Pachisi Reimagined Game Manual

The complete rules for Pachisi Reimagined. Start with the basics below, then jump into any section of the full reference.

Start Here

Welcome to Pachisi Reimagined

Pachisi Reimagined is exactly what the name says: the classic game of Pachisi, rebuilt from the ground up. New rules and new mechanics make it a strategic battle with a high skill ceiling.

Pieces and Roles

Four Guards, One Noble

Each player commands 4 Guards and 1 Noble. Guards spend stored rolls to move, form groups, capture, and blockade. The Noble moves on its own, up to 8 spaces per turn, but guard it well: if the Noble falls, every Guard not already in Home or your Home path is captured with it.

Pieces and RolesNoble Movement

Rolls Are Stored, Not Wasted

Dice roll automatically at the start of your turn and land in your roll store. Spend stored rolls to move your Guards: stack several rolls on one Guard, spread them out, or save them for the perfect moment.

Roll and Exit MechanicsPiece Movement and Move Order

Exit Credits Open the Yard

Guards need exit credits to leave the Yard, and you start the game with 3. After your first turn, grace rolls earn more: a 6 on either of your first two dice, or a total of 6 across both.

Roll and Exit Mechanics

One Turn, One Direction

Every piece you move on a turn shares one direction: forward or backward. You also choose whether the Noble moves before or after your Guards, and every piece must pass its midpoint before it can enter its Home path.

Piece Movement and Move OrderPath Direction and Midpoint

Groups Do the Fighting

A single Guard cannot capture or blockade. Groups of two or more Guards do the fighting: they capture smaller groups, block groups of equal or smaller size, and can capture an exposed opponent Noble. The only exceptions sit at the top: a moving group of four cannot be blocked, and a group of four can capture another group of four.

CapturesBlockades

Safe Spaces Buy Time

Yards, Homes, and Castles are safe: no captures and no blockades happen there. Castles are shared, so pieces from every player can rest on them, and your own entering tile protects your pieces as well.

Tile Types and Their Rules

Turn Noble Risk Into Points

Your capture score depends on where your Noble stands and on each captured piece’s type. With a safe Noble, a captured Guard earns +20 and a captured Noble earns +50. With an exposed Noble past its midpoint, those rewards rise to +200 and +250. Risk is the price of a high score.

Scoring SystemBrawl Capture Scoring

Play Against the Bots

Every game today is played against bots: computer opponents that follow exactly the same rules you do. The free engines run right on your device, and premium Traversing bots let our servers pick from the moves your device works out. Online multiplayer is coming in a future release.

Bots and Bot Engines

Core Rules

Movement

Journey

Brawl

General

Bots

Glossary

Definitions for every term used across the manual and the game interface.

Browse the glossary