docs(rithmomachia): Add concise one-page playing guide
Create quick start guide for competitive play with simple language. Covers movement, capturing, harmonies, and winning conditions. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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# Rithmomachia Quick Start Guide
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**The Philosopher's Game** — Win by using math to capture pieces and build harmonies in enemy territory.
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---
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## Goal
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Arrange 3 of your pieces in enemy territory to form a **mathematical progression**, survive one opponent turn, and win.
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---
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## The Board
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- **8 rows × 16 columns** (columns A-P, rows 1-8)
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- **Your half:** Black controls rows 5-8, White controls rows 1-4
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- **Enemy territory:** Where you need to build your winning progression
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---
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## Your Pieces (24 total)
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Each piece has a **number value** and moves differently:
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| Shape | Symbol | Movement | Count |
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|-------|--------|----------|-------|
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| **Circle** | ○ | Diagonal (like a bishop) | 8 |
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| **Triangle** | △ | Straight lines (like a rook) | 8 |
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| **Square** | □ | Any direction (like a queen) | 7 |
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| **Pyramid** | ◇ | One step any way (like a king) | 1 |
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**Pyramids are special:** They have 4 face values. When capturing, you choose which face to use.
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---
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## How to Move
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1. **Click your piece** to select it
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2. **Click destination** to move
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3. Pieces cannot jump over others — path must be clear
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4. You can only move to an empty square OR capture an enemy
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---
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## How to Capture
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You can capture an enemy piece **only if your piece's value relates mathematically** to theirs:
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### Simple Relations (no helper needed):
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- **Equal:** Your 25 captures their 25
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- **Multiple/Divisor:** Your 64 captures their 16 (64 ÷ 16 = 4)
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### Advanced Relations (need one helper piece):
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- **Sum:** Your 9 + helper 16 = enemy 25
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- **Difference:** Your 30 - helper 10 = enemy 20
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- **Product:** Your 5 × helper 5 = enemy 25
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**Helpers** are your other pieces still on the board — they don't move, just provide their value for the math.
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The game will show you valid captures when you select a piece.
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---
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## How to Win
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### Victory Condition #1: Harmony (Progression)
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Get **3 of your pieces into enemy territory** forming one of these progressions:
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- **Arithmetic:** Middle value is the average
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- Example: 6, 9, 12 (because 9 = (6+12)/2)
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- **Geometric:** Middle value is geometric mean
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- Example: 4, 8, 16 (because 8² = 4×16)
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- **Harmonic:** Special proportion (formula: 2AB = M(A+B))
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- Example: 6, 8, 12 (because 2×6×12 = 8×(6+12))
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**Important:** Your 3 pieces must be in a straight line (row, column, or diagonal), and all 3 must be in enemy territory.
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When you form a harmony, your opponent gets **one turn to break it**. If it survives, you win!
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### Victory Condition #2: Exhaustion
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If your opponent has no legal moves, they lose.
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---
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## Key Rules
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1. **White moves first**
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2. **No jumping** — paths must be clear
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3. **Can't capture your own pieces**
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4. **Helpers can be anywhere** on the board (not just adjacent)
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5. **Harmonies must survive one turn** to win
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---
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## Quick Strategy Tips
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- **Control the center** — easier to invade enemy territory
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- **Small pieces are fast** — circles (3, 5, 7, 9) can slip into enemy half quickly
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- **Large pieces are powerful** — harder to capture due to their size
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- **Watch for harmony threats** — don't let opponent get 3 pieces deep in your territory
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- **Pyramids are flexible** — choose the right face value for each situation
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---
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## Common Progressions to Know
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**Arithmetic** (easiest to spot):
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- 4, 6, 8
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- 6, 9, 12
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- 5, 7, 9
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**Geometric** (same ratio between values):
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- 4, 8, 16
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- 9, 27, 81
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**Harmonic** (trickiest):
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- 6, 8, 12
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- 3, 4, 6
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Practice spotting these patterns in your pieces!
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---
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## Ready to Play?
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1. Start by moving pieces toward the center
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2. Look for capture opportunities using the math relations
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3. Push into enemy territory (rows 1-4 for Black, rows 5-8 for White)
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4. Watch for harmony opportunities with your forward pieces
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5. Win by forming a progression that survives one turn!
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**Remember:** This is a game of mathematical warfare. Every number matters!
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