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.
The complete rules for Pachisi Reimagined. Start with the basics below, then jump into any section of the full reference.
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.
Journey is a 30 minute race: move all five of your pieces from your Yard to your Home, focusing on progression. Brawl is a 10 minute fight: collect as many points as possible by capturing other players’ pieces.
Scoring SystemJourney Goal and StrategyBrawl Goal and Strategy
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.
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.
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.
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.
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.
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.
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.
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.
You control 4 Guards and 1 Noble. Your Guards do the fighting, while your Noble must be protected at all costs.
All four players roll at the same time before the game begins. Rolling doubles locks in your turn position.
Rolls, roll storage, grace rolls, and exit credits control how Guards and the Noble move each turn.
Groups of Guards can prevent opposing pieces from moving past them. Blockade strength depends on group size, with additional rules for Nobles and mode specific combat score penalties.
Groups of Guards can capture opposing groups, while Nobles follow special capture rules and trigger additional penalties when captured.
Learn how progression score, combat score, and bonuses combine into total score.
Move Guards, Guard groups, and the Noble by choosing a direction and assigning rolls.
Learn how forward and backward paths work, how midpoints unlock Home paths, and how pieces finish movement into Home.
Movement and blockade rules that apply to the Noble.
Build total score before the 10 minute timer expires. The player with the highest final score wins.
Brawl captures award combat score for each captured Guard or Noble based on your Noble’s location at the moment of capture.
Opponent blockades subtract points for each movement step your pieces are prevented from using.
Definitions for every term used across the manual and the game interface.
Browse the glossary