How to Play Surakarta
Surakarta, named after the Javanese city, is unlike any other board game: captures happen along curved tracks that loop outside the board, so a piece can take an enemy on the far side of the board in one move.
The board
- 6×6 squares. The second and fifth lines, in both directions, form the inner circuit; the third and fourth form the outer circuit.
- At each corner, loops join the two lines of a circuit, so a piece travelling along a row can swing round onto a column.
- Twelve pieces each on the two rows nearest you. White moves first.
Moving
- Step: one square in any of the eight directions to an empty square. Steps never capture.
- Capture: travel from a circuit square along its line through empty squares, round at least one loop, and land on the first enemy piece you meet, removing it. You may pass over your own starting square but no other piece.
- Capturing is never compulsory.
Ending
Take every enemy piece to win; a side with no legal move also loses. Fifty moves without a capture is a draw.
Playing on kawu
Tap a piece, then a destination: blue dots are steps, red rings are captures (the path is drawn after the move). Hint shows the hard computer's move. Play either colour against three levels, or two players on one device.
Next: Surakarta strategy.
Frequently asked questions
Can a piece capture without going round a loop?
No. A straight run along a line onto an enemy is not a capture; the path must include at least one corner loop. A capturing piece may go round several loops in one move.
Can the capturing piece pass over its own starting square?
Yes. Once it has left, its starting square counts as empty, so a long circuit can pass through it. It cannot pass over any other piece.
Which squares are on a circuit?
Every square except the sixteen on the outer edge lines (first and last row, first and last column) is on at least one circuit. Edge pieces can step but not capture until they move inward.
Last updated 2026-10-21