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How to play Corners

A complete guide: how to move and jump your pieces, build long jump chains and be the first to relocate your whole squad into the opposite corner. Controls on muta.pro and tips for beginners.

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In brief

Goal
Occupy the opponent's corner
Players
2
Game length
10–20 min
Difficulty
Easy
Randomness
None

Goal of the game

Corners is a calm logic game with no captures. Your nine pieces stand in one corner of the board, and the mirror corner on the opponent's side is your "home". Your task: relocate all of your pieces into the opposite corner before your opponent does the same. Nobody is captured here — the winner is whoever lays out their route faster.

Setup

The game is played on a square board. Two opposite corners hold marked "home" zones of nine cells each. Your nine pieces are lined up in your corner, the opponent's pieces in theirs. The target zone is highlighted. Players move in turn; each player's turn has a timer, after which the turn passes to the opponent.

How to move

Select a piece

Click on one of your pieces — the board highlights the available moves: a simple step and any possible jumps.

Simple step

You may shift a piece onto an adjacent empty cell vertically or horizontally. After a simple step your turn ends.

Jump over a piece

If a piece stands next to yours (your own or an opponent's) and the cell right behind it is empty, you may jump over it. The jumped piece stays in place — there are no captures.

Jump chain

After a jump you may keep jumping with the same piece, building a long chain across several pieces in a single turn. This is the main technique for advancing quickly.

Finish your turn

You may stop a jump chain at any moment. Once the piece has landed where you want it, the turn passes to your opponent.

Fill your home

Move your pieces into the target corner so that none is left behind. A single stuck straggler can cost you the whole game.

How the winner is decided

The players panel shows a score like "X/9 in the corner" — how many of your pieces have already reached home. The game is won by whoever first fills all nine cells of the opposite corner with their own pieces. If you fail to move within the allotted time, the turn simply passes to the opponent, so plan your routes ahead.

Controls on muta.pro

🖱️
Selecting a piece
Click on your piece — the cells for a step (a dot) and for a jump (a dashed circle) light up.
Move
Click a highlighted cell to step or jump. Continue a jump chain with the same piece.
↩️
Clear selection
The "Clear selection" button deselects the chosen piece if you change your mind about moving it.
🔁
Restart and resign
The "↻ Restart" and "🏳 Resign" buttons are for a new game or a surrender. On the left is the list of players and the chat, on the right — the game log.

Tips for beginners

Build ladders

Arrange your pieces so they form jump "ladders" — a single piece can fly across half the board.

Don't abandon the stragglers

Move the rear pieces together with the front ones: one piece forgotten in the corner will keep you from filling your home.

Use the opponent's pieces

You can jump over the opponent's pieces too. Sometimes an enemy row is an excellent "bridge" to your goal.

Don't block your own home

Don't clog the entrance to the corner so that the last pieces have nowhere to land.

The strategy of jump chains

A simple step moves a piece one cell, while a well-built jump chain moves it a third of the board at once. That is why the outcome of a game is decided not by the number of moves, but by the length of the chains you manage to assemble. The key idea: a jump road does not appear on its own — you have to lay it out in advance from your own pieces, like rails ahead of a train.

A jump is possible when there is an empty cell behind an adjacent piece. So if you space your pieces one apart, a rear piece will fly along them across the whole row in a single turn. This is a "herringbone": a formation with even gaps along which a piece skips down the entire line.

"Herringbone": piece ● jumps over the supports ○, landing on the highlighted cells — the whole row in a single turn.

The rule of the last support

Don't move a piece that is itself serving as a springboard for a neighbour until the neighbour has passed. Remove the support too early and you collapse your own chain and lose tempo.

Bridge to the centre

The longest chain usually runs through the centre of the board, where the pieces of both players meet. Keep one or two "jumpers" in reserve for such a moment.

Don't get greedy into a dead end

The longest possible jump is good only if the landing doesn't trap the piece against the edge. Sometimes shorter means faster on the next move.

Tempo and interacting with the opponent

Corners is a race with no dice rolls, so everything comes down to tempo: how many "cells of advance" you squeeze out of each move. A jump over two pieces gives four times more tempo than a step. Hence the rule: as long as there is at least one chain available, a simple step is made only when forced — to lay down a missing support or to free a needed cell.

The second half of mastery is how you interact with the opponent's pieces, since both of you share one board. The opponent moves towards you, and their pieces inevitably end up in your path. This is not an obstacle but a resource: an enemy column in the centre is a ready springboard.

Your piece ● jumps over the opponent's pieces ○: your own bridge through the centre, with not a single support of your own spent.

Count advance, not moves

After each of your moves, estimate how many cells closer to the goal you have shifted. Fewer than two — almost certainly there was a better option with a jump.

The oncoming flow

In the centre the flows of pieces cross. Whoever lays a chain here first gets the springboards; the latecomer runs into an enemy wall.

A quiet move as a blank

A single simple step to lay down a support pays off if it opens a chain of three or four jumps on the next move. That is an investment, not a loss of tempo.

The endgame and entering the home

A game is won not in the centre but at the entrance to the corner — and this is where beginners lose victories they already held in their hands. The home is nine cells, and they must be filled in the right order. Enter from the far end: first occupy the cells farthest from the entrance, and leave the near ones free as a passage. Take the entrance with your very first piece and you lock the gate in front of your own caravan.

The home is filled "from the depth": the far cells are occupied, while the highlighted entrance in the bottom-right corner is left free for the stragglers.

The second endgame trap is the tail. A single piece forgotten in the starting corner nullifies all the work: eight at home and the ninth still on the way is not a win. The tail must be counted from the middle of the game: don't race the vanguard so far that the rearguard is hopelessly left behind with no supports to jump over.

The home is filled from the inside

Picture the home as a car park with a single entrance: cars park from the far wall towards the gate. The same order applies to the pieces.

Jumps are in play inside the home too

Cells already occupied in the home are springboards for the pieces still arriving. An even pattern inside the corner speeds up the finish.

Check the score before the finale

"8/9" with no plan for the ninth is not an advantage but an alarm. Plan the last piece's road in advance.

Common mistakes

Most defeats in Corners come not from a brilliant plan by the opponent, but from the same recurring errors of tempo and order. Let's go through them so you recognise the trap before you step into it.

The "clump" mistake: pieces bunched up with no empty cells behind them — the central piece ● has nowhere to land, the jumps are dead.

Check before the move

Three questions: is there a jump longer than a step, am I locking myself in, am I abandoning the tail. If it's "no" to all three — the move is most likely weak.

Symmetry is not a plan

Mirroring the opponent's moves is a road to a draw of tempo and a loss to whoever finds a chain first. Look for your own route.

Learn from others' bridges

Noticed the opponent regularly jumping over your pieces? That means you are building springboards for them. Change your formation pattern.

Frequently asked questions

Can you capture the opponent's pieces?
No. There are no captures in Corners — pieces are only jumped over, and they stay on the board.
How many jumps can you make in one turn?
As many as the position allows. With a single piece you can build a chain of several jumps in a row and stop wherever it suits you.
Is a jump mandatory when one is available?
No, a jump is not mandatory. You are free to make a simple step if that is better for your route.
Can you play against a bot?
Yes. Create a room and add a bot, or invite an opponent with the room code.
Which matters more — the length of a single chain or the overall advance of all pieces?
The overall advance of the squad. A record jump by one piece is useless if the rest stand still: victory counts only when all nine pieces are home. Lead the caravan evenly, and save the record chains for the stragglers.
Is it worth deliberately jumping over the opponent's pieces?
Yes, if it speeds up your route. An opponent's line in the centre is a free springboard that costs you no supports of your own. Jumping over the opponent takes nothing from them (there are no captures), yet saves you moves.
In what order should you fill the cells of your corner?
From the far end towards the entrance. First occupy the cells farthest from the entrance to the home, and leave the entrance cells free as a passage. Otherwise the very first piece at the entrance will block the way for the rest.
How do you avoid losing because of a single lagging piece?
Watch the tail from the middle of the game. Don't race the vanguard so far ahead that the rear pieces are left with no supports to jump over. A lone piece crawls one cell per turn — the slowest way to throw away a won game.
When is a simple step justified rather than a loss of tempo?
When it lays down a missing support or frees a needed cell, opening a long chain on the next turn. Such a quiet move is an investment. A step instead of an already available jump is almost always a mistake.
Is there any point in hindering the opponent rather than just running yourself?
There is, but only in passing. Taking the cell where the opponent wanted to land is worthwhile if the same move also advances you. A move made purely out of spite, useless for your own route, hands the opponent a tempo advantage.
Ready for a game?
Create a room, invite a friend with the code, or play against a bot.

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