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Step by step
Goal of the Game
In Onitama: Way of the Wind, rival schools return to Onitama to prove which martial art is superior. This time, a Wind Spirit interferes in the confrontation, adding an unpredictable element to the game. The goal remains the same: capture the opponent's Master or occupy the opponent's Arch Temple with your Master to win.
Setup
- Set up the board as in the original Onitama game.
- Position the Wind Spirit miniature in the center space of the board.
- Choose 5 cards for the match: 2 Wind Spirit cards and 3 Movement cards (from the base game or expansions). You may select them or draw them randomly.
- Randomly distribute to each player: 1 Wind Spirit card and 1 Movement card. Place the last Movement card in the center of the table — the symbol on it determines who goes first.
Consult the manual for details regarding this section.
Gameplay Flow
The game follows the original rules of Onitama, with these changes:
- On your turn, play a card from your hand:
- If it is a Movement card, use it to move your Student or Master OR move the Wind Spirit (if the movement is valid on the card).
- If it is a Wind Spirit card, move two pawns: first your Student/Master (top part of the card) and then the Wind Spirit (bottom part). If a movement is impossible, ignore it.
Actions and How to Play
Moving the Wind Spirit
- The Wind Spirit follows the movements indicated on the card, like any other pawn.
- If it lands on a Student (ally or enemy), it swaps places with them (without capturing).
- It can never occupy the same space as a Master (ally or enemy).
- No pawn can move into the space occupied by the Wind Spirit (it blocks movements!).
- Moving the Spirit to the opponent's Arch Temple does not grant victory.
End of Game and Scoring
The game ends when a player:
- Captures the opponent's Master, or
- Moves their Master to the opponent's Arch Temple.
There is no scoring — victory is determined by these criteria.
Tips for Winning
- Use the Wind Spirit to block key positions and limit the opponent's movements.
- Swap places with the Spirit to reposition your Students advantageously or disrupt enemy strategy.
- In matches with more Wind Spirit cards, plan ahead, as the board will change rapidly.
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules
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Expansion for
Published additional content