Rules of Shih
The game board consists of 96 equilateral triangles, each with an attached wall on one side. Each player (in the two-player variant) begins the game with 14 pieces of equal capabilities and positioned on opposite sides of the board. Through the use of Step, Spin, and Power Spin moves, players traverse the board, alter the maze of walls that comprise it, and capture enemy pieces. Let's take a look at the basics.
Each player has two Movement Points (MP) per turn and two Power Spins (PS) per game. Blue moves first (in this widget version, anyhow). Players have a fairly limited number of ways in which he may spend his MPs each turn, which keeps the learning curve low; however, effective use of MPs takes skill.
Step (1MP)
A player may move one of his pieces from the space it occupies to an adjacent spaces (one with which it shares a side), provided the destination space is empty and that no walls block the piece's path. This costs one MP. Spin (1MP)
A player may rotate a space adjacent to one of his pieces, provided the target space is unoccupied and that the wall of the space occupied by the player's piece is itself not in the way. Think of it this way: the wall extends across the entire side of the space, so a piece cannot even see beyond the space it occupies if it looks at the wall for its own space. Since he can't see it, he can't move it. This costs one MP Power Spin (2MP)
A player may, twice per game, rotate any empty or enemy-occupied space on the board. Any captures that result directly from a Power Spin force the capturing player to surrender an equal number of pieces; however, he may choose which of his pieces to surrender, potentially providing a tactical advantage. This costs two MPs. Captures
A capture occurs when a player encloses one or more enemy pieces within an unbroken line of walls that did not exist immediately prior to the move. The enclosed space may contain no empty spaces and no friendly pieces for the capture to be successful. Creating a double wall (facing walls of two adjacent spaces), where before the second wall was moved into position the enemy was already enclosed (by his own action, of course) does not trigger a capture. On the other hand, opening an enclosure and re-closing it in one turn does produce a capture. Finally, the outside of the board is also a wall, regardless of the orientation of the spaces along the edge of the board. Keep this in mind when traveling along the flanks.
A player may move one of his pieces from the space it occupies to an adjacent spaces (one with which it shares a side), provided the destination space is empty and that no walls block the piece's path. This costs one MP. Spin (1MP)
A player may rotate a space adjacent to one of his pieces, provided the target space is unoccupied and that the wall of the space occupied by the player's piece is itself not in the way. Think of it this way: the wall extends across the entire side of the space, so a piece cannot even see beyond the space it occupies if it looks at the wall for its own space. Since he can't see it, he can't move it. This costs one MP Power Spin (2MP)
A player may, twice per game, rotate any empty or enemy-occupied space on the board. Any captures that result directly from a Power Spin force the capturing player to surrender an equal number of pieces; however, he may choose which of his pieces to surrender, potentially providing a tactical advantage. This costs two MPs. Captures
A capture occurs when a player encloses one or more enemy pieces within an unbroken line of walls that did not exist immediately prior to the move. The enclosed space may contain no empty spaces and no friendly pieces for the capture to be successful. Creating a double wall (facing walls of two adjacent spaces), where before the second wall was moved into position the enemy was already enclosed (by his own action, of course) does not trigger a capture. On the other hand, opening an enclosure and re-closing it in one turn does produce a capture. Finally, the outside of the board is also a wall, regardless of the orientation of the spaces along the edge of the board. Keep this in mind when traveling along the flanks.