Rules Reference

Wataku Classic

Build. Awaken. Conquer. Wataku Classic is a 9x9 intersection game built around one idea: your kingdom must stay connected through your Kings, even while parts of it can fall Dormant and wake again later.

Board

9 x 9 intersections

81 intersections. Pieces stand on points, not inside squares.

Kings

2 per player

Your two Kings must stay connected through your kingdom in War.

Phases

Debut -> Coronation -> War

Build first, crown both Kings, then fight.

Win

Checkmate, Royal Collapse, or King Disconnection

A single broken kingdom or trapped King can end the game immediately.

1. Board and turn flow

Classic is played on intersections, not squares, and its three phases create a clear build-then-battle rhythm.

Board and coordinates
abcdefghi123456789

Coordinates run from a1 to i9. Every piece stands on an intersection; the board never uses square occupancy.

Phase flow
Step 1

Debut

White places first, inside the central 3×3 area (D4–F6) except the exact centre point (E5). Black's first piece goes in that same central area but must NOT touch White's. Every later placement must touch one of your own pieces and must not touch any opponent piece — anywhere on the board.

Step 2

Coronation

White places King 1, then Black King 1, then White King 2, then Black King 2. Kings must join their own formation and avoid attacked or adjacent-King squares.

Step 3

War

White moves first. Each turn you either move a piece or deploy from Reserve. Your two Kings must remain connected after every action.

2. Armies

Both players use the same locked Classic composition. Kings are not part of either army; both are placed during Coronation.

Debut army

Placed during Debut. The two founding pieces meet in the central 3×3 area; every later piece must touch your own formation and no opponent piece.

KnightKnightx2
Pawn (Mouse)Pawn (Mouse)x2
TurtleTurtlex2
Total: 6
Reserve army

Held back until War. Each turn in War you may either move one on-board piece or deploy one Reserve piece.

RookRookx2
QueenQueenx1
Elephant (Bishop)Elephant (Bishop)x2
Pawn (Mouse)Pawn (Mouse)x2
TurtleTurtlex2
Total: 9

Classic uses a special terrain piece called the Turtle, a short-range diagonal skirmisher shown here as Pawn (Mouse), and an Elephant (Bishop) instead of a standard long bishop.

3. Pieces

Classic mixes standard sliders and jumpers with three signature pieces: Turtle, Pawn (Mouse), and Elephant (Bishop).

King
King

1 step in any direction

May capture adjacent enemy non-Turtle pieces. Never gives check. May never stand adjacent to an enemy King.

Queen
Queen

Slides any distance in 8 directions

Standard long-range attacker. May also path-travel through friendly non-King chains.

Rook
Rook

Slides any distance orthogonally

Standard orthogonal slider. May also path-travel through friendly non-King chains.

Knight
Knight

Standard chess L-jump

Jumps over intervening pieces. Present only in the Debut army in Classic.

Elephant (Bishop)
Elephant (Bishop)

Slides 1 or 2 squares diagonally

Does not jump by default. Gives unblockable check at diagonal distance 1 or 2.

Pawn (Mouse)
Pawn (Mouse)

1 square diagonally

Short-range skirmisher. May path-travel only through Turtle and Pawn (Mouse) chains.

Turtle
Turtle

1 orthogonal step to an empty intersection

Terrain piece. Never captures and cannot be captured by displacement.

4. Connected Kingdoms

Classic is not just about where your pieces are. It is about whether your two Kings still hold the kingdom together.

Connected kingdom and Dormant groups
Active kingdom
White King-White Pawn (Mouse)-White King-White Turtle
Dormant fragment
White King-White Pawn (Mouse)···White Rook

The Rook is still on the board, but because it is no longer connected back through the Pawn (Mouse) to a King, it becomes Dormant until reconnected.

  • During Debut and Coronation, every placement must keep all of your pieces in one 8-connected group.
  • During War, your two Kings must stay in one connected friendly group.
  • A king-less fragment may be shed. It stays on the board, but it becomes Dormant and loses agency until reconnected.
  • If your opponent severs your two Kings but you can reconnect them in one legal action, you must reconnect on your next turn.

5. Path travel

Classic's signature mobility rule lets key pieces ride through friendly structure, but only under tight constraints.

Path travel
Queen rides a 3-step chain
White QueenWhite TurtleWhite KnightWhite Elephant (Bishop)
  • Only Queen, Rook, and Pawn (Mouse) may path-travel.
  • Exit squares must be empty. Path travel never captures on exit.
  • The chain may never pass through an enemy piece or any King.
  • Classic path travel depth is capped at 3 friendly non-King pieces.

6. How a full game plays

The essentials below match the live Classic preset used by the browser game and online play.

Debut

  • White places first, anywhere in the central 3×3 area except the exact centre point.
  • Black's first placement must be inside that same central area and must NOT be 8-adjacent to White's first placement.
  • Every later placement must touch one of that player's own pieces and must not touch any opponent piece.
  • No Kings are placed during Debut.

Coronation

  • White places King 1, then Black King 1, then White King 2, then Black King 2.
  • A King must join its own formation.
  • A King may not be placed on an occupied square, on an attacked square, or adjacent to any King.

War

  • White moves first.
  • On each turn, either move one on-board piece or deploy one Reserve piece.
  • Your action may not leave any of your own Kings in check.
  • Your two Kings may never end your turn in separate connected groups.

7. Winning and drawing

Classic is sudden-death around King safety and kingdom integrity.

Checkmate

One enemy King is in check and the defender has no legal action that leaves both of its Kings safe.

Royal Collapse

Both enemy Kings are simultaneously in check and no single legal action can save them all.

King Disconnection

The opponent's two Kings are severed into separate friendly groups. If they can legally reconnect in one move, they must do so immediately.

Important defaults

  • Threefold repetition is an immediate draw.
  • Clock loss is an immediate loss in timed games.
  • Dormant pieces keep blocking space but cannot move, attack, or give check until reconnected.