You do not need to land in the center.
How to play Blockblock
Reach the other side
White starts at the bottom and races to any white square on the top edge. Black does the opposite. The board turns so you always see your own side at the bottom.
White's goalBlack's goalPawns race, jump, and block one another, but never leave the board.
Choose one action
Move your pawn or place one tile card. Selecting, rotating, and previewing a card is free; the action is committed only when you move or place it.

Advance your pawn
Choose one highlighted white square connected by an open lane.

Place a tile card
Rotate a card and place its shape into open build slots on the board.
A line clear is the exception: clear a full row or column and you act again with the cards still in your hand.
Step, jump, or go around
Pawns move orthogonally, never diagonally on their own. A diagonal move appears only when you must go around an adjacent pawn whose straight jump is blocked.

Move one square
Go up, down, left, or right through an open lane.

Jump a pawn
If a pawn is directly beside you and the lane behind it is open, jump straight over.

Go around
If that straight jump is blocked by a tile or the board edge, move to an open side of that pawn.
Build the board
Each player has the same 10-card deck: two I, T, L, and J cards, plus one P and one K. Card color is visual; it does not change what the shape can do.
Fits everyone's path
- Uses a card currently in your hand.
- Stays on the board and in build slots.
- Does not overlap an existing tile.
- Leaves every active pawn a route to its goal.
No sealed-off players
- Covering a white pawn square.
- Placing any part outside the board.
- Stacking on occupied build slots.
- Removing every possible route to a goal.
Tiles do not have to touch another tile. A separated placement is legal when all four checks above pass.
Fill a line. Clear it. Play again.
Fill every build slot across a complete row or column. All tiles on that line disappear together and you immediately receive another action.
Orange preview fills the last spaces
Open lane + bonus actionPlan with three cards
Every player has an independent 10-card deck and a three-card hand. Opponents can see your counts, but not the faces of your cards.
All three cards go to discard, then you draw a new hand.
The played card is consumed. The other two are discarded, then you draw three.
Keep the cards left in your hand and take your bonus action before refreshing.
When the deck is empty, the discard pile is shuffled into a new deck.
Beat the board and the clock
Only the active player's clock runs. Reaching zero ends your race, and resigning concedes your remaining placement.
Your clock, your turn
Think while your clock is running. A line-clear bonus keeps the same clock active.
First across wins
In a standard two-player race, the match ends as soon as one pawn reaches the opposite edge.
No passing
There is no pass action. Choose a legal pawn move, place a legal card, or resign.
You know enough to race.
Keep these five ideas in mind for your first match.
- 1Reach the opposite edge.
- 2Move or build once per turn.
- 3Jump adjacent pawns when the lane is open.
- 4Never seal off every route.
- 5Clear a line to act again.