• MOVE A PIECE TO AN ADJACENT EMPTY POINT
• THE PŪTAHI (CENTER) MAY ONLY BE ENTERED
IF YOUR PIECE IS NEXT TO AN ENEMY
• TRAP YOUR OPPONENT SO THEY HAVE NO LEGAL MOVES
• A POSITION REPEATED THREE TIMES IS A DRAW
CLICK / TAP TO START
VICTORY
CLICK TO PLAY AGAIN
CPU
TAP PIECE THEN DESTINATION · CENTER ENTRY REQUIRES ENEMY NEIGHBOR
MŪ TŌRERE — RULES
Mū Tōrere is a traditional two-player strategy game of the Māori people of Aotearoa (New Zealand). It's a blocking game — the goal is to trap your opponent so they cannot move.
THE BOARD
Nine points:
Eight outer points arranged in a ring (the kewai)
One centre point (the pūtahi)
Lines connect each outer point to its two ring neighbours, and to the centre
THE PIECES
Each player has four pieces
Pōutu (gold) — the darker-coloured pieces
Mā (red) — the lighter-coloured pieces
STARTING POSITION
Pieces are placed alternately around the ring. The centre point starts empty. Who moves first is random each game.
HOW TO MOVE
Move one of your own pieces along a line to an adjacent empty point.
Outer pieces can move to a neighbouring outer point, or to the centre.
A piece in the centre can move to any empty outer point.
THE CENTRE RULE
A move into the centre is only allowed if at least one of that piece's two outer neighbours is an enemy piece. This is the soul of the game — you can't just hide in the middle. There's no such restriction when leaving the centre.
WINNING
A player wins when the opponent has no legal moves on their turn.
If the same position (same pieces on same points, same side to move) occurs three times, the game is a draw.
STRATEGY TIPS
Controlling the centre gives you flexible access to every outer point — but entering costs you tempo.
Watch out for positions where all your pieces are blocked by your own pieces.
Forcing your opponent's pieces against a wall of your own pieces is the fastest way to trap them.
Aim to reduce the opponent's legal move count — the AI evaluates this heavily.
Entering the centre on the last move is often decisive.