Awithlaknannai Mosona

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Awithlaknannai Mosona is a two-player strategy board game from the Zuni Native American Indian tribe of New Mexico, United States. It is unknown how old the game is. The game was described by Stewart Culin in his book "Games of the North American Indians Volume 2: Games of Skill" (1907). In this book, it was named Awithlaknan Mosona. Awithlaknannai Mosona resembles another Zuni board game called Kolowis Awithlaknannai (Fighting Serpents) with few minor differences. The former having a smaller board, and depending upon the variant, it also has less lines joining the intersection points. The rules are the same. Awithlaknannai Mosona belongs to the draughts and Alquerque family of games as pieces hop over one another when capturing. It is actually more related to Alquerque, since the board is made up of intersection points and lines connecting them. It is thought that the Spanish had brought Alquerque to the American Southwest, and Awithlaknannai Mosona may have been an evolution from Alquerque. However, in Stewart Culin's 1907 book, the Zunis claim that they had adopted a hunt game from Mexico similar to Catch the Hare and the Fox games of Europe, and transformed it into Awithlaknannai Mosona. In these games, one player has more pieces over the other, however, the other player's piece has more powers. The Zuni's equalized the numbers of pieces and their powers, and also may have transformed the board making its length far exceed its width. Diagonal lines also replaced orthogonal lines altogether. However, the hunt game from Mexico may have used an Alquerque board even though the game mechanics of their new game, Awithlaknannai Mosona, were completely different.

Abstract strategy game strategy game that minimizes luck and does not rely on a theme

An abstract strategy game is a strategy game in which the theme is not important to the experience of playing. Many of the world's classic board games, including chess, Go, checkers and draughts, xiangqi, shogi, Reversi, Nine Men's Morris, and most mancala variants, fit into this category. Play is sometimes said to resemble a series of puzzles the players pose to each other. As J. Mark Thompson wrote in his article "Defining the Abstract":

There is an intimate relationship between such games and puzzles: every board position presents the player with the puzzle, What is the best move?, which in theory could be solved by logic alone. A good abstract game can therefore be thought of as a "family" of potentially interesting logic puzzles, and the play consists of each player posing such a puzzle to the other. Good players are the ones who find the most difficult puzzles to present to their opponents.

Board game game that involves counters or pieces moved or placed on a pre-marked surface or "board", according to a set of rules

A board game is a tabletop game that involves counters or pieces moved or placed on a pre-marked surface or "board", according to a set of rules. Some games are based on pure strategy, but many contain an element of chance; and some are purely chance, with no element of skill.

New Mexico State of the United States of America

New Mexico is a state in the Southwestern region of the United States of America; its capital and cultural center is Santa Fe, which was founded in 1610 as capital of Nuevo México, while its largest city is Albuquerque with its accompanying metropolitan area. It is one of the Mountain States and shares the Four Corners region with Utah, Colorado, and Arizona; its other neighboring states are Oklahoma to the northeast, Texas to the east-southeast, and the Mexican states of Chihuahua to the south and Sonora to the southwest. With a population around two million, New Mexico is the 36th state by population. With a total area of 121,590 sq mi (314,900 km2), it is the fifth-largest and sixth-least densely populated of the 50 states. Due to their geographic locations, northern and eastern New Mexico exhibit a colder, alpine climate, while western and southern New Mexico exhibit a warmer, arid climate.

Contents

The complete rules to the game were never fully described by Stewart Culin (as a note all rules from other sources may have been based on Stewart Culin's description), in particular, whether captures are compulsory, and whether multiple captures are allowed. However, Stewart Culin's book does state that on the first player's first turn, a piece is moved to the central point of the board (middle intersection point of the middle row), and is jumped by the second player's piece. The second player could have made another move instead of that capture which suggest that capturing is compulsory.

Goal

The person who captures all of their opponent's pieces is the winner. If no more captures can be done by either player, then the game is a draw, or alternatively, the player with the most pieces left on the board is the winner.

Equipment

There are two versions of the board perhaps due to the lack of clarity in Stewart Culin's diagram. The rules to both versions are the same. Both versions contain 25 intersection points. The middle row has 9 intersection points, and the two outer rows has 8 intersection points each. One version has lines missing between the intersection points of the outer rows. The other version has them.

Each player has 12 pieces. One player has the black pieces, and the other player has the white pieces.

Rules and gameplay

1. Players decide who will play the black pieces, and who will play the white pieces. They also decide who will start first.

2. Each players pieces are placed on the row nearest them, and on the right side of the middle row from the view of each player. Only the central point of the board is vacant at the start of the game. Throughout the game, pieces are played on the intersection points and moved along the lines connecting them. From here on, the intersection points will simply be called "points".

3. Players alternate their turns.

4. On a player's turn, one piece may be moved along a marked line onto a vacant adjacent point on the board. The first player's first move is to move a piece onto the central point since that is the only vacant point on the board at the beginning of the game.

5. Alternatively, a piece may leap over an adjacent enemy piece, and land on a vacant point immediately beyond. The leap need not be in a straight line as long as the leap follows the pattern on the board. The jumped piece is removed. Captures are compulsory. Multiple captures are allowed. In fact, a piece that can continue to jump must jump until it can jump no more.

6. If a player's piece has more than one capturing line, or if a player has more than one piece that can be used to capture enemy pieces, the player may choose any of these options.

7. The player who captures all of their opponent's pieces is the winner.

8. When no more captures can be made by either player, the game ends also. The game can be called a draw, or the player with the more pieces left on the board can be called the winner. It is up to the players how they should conclude this type of ending.

See also

Draughts board game

Draughts or checkers is a group of strategy board games for two players which involve diagonal moves of uniform game pieces and mandatory captures by jumping over opponent pieces. Draughts developed from alquerque. The name derives from the verb to draw or to move.

Alquerque

Alquerque is a strategy board game that is thought to have originated in the Middle East. It is considered to be the parent of draughts and Fanorona.

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Kharbaga is a two-player abstract strategy game from North Africa. In a way, it is a miniature version of Zamma; however, there are more diagonal lines per square on the board as compared to Zamma. The game is considered part of the Zamma family. The game is also similar to Alquerque and draughts. The board is essentially an Alquerque board with twice the number of diagonal lines or segments allowing for greater freedom of movement. The initial setup is also similar to Alquerque, where every space on the board is filled with each player's pieces except for the middle point of the board. Moreover, each player's pieces are also set up on each player's half of the board. The game specifically resembles draughts in that pieces must move in the forward directions until they are crowned "Mullah" which is the equivalent of the King in draughts. The Mullah can move in any direction.

Fetaix is a two-player abstract strategy board game from Morocco. It is very similar to Alquerque. The only difference is that pieces cannot move backwards until they are promoted to Mullah which is the equivalent of King in draughts. Furthermore, Mullahs can move any number of vacant points on the board, and capture enemy pieces from any distance similar to the Kings in International draughts. Another name for the game is qireq.

Kotu Ellima is a two-player abstract strategy board game from Sri Lanka played by the Sinhalese people. The game was documented by Henry Parker in Ancient Ceylon: An Account of the Aborigines and of Part of the Early Civilisation (1909); the game was printed as "Kotu Ellima" which is actually a misspelling because his source for the game was Leopold Ludovici's Journal of the Ceylon Branch of the Royal Asiatic Society (1873), and specifically in the chapter entitled "The Sports and Games of the Singhalese", and Ludovici wrote the name of the game as Kotu Ellime or Taking of the Castles. The game is similar to draughts (checkers) and Alquerque as players hop over one another's pieces to capture them; it is more similar to Alquerque between the two since it uses a standard Alquerque board. However, unlike draughts and standard Alquerque, the game is played on an expanded Alquerque board consisting of four triangular boards attached to the four sides of a standard Alquerque board. It closely resembles Peralikatuma and Sixteen Soldiers which are also played in Sri Lanka and other parts of the Indian subcontinent with the only difference being the number of pieces. In Sixteen Soldiers, each player has 16 pieces hence the name of the game. In Peralikatuma, each player has 23 pieces. In Kotu Ellima, each player has 24 pieces, and at the beginning of the game the whole board is covered with them except the central point reminiscent of standard Alquerque.

Tûkvnanawöpi is a two-player abstract strategy board game played by the Hopi native American Indians of Arizona, United States. The game was traditionally played on a slab of stone, and the board pattern etched on it. Tukvnanawopi resembles draughts and Alquerque. Each player attempts to capture each other's pieces by hopping over them. It is unknown how old the game is; however, the game was published as early as 1907 in Stewart Culin's book "Games of the North American Indians Volume 2: Games of Skill".

Tuknanavuhpi is a two-player abstract strategy board game played by the Hopi Native American Indians of Arizona, United States. It is also played in many parts of Mexico. The game was traditionally played on a slab of stone with the board pattern etched on it. Tukvnanawopi resembles draughts and Alquerque. Players attempt to capture each other's pieces by hopping over them. It is not known when the game was first played; however, the game was published as early as 1907 in Stewart Culin's book Games of the North American Indians Volume 2: Games of Skill.

Jarmo is a two-player abstract strategy board game. According to Tartarian and Polish legend, Batu Khan, the grandson of Genghis Khan, carried this game around during his military campaigns. Supposedly, he would play at least one game before a battle in order to prepare himself. In this game, a player attempts to place as many of their pieces onto the other player's first row. At the same time, the player tries to capture as many of the other player's pieces on the way.

Indian and jackrabbits is a two-player abstract strategy board game from the Tiwa tribe of Taos, New Mexico. A similar game with a slightly different board is also played by the Tohono O'odham tribe of Arizona. From the outset, these games look like hunt games similar to Catch the Hare, the Fox games of Europe, and the tiger and leopard games of Asia, because they use very similar boards, and the game mechanics are the same, and the number of pieces each player controls is different. However, they are not the same games, because the goals are completely different. The goal of the one Indian is to capture just one of the twelve jackrabbits. The goal of the jackrabbits is to move themselves safely onto the other side of the board mirroring their initial positions.

Tiger and buffaloes is a two-player abstract strategy board game from Myanmar. It belongs to the hunt game family. The board is a 4x4 square grid, where pieces are placed on the intersection points and move along the lines. It is one of the smallest hunt games. Three tigers are going up against eleven buffaloes. The tigers attempt to capture as many of the buffaloes by the short leap as in draughts or Alquerque. The buffaloes attempt to hem in the tigers.

Sua Ghin Gnua is a two-player abstract strategy board game from Thailand, formerly known as Siam. Another name for the game is Tigers and Oxen. It is a hunt game played on a 5x5 square grid with only orthogonal lines. One player plays the three tigers, and the other player plays the twelve oxen. The board is empty in the beginning. Players first drop their pieces onto the board, and then are able to move them. The tigers can capture the oxen by the short leap as in draughts and Alquerque, but the oxen attempt to elude and at the same time hem in the tiger. Sua Ghin Gnua most resembles the tiger hunt games such as Bagh-Chal, Rimau-rimau, Main Tapal Empat, Catch the Hare, and Adugo since they all use a 5 x 5 square grid. But tiger games technically consist of a standard Alquerque board which is a 5 x 5 square grid with several diagonal lines criss-crossing through it which are completely missing in Sua Ghin Gnua. There are however some variants of Catch the Hare which have missing diagonal lines also. Another game that resembles Sua Ghin Gnua is from Myanmar called Tiger and Buffaloes which is a hunt game consisting of a 4 x 4 square grid with no diagonal lines. Myanmar happens to border Thailand geographically so there might be a historical connection between the two games. Another game from Myanmar is Lay Gwet Kyah that is presumed to be similar to Sua Ghin Gnua. Sua Ghin Gnua was briefly described by Stewart Culin, in his book Chess and Playing Cards: Catalogue of Games and Implements for Divination Exhibited by the United States National Museum in Connection with the Department of Archaeology and Paleontology of the University of Pennsylvania at the Cotton States and International Exposition, Atlanta, Georgia 1895 (1898). It's also briefly mentioned by H.J.R. Murray in his book A History of Chess (1913). It was also described by R.C. Bell, in his book Board and Table Games from Many Civilizations (1969).