Version: 4.0
Last revised: 7/30/24
First publication: 5/29/23
Legalese: This is an original work. This document and ruleset are protected by pertinent copyright laws. All rights reserved.
Visual Guide: A video guide to this official rulebook can be found here.
TABLE OF CONTENTS
KABETOPO is an abstract strategy game for 2 to 4 players. It takes about 30 minutes of gameplay. The deceptively simple objective is twofold: On a 6 by 6 board, 1) starting from your corner, maneuver your runner to the center mountain to obtain a stone, then, 2) make a mad dash towards any corner other than your starting square. Simple. Here’s the catch: you’re racing against other opponents; There are walls in your way; Your opponents can drop even more walls in your way, but not to worry, you can return the favor; And in the middle of all this madness…portals! Whoosh!
TL;DR – It’s a race. Score points by completing tasks during the race. Most points wins.
ABOUT THIS RULEBOOK – This rulebook will assume 4 players. The 3-player and 2-player rulesets are slightly different. The differences will be pointed out in later sections. This document contains the most up-to-date rules as of the “last revised” date in the meta-data above.
CONTENTS
OBJECTIVE
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SETUP
Diagram 1 – The board setup after Step 2.
Diagram 2 – Set up one portal in each of the colored regions.
PLAYING THE GAME
On a player’s turn, they perform one of two actions:
Move, or,
Use a resource from their resource pool.
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Using Resources
From their resource pool, a player may:
Drop 1 wall onto the board
Drop 1 monolith onto on the board
Drop 1 portal onto the board
Drop 1 lock onto the board
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ENDING THE ROUND
When a runner obtains a stone then reaches a corner square other than their starting square, that player can declare “Tadaima,” which in Japanese means, “I’m home.” Play continues until a second, then a third player declares Tadaima. In other words, there is a 1st, 2nd, and 3rd place. Note that multiple runners may declare Tadaima on the same corner square.
Once the third Tadaima is declared, the round ends, and the scores are tallied. (Scoring explained next section.)
SCORING
There are 5 ways to score points: First Stone, Second Stone, Tadaima, Natural Tadaima, and Preservation.
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How to write down the score is explained below in the Appendix.
COMPLETING THE MATCH
Because of the imbalances caused by randomizing some monoliths and portals at the start, to keep things fair, a second, third, then fourth rounds are played, turning the board 90 degrees clockwise before each round so that by the end, each player will have played with all 4 runners.
To setup for subsequent rounds:
Remove from the board only the walls, monoliths, portals, and locks dropped by any of the players. Do not remove monoliths and portals that were set up during Setup steps 3 and 4 at the beginning of game 1 (i.e. the ones with the identifying holes).
Place the each runner back on their starting squares.
Reallocate 3 walls, 1 monolith, 1 portal, and 1 lock to each player’s resource pool.
WINNING THE MATCH
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Tiebreakers: Ties are broken in the following order:
WALLS
MONOLITHS
PORTALS
LOCKS
SPEED TOKENS
Note: Your set may have come with only 2 speed tokens. Substitute 2 coins for the other two tokens, making a total of 4. The head side is the “+1” side.
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Speed tokens may be used in conjunction with leapfrogging, i.e. make an initial move, cash in, then leap frog, OR, leap frog, cash in, then move one more space in any direction. [EXAMPLES]
Speed tokens may be used in conjunction with portals, i.e. teleport, then move one more space in any direction, OR, move onto a portal entrance with your initial move, cash in, then teleport. [EXAMPLES]
Speed tokens may be used in conjunction with doors, i.e. move to the entrance of a door, cash in, then open the door and move though it. OR, you may open and move through a door first then cash in and move one more space.
Speed tokens may be used after dropping a monolith, since the action of dropping a monolith also allows a player to move 1 space afterwards, i.e. drop a monolith, make bonus move, cash in, then make another move.
TELEPORTING
LEAPFROGGING
THE MOUNTAIN
The Mountain is a special square in the middle of the board marked by the mountain icon.
DOORS
THE CORNERS (a reminder)…
The following rules aren’t part of the main ruleset. They’re optional and are experimental for the time being. You might want to add them to your game to spice things up.
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No expansion rules exist at the moment…
THE 3-PLAYER GAME
The 3-player game is similar to the 4-player game. Same rules as the 4-player game, just use 3 runners – East, South, and West. No North. East gets the first turn.
THE 2-PLAYER GAME
The two-player is slightly different from the 4- and 3-player games, but enough so that it warrants its own page. So learn about the 2-player game HERE.
THE 2-PLAYER GAME
The two-player is slightly different from the 4- and 3-player games. A revised ruleset for 2-players is in progress. For now, treat the 2-player game like the 4-player game, with the following exceptions:
The 2×2 Field Setup
Take any 2×2 region and label its edges as shown below in Diagram 1. Roll a 12-sided die. Whatever number comes up, place a monolith or portal on that edge. If there’s a monolith or portal already occupying that edge, or the roll points you to the board’s edge, simply re-roll. Also, if the 3rd monolith ends up enclosing The Mountain on a third side, simply re-roll.
Diagram 1: Labeling the 2×2 region’s edges.
Example: A 10 is rolled, so a monolith is placed on the edge labelled (10).
How To Keep Score
Use one column for each player. Each row represents a scoring event:
How To Teach The Game To Newbies
These are step-by-step guides on how to introduce the game to new players.
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