A Rhythmomachy Summary Handout

This is aimed at introductory classes, and intentionally elides a lot of details and more-advanced rules.

Common Basics

  • Black goes first.
  • Players alternate movement. Pieces can only move into unoccupied spaces.
  • Different shapes move differently. Kings are (preferably) composed of pyramids of many pieces, and can move as any of their component pieces. Jumping is never allowed.
  • Capture mostly happens based on the arithmetic relationships of the numbers on the pieces.
  • Capture usually does not require actually jumping onto the enemy piece; instead, setting up a situation where it could be captured next move is good enough. But you can jump onto a piece to capture it if that is an option. When a capture involves multiple pieces, all of them need to be able to jump onto the opposing piece's space.

Medieval Rhythmomachy

(Based on the reconstruction of Peter Mebben)
Men start on the back four rows.

Movement

  • Rounds move one step orthogonally. (This is "two spaces away", because you count your starting point. This matters, below.)
  • Triangles move two steps diagonally. ("Three spaces away".)
  • Squares move three steps, in any direction. ("Four spaces away.")

Capture

  • Meeting: equal numbers can capture each other.
  • Ambush: a man of value N can be captured by two or more opposing men whose values add or subtract to N.
  • Assault: a man of value N can be captured by a man of value M that is X spaces away if (M * X = N) or (M / X = N). So a 2 could capture a 6 that was three spaces away, or vice versa. You can do this even if the piece could not legally make this move.
  • Siege: if a man is circled by opposing men (not counting his own men) such that it can not move, it is captured.
  • Components of the king-pyramid can be captured individually, or it can be captured by its total current value.

Renaissance Rhythmomacy

(Reconstruction of Justin du Coeur, based on Fulke)
Men start two rows forward from the back.

Movement

  • Rounds move one step diagonally.
  • Triangles move two steps orthogonally. Or, they may make their "flying move", a Chess Knight's move: two orthogonally plus one to the side.
  • Squares move three steps orthogonally. Or, they may make their "flying move", an extended Chess Knight's move: three orthogonally plus one to the side.

Capture

  • Triangles and Squares can not capture with their flying moves.
  • Equality: equal numbers can capture each other.
  • Addition: a man of value N can be captured by exactly two opposing men whose values add to N.
  • Subtraction, Multiplication, Division: identical to Addition, with different operators.
  • Oblivion: if a man is surrounded by opposing men such that it can not move, it is captured. This probably only works if it is all the opponent, not your own men.

Victory Conditions

Agree in advance which of the below you are going to play to. From easiest to hardest (terminology from Fulke), the victor is the first to:

Lesser Victories

  • Victory of Bodies: capture an agreed number of men. (Eg, 6 captured men.)
  • Victory of Goods: capture an agreed number of points on captured men. (Eg, 150 captured points.)
  • Victory of Quarrel: capture an agreed number of points and an agreed number of digits. (Eg, 100 points and 8 digits.)
  • Victory of Honor: capture an agreed number of points and men. (Eg, 100 points and 8 men.)
  • Victory of Honor and Quarrel: you guessed it -- capture an agreed number of points, men and digits. (Eg, 150 points, 8 men and 12 digits.)

Major Victories

In enemy territory, arrange three or four men (in a line, angle or square) that form:
  • Great Triumph: an arithmetic, geometric, or harmonic progression.
  • Greater Triumph: a combination of two out of the three progressions.
  • Greatest Triumph: all three progressions.