David Parlett's Katarenga games
Nav to sitemap


A traversal game for two

Start. This game of traversal takes advantage Example game of the fact that the first published version of Katarenga has very large squares. You each start with one pawn in each corner and retain your other four in hand for possible future use.

Object. To be the first to get all four of your pawns onto the same central square, as indicated here by dotted circles.

Play. You each in turn move one of your pawns in accordance with normal Katarenga rules of movement. As soon as you get your first pawn onto one of the four central parking squares that square becomes your homing square and you may not move it away. If at any time you move a pawn onto any other vacant centre square you must move it off on your next turn.

Captures. A pawn can neither capture nor be captured when it's on a corner square or settled on its homing square in the central park. If at any other time you capture a pawn your opponent must enter one of their as-yet unplayed pawns on any corner square of your (the capturer's) choice.

Basic rules


A pawn moves from red like a rook, from yellow like a bishop, from green like a knight, from blue like a king. It can move any distance up to but not beyond the next square of the colour it started from. It may not pass over or land on another pawn except to capture one of the opponent's, or, in this game, when landing on your chosen central parking-place.