How to Play Breakthrough
Breakthrough is a two-player abstract strategy game played on a standard 8x8 chessboard. Each player controls sixteen pieces that begin packed along their two nearest rows, and the sole objective is to punch one piece through to the opposite side before your opponent does the same. There are no draws, no dice, and no hidden information, every decision is entirely yours.
Players love Breakthrough because it is easy to learn in minutes yet rewards genuine strategic thinking: when to push forward, when to protect, and when to sacrifice a piece to open a corridor. It works well on a kitchen table, at a games club, or as a quick warm-up before a longer session.
A little history
Breakthrough was designed by Dan Troyka and first published in 2000, where it won the 2001 Abstract Games Magazine game design competition. Its rules were released freely into the public domain, which helped the game spread widely through the abstract-strategy community. Beyond that competition record, its broader history is short and well-documented: it is a modern, designed game rather than a folk game with ancient roots.
Setting up
- Place the board between the two players so that each player has a near edge and a far edge.
- Player 1 fills rows 1 and 2 (the two rows nearest to them) with all 16 of their pieces, one per square.
- Player 2 fills rows 7 and 8 (the two rows nearest to them) with all 16 of their pieces, one per square.
- The board is now full across four rows, with a four-row gap in the middle.
- Decide who moves first by any agreed method. Player 1 always moves toward row 8; Player 2 always moves toward row 1.
How to play
- Players alternate turns. On your turn you must move exactly one of your pieces.
- A piece may move one square straight forward (toward the opponent's back row) if that square is empty.
- A piece may move one square diagonally forward (left or right) if that square is either empty or occupied by an opponent's piece.
- If you move diagonally onto a square occupied by an opponent's piece, that opponent's piece is removed from the board immediately. This is the only way to capture.
- You cannot move straight forward onto a square occupied by any piece, yours or your opponent's.
- You cannot move backwards or sideways under any circumstances.
- You must make a move on your turn; there is no option to pass.
- A piece that reaches the opponent's back row wins the game immediately for that player. It does not promote or change, reaching the far edge is itself the winning condition.
- If a player has no legal moves on their turn, they lose the game.
Winning and scoring
You win the instant any one of your pieces lands on any square of your opponent's back row (the row furthest from your starting position). There is no scoring system and no partial credit, the game ends immediately when this happens. Equally, if on your turn every one of your remaining pieces is completely blocked with no legal move available, you lose. In practice this second condition is rare because Breakthrough games are almost always decided by a piece reaching the far edge first.
The fine points
The most common dispute concerns diagonal moves onto empty squares. The rules are clear: a diagonal move to an empty square is fully legal. Some players new to the game assume diagonal movement is only for capturing, as in draughts, but in Breakthrough any diagonal-forward move to an empty square is permitted. Clarify this before play begins to avoid arguments mid-game.
A subtler point arises when a player has pieces remaining but every single one is blocked straight ahead by any piece and has no empty or enemy-occupied diagonal square available either. This is a genuine no-legal-moves loss and should stand. However, because the board opens up quickly as pieces are taken, this situation almost never occurs in ordinary play. If it does arise, confirm that every piece has been checked before conceding the loss on that basis.
How to win more often
- Advance on a broad front early on rather than rushing a single piece: multiple threats force your opponent to split their defence.
- Use diagonal captures deliberately to open files. Removing a blocking opponent piece can clear a straight-ahead corridor for a piece several rows back.
- Guard your fastest-advancing piece with a piece one square behind and to the side. A lone leader is easily picked off by a diagonal capture.
- Count tempos. If you can see that a piece will reach the back row in three moves, check whether your opponent has a piece that can reach their back row in two or fewer moves. If so, your attack must wait while you intercept.
- Avoid leaving your own pieces as easy diagonal captures without any compensation. Every piece lost is one fewer threat and one fewer blocker.
Variations
Small Board Breakthrough
Played on a 6x6 board with six pieces per player filling the two nearest rows. The game plays faster and suits younger players or those wanting a shorter session. All movement and capture rules remain identical; only the board size and piece count change.
Landbreaker
In this variant a player also wins if they capture all of their opponent's pieces before anyone reaches the far edge. This adds a second winning condition and makes aggressive captures far more significant strategically, since wiping out the opposition is now a viable plan rather than a side effect of ordinary play.
Symmetric Setup Variant
Instead of filling two complete rows, each player places their pieces only in the two outer columns and alternating squares of the inner rows, creating a more open starting position. The additional space from move one changes the early game considerably and tends to produce faster, more tactical play with fewer mass exchanges in the centre.
Weighted Pieces
For a handicap game between players of unequal experience, the stronger player starts with fewer pieces, typically twelve rather than sixteen, placed freely across their two home rows. The weaker player keeps all sixteen. This levels the contest without changing any movement or capturing rules.
Breakthrough: frequently asked questions
Can I move diagonally forward to an empty square, or only to capture?
You can move diagonally forward to any empty square, not just to capture. Capturing diagonally and moving diagonally to an empty square are both fully legal. This is the rule that most often surprises players coming from draughts.
Can I capture one of my own pieces?
No. You may only move diagonally onto a square occupied by your opponent's piece. Moving onto a square occupied by one of your own pieces is never legal, whether straight ahead or diagonally.
What happens if both players reach the back row on the same turn?
This cannot happen. Players alternate turns, so only one player moves at a time. The player whose piece reaches the far edge during their own turn wins immediately, and the game stops before the other player has a chance to reply.
Can pieces move backwards?
No. Pieces may only move forward, meaning toward the opponent's back row. No sideways or backward movement is permitted under any circumstances.
Is Breakthrough suitable for young children?
The rules are simple enough for children aged 7 and above. Younger children may find the strategic planning difficult, but the basic mechanics of moving and capturing can be grasped quite quickly. A 6x6 small-board version makes it more accessible for younger players.
How long does a typical game last?
Most games between players of similar experience last between 15 and 30 minutes. Experienced players who know the common patterns can finish in under 15 minutes. The small-board variant plays faster still, often in under 10 minutes.
Does the first player have a significant advantage?
Going first offers a small advantage because you are one tempo ahead in the race to the far edge. Serious players often agree to play two games and swap who goes first, then compare results, to balance this out.
Can the game end in a draw?
No. Breakthrough has no draw condition. One player will always either reach the far edge first or be left with no legal moves. If you are working through a long session, the absence of draws is one of the game's practical strengths.