The Oldest Game in the Four Corners

TAK — Rules of Play, Setup Calculator & Strategy Guide

Tak is a two-player abstract strategy board game designed by James Ernest and Patrick Rothfuss, inspired by the game described in The Wise Man's Fear from The Kingkiller Chronicle series. Players place and move stones to build a road connecting opposite edges of the board.

A game of perfect information, pure strategy,
and ancient patience.

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Read the Rules
Before You Play

Board Setup

Select your board size to see the correct piece counts and starting configuration.

5×5 Board — 25 squares

First Turn Rule: On the very first move, each player places one of their opponent's flat stones. After that, normal play begins.
How to Play

Rules of Play

The Pieces

Each player commands three types of pieces drawn from their reserve:

  • Flat Stones — The workhorse. Placed flat, they control a square and form roads. Most of your reserve is flats.
  • Standing Stones (Walls) — Placed upright. They block roads (yours and your opponent's) and cannot be moved over — except by a Capstone.
  • Capstone — One per player (on boards 5×5+). Moves like a flat, counts toward roads, and can flatten a Standing Stone by moving onto it. Nothing can move onto a Capstone.

Taking Your Turn

On each turn, choose exactly one action:

  • Place — Take a piece from your reserve and place it on any empty square. You choose whether it's a Flat, Wall, or Capstone.
  • Move — Pick up a stack (or single piece) that you control — meaning your piece is on top. Move it orthogonally (no diagonals), dropping at least one piece per square.

You may never pass your turn.

Moving Stacks

Stack movement follows a few clean rules:

  • You may pick up at most N pieces, where N is the board's edge length (5 on a 5×5).
  • Move in a straight line only — no turning mid-move.
  • Drop at least one piece on each square you pass through.
  • You cannot pass over or land on a Wall or Capstone — unless your moving stack's top piece is a Capstone landing on a Wall, which flattens it.
  • Pieces from the bottom of your carried stack drop first as you travel.

Stacks & Control

Multiple pieces may share a square, forming a stack. The top piece determines control — only the owner of the top piece counts that square as theirs for road-building and flat-count purposes.

Capturing an opponent's stack by moving yours on top is a core tactical move. The captured pieces remain in the stack — they're not removed from the game.

Winning the Game

Road Victory

Connect two opposite edges of the board with a continuous path of your flat stones and/or capstone. The path may zigzag in any orthogonal direction. Walls do not count toward a road.

If your road completes on your opponent's turn (e.g., they flatten a wall into your path), you still win.

Check for roads after every move — both players' roads simultaneously trigger a win for the mover.

Flat Victory

The game ends immediately when either player's reserve is exhausted, or all squares on the board are filled.

Count only the flat stones (and capstones) on top of stacks across the board. The player with the higher count wins. In a tie, the player who ran out of pieces wins.

Managing your reserve is as important as controlling the board.

Playing Well

How to Win at Tak

Tak's rules are simple. Its depth is not. These principles will carry a new player far.

01

Control the Center

A flat stone in the center of the board threatens roads in four directions. Controlling central squares early forces your opponent to react rather than build. Don't rush to the edges.

02

Walls Are Tempo

A Standing Stone placed in your opponent's road path forces them to spend moves going around it or trying to capture it. Used well, walls buy you the turns you need to complete your own road. Used carelessly, they block your own paths too.

03

Save Your Capstone

The Capstone's ability to flatten walls is irreplaceable — and you only have one. Don't use it as a simple flat stone early. Hold it until it can threaten a wall your opponent is counting on, or until it completes your road through a blocker.

04

Watch the Flat Count

Even if you're losing the road race, you can win on flats if your opponent runs out of pieces. Conversely, a clever opponent will drain the board to force a flat count when they're ahead. Always know how many pieces remain in each reserve.

05

Threaten Two Roads at Once

The strongest positions threaten to complete a road in more than one direction. Your opponent can only block one threat per turn. Split their attention and one path will open.

06

Capture to Advance

Moving a stack onto an opponent's flat not only removes their road piece — it advances your stack closer to your goal edge. Look for moves that simultaneously capture and make progress. One move doing two things is always better than two moves doing one thing each.

07

Think in Tempo

Tak is largely a game of tempo — who has to respond, and who gets to dictate. If you're always reacting to your opponent's threats, you're losing. Find moves that force them to react to you. The player building their road while defending is usually winning.

08

The First Turn is Subtle

Placing your opponent's stone first isn't just a courtesy — where you place it shapes the opening. Some players place it in the center to give their opponent a strong position that forces early conflict. Others place it in a corner to limit its influence. Either choice sets the game's early tone.

Common Questions

Frequently Asked Questions

What is Tak?

Tak is a two-player abstract strategy board game designed by James Ernest and Patrick Rothfuss, inspired by the game described in The Wise Man's Fear (book two of The Kingkiller Chronicle). Players take turns placing and moving flat stones, standing stones (walls), and capstones on a square grid, aiming to build an unbroken road of their pieces connecting two opposite edges of the board.

How many pieces do you need to play Tak?

Piece counts depend on board size. On the standard 5×5 board, each player gets 21 flat stones and 1 capstone. A 6×6 board uses 30 flats and 1 capstone per player. Boards 3×3 and 4×4 use 10 and 15 flats per player with no capstones. Boards 7×7 and 8×8 use 40 and 50 flats with 2 capstones each. Use the setup calculator above to see exact counts for any board size.

How do you win at Tak?

There are two ways to win. A Road Victory is achieved by connecting two opposite edges of the board with an unbroken path of your flat stones and/or capstone — walls don't count toward roads. A Flat Victory occurs when the board is full or a player's reserve is exhausted; the player with more flat stones on top of stacks across the board wins. Road victories take priority and are checked after every move.

What is the carry limit in Tak?

The carry limit equals the board's edge length. On a 5×5 board, you may pick up at most 5 pieces when moving a stack. On a 6×6, the limit is 6, and so on. When moving a stack, you must travel in a straight line and drop at least one piece on each square you pass through.

What does the capstone do in Tak?

The capstone is the most powerful piece. It counts toward roads like a flat stone, but it can also flatten a standing stone (wall) by moving onto it — the only piece that can do this. Nothing can be placed or moved on top of a capstone. On 5×5 and 6×6 boards each player gets 1 capstone; on 7×7 and 8×8 boards, each player gets 2.

What is the first turn rule in Tak?

On the very first turn, each player must place one of their opponent's flat stones — not their own. After both players have placed one of their opponent's stones, normal play begins. This rule ensures neither player gains an unfair advantage from going first.