.

Cyan cannot move or capture, so amber wins even though a cyan piece remains. This is immobilization, not a draw.

Amber wins by immobilizing cyanCyan to play at A5 has no empty neighboring point. Amber blocks B5, A4 and B4 and also the jump landings C5, A3 and C3. Cyan has no legal move. Cyan circle at A5; Amber diamond at B5; Amber diamond at C5; Amber diamond at A4; Amber diamond at B4; Amber diamond at A3; Amber diamond at C3. All other points are empty.AA55BB44CC33DD22EE11
Cyan to move: no open step and no empty jump landing.
Your controls

Play by touch, mouse or keyboard.

Touch or mouse

Tap or click one of your pieces, then a highlighted legal destination. Use the 2D command grid when you want a direct top-down view of the points and routes. A capture cue means ordinary moves are unavailable.

Keyboard & calmer play

Focus the command grid, use arrow keys to move between points, then Enter or Space to select a piece or destination. Choose Minimal motion in the game settings for a calmer presentation while learning.

Your first turn

Learn one capture. Then play a match.

Begin with guided practice, face the AI, or share one device with a friend. Guest play is free. When you are ready to look one move further, the strategy guide explains exposed landing points, center access and choosing a capture chain.