Onitama

Two Masters and their pupils face off in the chess-like Onitama. By making plays shown on cards, players take turns trying to either capture their opponent’s Master, or moving their Master into their opponent’s shrine. Available moves change as the play progresses and requires players to think ahead to what is coming next. This abstract strategy game is easy to learn and challenging to master!

How to Play

Pieces:

Game board after the first move.
  • Playing mat with a 5×5 grid
  • Red playing pieces
    • 1 master; 4 pawns
  • Blue playing pieces
    • 1 master; 4 pawns
  • 16 Movement Cards

Setting up:

Players place their pawns at the edge of the grid facing the opponent with their Master in the middle on the shrine square. The movement cards are shuffled and each player draws two. One more movement card is placed beside the board between the two sides. The rest of the cards can be returned to the box. On the bottom right corner of the card in the middle is a colour; this indicates who will play first.

Movement Cards

Playing:

During each turn, the player decides which of their movement cards they would like to use and moves one of their pieces to a possible square as marked on the card. The pawn cannot be moved off the board or on top of their own player. Once the move is complete, the player swaps the card they played with the card in the middle. They choose which of their movement cards they will use, moves one of their pawns, and swaps the used card for the one in the middle.

Winning
Play continues until a Master is captured or a Master reaches the opponents shrine.

Teaching Resources

Below are resources for you to adapt for your classes. Each lesson plan highlights mathematical processes to focus on, questions for reflection and a worksheet for the students to complete following their game. Holding space for class discussions is encouraged and when possible, include pictures from your students’ game boards to prompt discussion in the class.

Mathematical Processes

Communication [C] : Whether to make a case for their proposed move to their partner or in a class discussion, students have an opportunity to communicate their thinking in a convincing manner.

Connections [CN] : As the students replay the game, they begin to notice patterns and develop strategies. They connect reflect on past plays to improve their chances of winning.

Problem Solving [PS]: Each round of play, students need to choose which of the movement cards to use considering the position of their opponent’s pawns, the cards they have available and that the card they choose will go to the center after they play. They may be problem solving to corner their opponent’s Master or to prevent access to their shrine.

Reasoning [R] : Onitama encourages students to think through the options available to them. With a limited number of plays available each round, the students can use reasoning to make the selection of card best for that round while thinking about the subsequent possible plays.

Visualization [V] : Student will be practicing their vizualizing skills as they translate what is on their cards to what is on the board. This process requires students to take directions in 2D and carry them out on the board. They can compare the results of the options before finalizing their play.

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