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Est. 1795
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How to Play Lines of Action

The quick answer: Each player tries to connect all their pieces into one contiguous group. On your turn, move one piece exactly as many squares as there are pieces on that line, in any of the eight directions. The first player to unify all their remaining pieces wins.

Lines of Action is a two-player abstract strategy game played on a standard 8x8 board. Each player controls twelve pieces arranged along opposite edges of the board and must manoeuvre them so that every surviving piece touches at least one other of their own, forming a single connected group. Simple to learn but rich in tactical depth, it rewards players who can think several moves ahead while adapting to a constantly shifting board.

The game appeals to fans of chess and draughts because it uses familiar equipment yet demands an entirely different kind of thinking: the objective is connection rather than capture, which turns conventional instincts about attacking and defending on their head. It is typically played at a table with a physical board and pieces, though it is equally well suited to correspondence play on paper or online.

Players2
Ages8+
Time15-45 minutes
EquipmentStandard 8x8 chessboard, 12 black pieces, 12 white pieces (chess pawns or draughts pieces work well)

A little history

Lines of Action was invented by Claude Soucie and first published in 1969 in Sid Sackson's influential book on abstract games. Its origins beyond that are clear and well documented: Soucie devised the rules specifically for inclusion in Sackson's collection, and the game subsequently attracted a following among abstract strategy enthusiasts, eventually appearing in computer implementations and academic research on game-playing algorithms. Its wider popularity among board game players grew steadily through the 1970s and 1980s as Sackson's book was reprinted and circulated.

Setting up

  1. Place the board so that both players face each other across one of the short sides.
  2. Black places all 12 of their pieces along the top and bottom rows of the board (rows 1 and 8), filling every square in each row except the four corner squares.
  3. White places all 12 of their pieces along the left and right columns of the board (columns a and h), filling every square in each column except the four corner squares.
  4. The four corner squares remain empty at the start of play.
  5. Black moves first.

How to play

  1. Players alternate turns throughout the game; Black always goes first.
  2. On your turn you must move exactly one of your own pieces.
  3. A piece may move in any of eight directions: horizontally, vertically, or diagonally.
  4. The piece must travel exactly as many squares as the total number of pieces (both yours and your opponent's) that lie on the same line in the direction of movement. Count every piece on that line, including the piece you are moving, before it moves.
  5. A piece may not jump over an opponent's piece. If an opponent's piece stands in the path of movement before the destination square, that move in that direction is not legal.
  6. A piece may jump over your own pieces freely, provided the destination square itself is not occupied by one of your own pieces.
  7. If the destination square is occupied by an opponent's piece, that opponent's piece is captured and removed from the board.
  8. You may not move to a square already occupied by one of your own pieces.
  9. If a player has no legal moves available, they pass their turn. This is rare but can occur in tight positions.
  10. Play continues until one player connects all their remaining pieces into a single contiguous group, or until one player's pieces are all captured.

Winning and scoring

You win immediately when all of your remaining pieces on the board form a single connected group, meaning every piece touches at least one other of your pieces either orthogonally or diagonally. Pieces that have been captured no longer count, so if your opponent has reduced you to one piece, that single piece is itself a connected group of one and you win at once. You also win if you capture all of your opponent's pieces. If a move simultaneously connects all of the moving player's pieces and all of the opponent's pieces, the player who made the move wins.

The fine points

The most common dispute involves counting pieces on a line before moving. The moving piece itself counts toward the total, so a line with four pieces on it requires movement of exactly four squares, not three. Both players' pieces count together: the line count is not restricted to one colour. If players disagree on the count, recount calmly from one edge of the board to the other, including every piece irrespective of colour.

A frequent edge case arises when capturing an opponent's piece would immediately connect all of your own remaining pieces. This is a legal win: the capture happens, the opponent's piece is removed, and if your pieces now form one group, the game ends in your favour. Similarly, a player should not be penalised for making a move that inadvertently allows the opponent to win on the very next turn; there is no obligation to block, and no takebacks are permitted once a piece has been released.

How to win more often

Variations

Scrambled Eggs

In this starting-position variant, the 24 pieces are distributed randomly across the board rather than in the standard edge configuration, with each player still controlling 12 pieces. This removes the symmetry of the opening and forces both players to evaluate connectivity from a far more complex initial position. It is well suited to players who find the standard opening too predictable.

Misere Lines of Action

The winning condition is reversed: the first player to connect all their remaining pieces into one contiguous group loses. This variant rewards deliberately keeping pieces spread across the board while forcing the opponent toward unity, and it produces noticeably different strategic priorities from the standard game.

6x6 Lines of Action

Played on a smaller 6x6 board with six pieces per player arranged along the short edges, this variant produces a faster game that is particularly suitable for younger players or those new to abstract strategy. The reduced board makes lines shorter, decisions more immediate, and games typically last under fifteen minutes.

No-Capture Lines of Action

Captures are forbidden entirely: a player may not move to a square occupied by an opponent's piece. The game is won solely by connecting all of one's own pieces. This variant shifts play toward pure manoeuvring and tends to produce longer, more positional games with no way to reduce the opponent's piece count.

Lines of Action: frequently asked questions

Does the piece I am moving count when I calculate how many squares to move?

Yes, always. Before the piece leaves its square, count every piece on that line including the one you are about to move. That total is the exact number of squares it must travel.

Do I count my opponent's pieces when working out how far to move?

Yes. The count includes every piece on the line, both yours and your opponent's. The colour of the pieces does not affect the count.

Can I jump over my own pieces?

Yes, you may jump over your own pieces freely. You may not jump over an opponent's piece, and you may never land on a square already occupied by one of your own pieces.

What happens if I capture my opponent's last piece?

You win immediately. Capturing all of an opponent's pieces is one of the two ways to win the game, alongside connecting all of your own remaining pieces.

If I am down to one piece, have I automatically lost?

No, the opposite is true. A single piece is by definition a connected group of one, so if your opponent reduces you to one piece and you still have a turn, your one remaining piece satisfies the winning condition and you win.

What happens if a move connects all of both players' pieces at the same time?

The player who made the move wins. This ruling is standard: simultaneous connection is resolved in favour of the active player.

Is Lines of Action suitable for children?

Most children aged 8 and above can learn and enjoy the game with a short explanation. The 6x6 variant on a smaller board is a gentler introduction for younger or less experienced players.

What if a player has no legal moves?

The player passes their turn and play continues with the opponent. This situation is uncommon but legal, and the player is not penalised for it.

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