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How to play

pillarz is a two-player game of climbing. You each command two pawns on a small grid of stone. Every turn you take one step and lay one block - and the first player to stand on the third level wins.

A full game takes a few minutes. The rules fit on this page.

The goal

Move one of your pawns onto a tower that is three levels high. That's it - the instant a pawn steps onto the third level, the game is over and you win.

Everything else - where you move, what you build - is in service of getting one of your pawns up there first, while keeping your opponent from doing the same.

The board

The board is a 5 × 5 grid of tiles. Tiles start flat, but they can be built up, one level at a time, into towers up to three levels tall.

You have two pawns; so does your opponent. Yours are one colour, theirs another. There are no other pieces and no hidden information - the whole board is in front of you.

A turn: move, then build

Every turn has exactly two parts, always in this order:

  1. Move one of your two pawns to a neighbouring square.
  2. Build - raise a square next to that pawn by one level.

You must do both, and you can't skip either. After you build, it's your opponent's turn.

One turn: move a pawn one square, then build a block on a neighbouring square.

Moving

A pawn moves to any of the eight squares around it - straight or diagonal - as long as:

  • The square is empty (no pawn already stands there), and
  • It is not capped (see below), and
  • It is at most one level higher than where the pawn stands now.

You can climb up only one level at a time, but you can step down as many levels as you like in a single move. Height is easy to gain and easy to lose.

Building

Right after moving, you add a block to a square next to the pawn you just moved - one of its eight neighbours. Building raises that square by one level.

A square built up from the third level gets a cap - a dome on level four. Capped squares are permanently out of play: no pawn can ever stand on them and nothing more can be built there. Caps are how you wall off routes and deny the top to your opponent.

Build on a third-level tower and it gets a cap - a dome no pawn can climb.

Winning

There are two ways to win:

  • Reach the top. Move a pawn onto a third-level tower.
  • Trap your opponent. If, on their turn, your opponent has no legal move with either pawn, they lose immediately.
Reach the top: step a pawn onto a third-level tower to win.

Blocking matters as much as climbing. A well-placed build can raise a wall your opponent can't cross, or cap the very tower they were about to step onto.

The clock

Each player has a countdown clock that runs only on their own turn. Choose a time control before the game. If your clock reaches zero, you lose - so keep an eye on it, especially in a close endgame.


That's the whole game. The best way to learn it is to play - start a match against the computer and climb.