Core Rules

Blockades

Groups of Guards can prevent opposing pieces from moving past them. Blockade strength depends on group size, with additional rules for Nobles and point penalties in Brawl.

How Blockades Work

A blockade occurs when one player’s group of Guards prevents another player’s pieces from moving past their tile.

A group consists of two or more Guards belonging to the same player on the same tile.

Blockades can stop a piece at any point during its movement, not just on the tile where the move would end.

Blockade rules apply on all regular tiles. Special tiles follow their own rules.

Standard Blockade Rules

A single Guard does not create a blockade.

A group of two Guards blocks single pieces and moving groups of two Guards.

A group of three Guards blocks single pieces and moving groups of two or three Guards.

A group of four Guards blocks single pieces and moving groups of two or three Guards.

A moving group of four Guards cannot be blockaded.

Unlike captures, blockades can stop a moving group that is the same size as the blocking group.

Guards on Castles do not create blockades.

Opponent pieces cannot blockade your pieces on your own entering tile.

Noble Blockade Rules

A Noble is blocked by any opponent group of two or more Guards.

A Noble is also blocked by its owner’s Guards, even when only one Guard is present.

Your own Guards do not block your Noble on Castles or inside your own Home path.

Blockades in Journey and Brawl

In Journey, there is no penalty for being blockaded other than being unable to complete the intended movement.

Example: Your opponent has a group of three Guards on tile 11, and you have a group of two Guards on tile 7.

You assign a value of 7 to each Guard. If the path were clear, both Guards would move to tile 14.

Because a group of three blocks groups of two, your Guards are blockaded and stop on tile 10.

In Brawl, you lose points for any assigned movement value that cannot be used because of a blockade.

Using the same example, each Guard moves only 3 tiles, from tile 7 to tile 10, despite being assigned a value of 7.

This leaves 4 points of unused movement value for each Guard.

A total of 8 points is therefore subtracted from your score.

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