Rules of Quatrix


Quatrix is designed for two players ages 8 to adult. Strategy and chance are the basic elements of the game.



The game board is rectangular in shape, made up of squares. The dimensions of the board are 11 squares by 7 squares. Each end of the board has a track of squares in color, one red and one blue. These track areas are the starting positions for each player. A corresponding line on the opposite end of the board is the finishing line for each player.



There are two basic playing pieces: rings and discs. When a ring and disc of the same color are combined, they form a single unit called a ‘pip’. There are seven pips per player. Each player also has his/her own set of two dice.



Players sit opposite each other with their starting tracks directly in front of them. The red pips are placed on the red squares and blue pips on the blue squares. Players roll the dice to determine the order of play. The player with the highest roll will roll again and start the game.



All the playing pieces are set up on the starting tracks as pips. The first player to get all of his/her pips across the finish line of the same color wins the game. The pips can be positioned on any open square between the finish line and opposing player’s color starting track. The pips can never enter the opposing player’s color starting track.



All pieces can move forward vertically, backward vertically, and horizontally to either side. Pieces can never move diagonally.

A player cannot move any piece onto the opposing starting track.

Players can fall back on their own starting track or move across it horizontally if needed.

A piece cannot move forward and then backward on the same track of squares on a single roll of the dice.

A piece cannot move horizontally to one side then back on the same track of squares on a single roll of the dice.

Only one ring, one disc, or one pip can occupy a square at a time.



The game begins with all the pips lined up on their starting color tracks. The first player rolls the dice. THE ONLY TIME A PLAYER CAN MOVE A PIP AS A COMPLETE UNIT IS WHEN DOUBLES ARE ROLLED. If doubles are not rolled a player must separate the pips to move them off the starting track. WHEN SEPARATING A PIP, THE RING IS ALWAYS MOVED FIRST. Only then is a disc free to move. Players move two pieces with each roll of the dice.




  1. Separate a pip, moving the ring first and then the disc.
  2. Separate the rings from two pips.
  3. Move a ring or disc already separated.
  4. Move two rings or two discs already separated.

Players can also combine the dice to move one playing piece. For example, if the roll is a 3 and 2, a ring or disc can be moved 3 spaces in one direction and then 2 spaces in another direction. The piece can also be moved 5 spaces in a single direction. It cannot be moved 4 spaces in one direction and then 1 space in another direction with a roll of 3 and 2. In other words, THE NUMBER OF SPACES MOVED MUST MATCH THE NUMBER ON EACH OF THE DICE.

WHEN DOUBLES ARE ROLLED (example- double 3s):

  1. Move one pip 3 spaces twice in a single direction.
  2. Move one pip 3 spaces in one direction and 3 spaces in another direction.
  3. Move two pips 3 spaces each in single directions.
  4. Move one pip 3 spaces and move either a ring or disc 3 spaces.
  5. If pips are not moved, rings and discs can be moved, but each piece can only move 3 spaces.
  6. Move one piece a total of 6 spaces.



A ring, disc, or pip can jump over any number of single rings or discs in any direction vertically or horizontally to reach an open square. This includes rings and discs of both players. A PLAYER CAN NOT JUMP OVER A PIP OF THE OPPOSITE COLOR. When a player has one or more pips on a track of squares, the opposing player can not jump over them. An opposing player’s pip is a block anywhere on the board.

PLAYERS CAN JUMP OVER THEIR OWN PIPS as long as there are no pips of the opposite color blocking the way. Players must move around each other when blocked. NOTE: Pay close attention to each other’s moves as to prevent one player from jumping over the other player’s pips by mistake.

When a player jumps over rings and discs there must be open spaces between the pieces that match the numbers on each of the dice. Example – With a roll of 4 and 2, a player can move a ring or disc to a square 6 spaces away. The squares 2 and 4 spaces from that ring or disc must be open. The exception to this rule is a move called ‘popping’, described next.



A player’s DISC piece can land on a square that is occupied by the other player’s ring in order to ‘pop’ it back to its starting color track. As the game progresses it is important to try and combine rings and discs into pips to protect one’s rings. All rings and only rings are open to attack from an opponent’s disc. When a disc is placed in a ring of the opposite color the ring is popped off that square and returned to its starting track. The ring is returned by the player who popped it. The ring is placed on any square on its starting track that isn’t occupied by another ring. Rings can be popped from any direction. Two rings can be popped with a single roll of the dice depending on where the pieces are positioned and the roll of the dice. Rings can only be popped on squares that match the numbers of the dice. Rings cannot be placed on discs of the opposite color. Rings are the only pieces that can be returned to their starting track. They can only be returned after being popped by discs of the opposite color.



To combine the last pip and win the game a player may only need to use the numbers on one of the two dice. EXAMPLE – A player has six pips and a ring across the finish line. Five spaces are needed to move the disc in and form the last pip. A 6 and 5 are rolled. The disc is moved 5 spaces. The 6 roll is not used. If a 3 and 2 are rolled, both dice are needed.


  • Players must try and complete all moves.
  • If one player fails to see a move the other player may point it out, especially if it’s the only move available.
  • A player has two moves for every roll of the dice. If only one move is possible the other is forfeited. The turn is forfeited if no moves are possible.
  • If a player rolls doubles, a pip’s ring and disc may be separated. If they are separated in different directions, that will be considered two moves. If a player rolls doubles and separates the ring in one direction and then moves the disc in the same direction combining both pieces again, this is considered only one move. Pips can move as one unit when doubles are rolled. The player must move another pip, disc, or ring to complete the doubles roll.
  • It may be necessary at times to separate pips combined across the finish line. This can happen because no other move is available. With skillful play and lucky rolls of the dice, players can keep pieces in good position.
  • A player may have a piece totally blocked and unable to move. That player may be able to free the piece because any roll of the dice can create an opening at any time.
  • Players can change moves as long as the other player has not rolled the dice.



A Quatrix (1-1)Player 1 has all seven pips across the finish line first and wins the game.

Double Quatrix (2-1)Player 1 has all seven pips across the finish line first. Player 2 has one or more pieces behind the opposing finish line.

Triple Quatrix (3-1)Player 1 has all seven pips across the finish line first. Player 2 has one or more pieces on the starting color track.