Nakatha
version 1.1 · build 15 Sep 2026
Log and legend
H humans · Da dae · Sp Su Wi Au fae courts · Dr scions · Ma Mo Se makabi · O outerlands · * turned or controlled

Nakatha

version 1.1 · build 15 Sep 2026

Where are you playing
Players at the phone
AI opponents
Faction assignment
Nakatha 1.1

NAKATHA

Rulebook, version 1.1

A game of territory, treachery and divinity for 2 to 6 players, set on the plane of Arbetreyas.

Six powers circle the Dais. None of them knows what the others truly are. Only one can be standing when the dust settles.


1. Winning

The game ends the instant any player meets one of the three victory conditions.

1. Dominion. You are the only player with pieces still under your own control. This is counted by player, not by faction: if you hold three factions, you are only out when the last piece across all three is gone, and a piece that has been turned or controlled by someone else does not count as yours while they hold it.

2. The Board. At the end of your turn, one of your factions holds claim on 30 or more of the 90 segment tiles. Factions do not pool their tiles, even when one player holds several.

3. The Sword. Your piece carries the Sword onto a Divine tile, and is still on the board and still holding the Sword at the start of your next turn.

There is no time limit. Nakatha is meant to be played long, like chess. If a game does stall completely, use the optional rule in section 13.


2. Components

ItemCountNotes
Segment tiles (grey)9015 per segment. One has the Sword printed on its underside.
Barrier tiles (beige)30Six spokes of five, numbered 1 (inner) to 5 (outer).
Divine tiles (gold)6N, NE, SE, S, SW, NW.
The Dais (black)1The centre tile.
Humans (raven)11The Grand Council.
Dae (winged)6One per province.
Fae Courts4White, green, amber, sandstone.
Dragons (red)3Dragons.
The Makabi (purple)3Maiden, Mother, Seer.
Outerlands (pale ice)2Ansidora and Tsiorak.
Claim markers6 setsOne colour per faction, enough for 90 tiles between them.
Six-sided dice2
Sword token1Carried once found.

29 pieces, 127 tiles.


3. The board

The Dais sits at the centre. Six Divine tiles ring it. From each Divine tile a barrier spoke of five beige tiles runs outward to the board edge, laid in number order with 1 nearest the centre.

The spokes cut the grey tiles into six segments of fifteen, lettered clockwise from the top left: A (between spokes NW and N), B (N to NE), C (NE to SE), D (SE to S), E (S to SW), F (SW to NW).

Adjacency is standard hex: six neighbours, including barrier and Divine tiles.

The Dais may never be entered by any piece, for any reason.

Divine tiles may only be entered by a piece carrying the Sword.

Barrier tiles may be crossed, but a piece that enters a barrier tile must end its movement there. Barrier tiles can never be claimed. Dragons ignore this (they fly over), and teleport effects ignore it entirely.


4. Set up

1. Build the board: Dais, then the six Divine tiles, then the six barrier spokes in number order. 2. Shuffle all 90 grey tiles in a bag, Sword tile included, and fill the six segments at random without looking at any underside. 3. Deal the factions. All six factions are always in play. Split them as evenly as the table allows: 3 and 3 for two players, 2 each for three, 2/2/1/1 for four, 2/1/1/1/1 for five, one each for six. Either deal at random or draft them in snake order. 4. Deployment. In turn, each player claims one unoccupied segment per faction they hold and places that faction in it, as far from the Divine board as their faction rules allow. In practice that means the outermost ring of the segment. 5. The segment occupied by the Outerlands is the Outerlands for the rest of the game. Dragons may never enter it. 6. Put a claim marker of your faction's colour on every tile it occupies, and set the models back on top.

Fae exception. The Fae Courts deploy in a diamond rather than a line: place the four fae in their segment so that no two are adjacent, as far out as that formation allows.


5. The turn

Turns belong to players, not factions. Play proceeds clockwise around the table. On your turn:

a. Upkeep. Resolve upkeep for every faction you hold (the Outerlands roll for turned pieces, frozen pieces thaw, the Maiden's control expires).

b. Activate one piece. Exactly one, from any faction in your hand. Holding three factions does not give you three activations. Choosing which faction to feed is the game.

c. That piece may Move, and then take one Action. In that order. It may do one, both or neither.

d. Claim. Put your faction's marker on every tile the activated piece began on, passed through or ended on, replacing any other marker.

The Divine Guess is the exception to the above: it replaces both the move and the action.

A round is one turn for each player at the table.


6. Claiming territory

Any tile a piece starts on, moves through or stops on belongs to that piece's faction until another faction claims it. Claims are permanent until overwritten, and survive the death of the piece that made them.

Barrier tiles, Divine tiles and the Dais are never claimed and never count toward the 30.

A Dragon claims only the tile it lands on. Not the tiles it crosses on the way: it is flying over those, not holding them.


7. Removing pieces

As its Action, an activated piece may remove one piece adjacent to it. Removed pieces are out of the game permanently.

Friendly territory. A piece standing on a tile claimed by its own faction is dug in: the attacker must roll 3 or more on a d6 to remove it. Fail and the action is spent.

Faction rules override this in both directions: some factions need support to remove at all, some remove at range, the Makabi are warded, the Dae can slip the blow, and Dragons are hard to kill.

Elimination. A player with no pieces left under their own control is out. Their markers stay on the board and count for nobody. Do not lift them.


8. The Sword and the Divine Move

One of the 90 grey tiles has a sword on its underside. Nobody knows where it is.

The Divine Guess. Instead of moving and acting, name the tile one of your pieces is standing on, or any tile adjacent to it, and declare that the Sword lies beneath. Lift the tile and show the underside to every player.

Carrying the Sword. The bearer plays normally in every respect, with two exceptions. It alone may enter Divine tiles. And when it removes an adjacent piece, it does so regardless of that piece's protections and regardless of its own faction's restrictions: no roll for friendly territory, no need for supporting pieces, no Mother's ward, no Makabi ward, no bribe, no Milaze, and Dragons die to it like anything else. Nothing standing next to the Sword is safe.

Taking the Sword. To remove a piece carrying the Sword you must be adjacent and roll a 6, ignoring friendly territory and any other modifier. Success removes the bearer and hands the Sword to your piece.

Dropping the Sword. If the bearer is removed by anything that is not an adjacent attack (Breath, the Sandstone Court, the Maiden), the Sword falls onto that tile face up. The next piece to end its movement on that tile picks it up.

Winning with it. End a turn with the bearer on any of the six Divine tiles. If it is still there and still holding the Sword when your next turn begins, you win.


9. The factions

Humans

11 pieces. The Grand Council. Raven.

The Council is slow, crude and everywhere. It cannot strike alone, but it paints more of the board than anyone and it can afford to lose people.


Dae

6 pieces. One per province. Golden wings.

The Dae are the only faction that can contest all six segments at once, and the only one you cannot reliably pin down.


Fae Courts

4 pieces. White (Winter), green (Spring), amber (Autumn), sandstone (Summer).

Court Actions (each is a Faction Action, usable only while that fae stands in its own segment):

CourtAction
WhiteFreeze one piece in your segment or a segment adjacent to it. A frozen piece may not move or act on its next activation.
GreenChoose a piece in a segment adjacent to yours and move it 1 tile in any legal direction.
AmberChoose any two pieces anywhere on the board and move each 1 tile toward the other.
SandstoneRemove one piece anywhere in your segment. No adjacency needed, no roll, ignores friendly territory.

The Courts do not march. They rearrange the board from behind their own border and let the bargains do the walking. Leaving that border is always a choice to trade power for reach.


Dragons

3 pieces. Dragons. Red.

Three pieces that hold almost no ground and take it slowly, but a Dragon that flies three tiles lands somewhere new every turn. Dominion is still their natural route.


The Makabi

3 pieces. Maiden, Mother, Seer.

Three pieces, but the Makabi act more often than anyone, the Mother is untouchable at close range, and all three are hard to put down.


Outerlands

2 pieces. Ansidora and Tsiorak. Pale ice.

Two pieces is not a faction, it is a purse, and a purse that is hard to cut. The Outerlands win by making someone else's army theirs, and they can never rest on a door they have already opened.


10. Status effects

StatusEffectEnds
FrozenCannot move or take an action on its next activation. Still blocks, still holds ground.At the upkeep of its owner's following turn, or immediately if turned by a Bargain.
TurnedHeld by the Outerlands. Everything it does, including its own faction actions, is done for the Outerlands.On a roll of 1 in Outerlands upkeep, or when both outlanders are dead.
ControlledHeld by whoever holds the Maiden, which is usually the Makabi.End of that player's next turn, or the moment the Maiden is removed.
Bearing the SwordMay enter Divine tiles. Removes adjacent pieces with no roll and no regard for any protection. Removable only on a 6 by an adjacent attacker.On removal, or on victory.

A player is not eliminated while their pieces are merely turned or controlled. Only removal is permanent.


11. What changed in 1.1


What changed in 1.0

Emberfall. Each Dragon may breathe only once per round. Three dragons, one activation a turn, and every activation a free kill from outside anyone's reach put them at 23 to 27% against an even share of 16.7%. A per-activation version was tried first and overshot, dropping them to 6.4% across mixed player counts; the per-round version lands them at 13.6%. Note that almost all of that comes from six player games: at two players the Dragons still win nothing, because a dragon in a three faction hand is activated too rarely for any Breath rule to matter. That is the seat economy, not the dragons.

Two other levers were tried and rejected. Cutting Breath to a single tile takes the Dragons to 2% and hands the Outerlands 44%, because nothing is left on the board that can threaten a bought army. Dropping the kill requirement from three hostile pieces to two takes them to 5%: that rule is load-bearing and should not be touched. The cooldown is the only change that scales the faction rather than deleting it.

The Outerlands can buy a piece outright once it has survived two upkeep rolls, one at a time. See section 9. A carve-out protecting small factions from being bought was tested and rejected: it restored the Makabi to 26% but pushed the Outerlands straight back down to 9%, because the Makabi are the Outerlands' best target and protecting one is the same act as defunding the other.


What changed between drafts 0.2 and 1.0

Full measurements, including everything tried and rejected, are in nakatha-balance.md, nakatha-player-counts.md and nakatha-combinations.md. The last of those is the 1,420 game sweep of which factions work well in the same hand, and which win route each faction leans towards.

The imbalance that remains is deliberate. No faction sits exactly on a sixth, the Dragons win almost exclusively by Dominion, the Dae have never won by the Sword, and the small tables favour the factions that do the most per activation. Those are characteristics, not faults.


12. Dials to turn in playtesting

Each of these is a single number, and the simulator can measure any of them over a few hundred games with --set.


13. Optional rules

The Long Silence. If ten full rounds pass with no piece removed and no tile changing hands, the game ends. The faction holding the most tiles wins. If two are level, the game is drawn. Without this, roughly one game in twenty-five stalls completely.

Even hands. A player holding more than one faction may activate one piece per faction each turn, up to a maximum of two. In testing, the player dealt the extra faction in a four or five player game won less often than the players holding one, because activations do not scale with hand size. This rule makes the uneven deal neutral, at the cost of a bloodier game.


14. Quick reference

Turn: upkeep, activate one piece from any of your factions, move, act, claim.

Movement: 1 tile. Dragons up to 3 in a straight line. Barrier tiles end movement. Never the Dais. Divine tiles only with the Sword.

Dragons: fly up to 3 in a line, claim nothing, Breath 2 tiles in any direction, once per round each.

Removal: adjacent, one per turn. 3+ if the target is in friendly territory. 5+ for any Makabi piece, and 5+ for an outlander. 6 if it carries the Sword. Dae may Milaze away on 5+, landing wherever their own controller chooses. The Sword bearer's own removals ignore everything.

Claim: every tile the active piece touched this turn. Dragons claim only where they land.

Win: last player standing, 30 tiles with one faction, or the Sword on a Divine tile for one full round.

Past games