Table of Contents

Pacru

Pacru is the most complex of a series of three games by Mike Wellman (Shacru, Azacru and Pacru). Each game is for 2 to 4 players, using player-colored chevrons and tokens to control spaces on a sudoku-style board.

Coder: Aaron Dalton (Perlkönig)

Rules

Goal

A player wins when they meet at least one of the following victory conditions:

A Turn

A turn consists of either rotating a friendly chevron (and marking the requisite fields neutral), or moving a friendly chevron (which may cause some effects like marking one or more fields or capturing an opposing chevron). Passing is not allowed.

Reorientation

Do one of the following:

If the only available legal action is to reorient (ie, you cannot legally move any of your chevrons to another field), then you are eliminated and all your chevrons are removed from the board (but your fields stay marked with your color, which is important in 3 and 4 player games).

Movement

Capturing

Meeting

Note that while you must capture if your move makes you eligible for it, there is no obligation to make a move which captures fields or chevrons, nor to maximize captures (unlike draughts). Multiple of the top-level bullet points above can be triggered by the same move, resulting in capturing fields by multiple means in one turn.

Terminology

Chevron: the angular playing pieces the players move around
Field: one of the 81 spaces on the board. A field is red (or blue) if it has a red (or blue) marker on it, and neutral otherwise. A field is occupied if it contains a chevron, and unoccupied otherwise
Borderland: one of the 9 outlined 3×3 regions on the board. Each borderland contains 9 fields. Note that the borderland is the region itself, not the lines between


AI generated

Pacru

A territory-control game where directional pieces navigate a subdivided board to claim cells.

Inventor: Mike Wellman

Rules

See BoardGameGeek: Pacru. 9×9 board of tiles with chevrons that face a compass direction. Supports 2, 3, or 4 players.

Goal

Control the most tiles when the game ends (no legal moves, or a player is eliminated). Meetings and conversions follow the 2011 rules.

Setup

Chevrons start on the published 2p/3p/4p arrays (for two players: a3, e1, i3, i9 vs a7, e9, i7, a1 with the facings in the engine). Tiles under chevrons belong to their owners as play proceeds.

Gameplay

On your turn move one of your chevrons forward in the direction it faces, or change facing, according to Pacru’s movement chart (orthogonal and diagonal steps, bounded by the 9×9 grid). Landing claims or converts tiles. Meetings (confrontations that transform pieces) only trigger once at least one opponent has at least nine tiles on the board.

Variants

No engine variants.

Further details

Version history

Abstract Play

Links