Pachisi Reimagined Game Manual

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

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Welcome to Pachisi Reimagined

Pachisi Reimagined is exactly what the name says: the classic game of Pachisi, rebuilt from the ground up. It is still played with dice, but new rules, new mechanics, and the all important Noble piece transform a slow game of chance into a fast paced, tactical battle with a high skill ceiling. Every turn is a real decision, and the better player beats the luckier one far more often than not.

Pieces and Roles

Two Ways to Play

Journey is a race: move all five of your pieces from your Yard to your Home before your opponents. Brawl is a 10 minute score fight where captures and blockades earn points and reaching Home matters far less. Both modes share the same core rules.

Journey Goal and StrategyBrawl Goal and Strategy

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 6 spaces per turn, but guard it well: if the Noble falls, every one of your Guards 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 2. 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

Brawl Turns Noble Risk Into Points

Your capture score depends on where your Noble stands at the moment of capture. A safe Noble earns +2 per captured piece, while an exposed Noble past its midpoint earns +20. Risk is the price of a high score.

Brawl 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 stable engines run right on your device, and premium bots are powered by real AI models that pick their moves. Online multiplayer is coming in a future release.

Bots and AI Players

Core Rules

Movement

Journey

Brawl

General

Bots

Glossary

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

Browse the glossary