Watermelon chess

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Playing board for watermelon chess Watermelon chess board.png
Playing board for watermelon chess

Watermelon chess is a two-player abstract strategy game from China where it is known as xi gua qi. It is also known as the surround game and globe. Played on a network of curved lines, players take turns to move a piece, capturing the opponent's pieces by surrounding them. The game is related to the bear games of the ancient Romans, and uses the same board as some of them. The Go variant sz'kwa uses the same board.

Contents

Watermelon chess is a pebble game similar to Go [1] , though unrelated to the game of chess.

Equipment

Game board on a rock at THSR Hsinchu Station Tu Di Gong Temple, Taiwan Shi San Jia Bo Gong Miao Xi Gua Qi Qi Pan .jpg
Game board on a rock at THSR Hsinchu Station Tu Di Gong Temple, Taiwan

The board is composed of a large circle with an inner middle circle. Four semicircles form a north, south, east, and west arrangement in the interior of the larger circle. The large circle and the smaller middle circle are divided equally into four pie slices. This creates for twenty-one intersection points where the pieces are played upon.

Each player has six pieces. One player plays the black pieces, and the other player plays the white pieces, however, any two colors or distinguishable objects will do.

Rules

Players decide what colors to play, and who starts first.

Each player's six pieces are initially placed on the six closest intersection points on their side of the board.

Players alternate their turns, and move one piece per turn. A piece can move one space per turn following the pattern on the board.

Enemy pieces can be captured if surrounded by the player's pieces so that it cannot move. Only one enemy piece can be captured per turn. Captured pieces are removed from the board.

The goal is to reduce the opponent's numbers to two pieces.

Comparison to bear games

The game is related to the bear games of ancient Rome, and uses the same board as some of them. The difference is that in watermelon chess each player has six pieces, whereas in the bear games, there are three hunters played by one player, and one bear played by the other player. Furthermore, in the bear games, only the hunters can surround and immobilize the movements of the one bear; the bear merely moves to avoid this as it is impossible for the bear itself to immobilize any of the hunters. In watermelon chess, every piece can participate in immobilizing the other player's pieces; furthermore, surrounded enemy pieces are captured.

Related Research Articles

Baroque chess is a chess variant invented in 1962 by Robert Abbott. In 1963, at the suggestion of his publisher, he changed the name to Ultima, by which name it is also known. Abbott later considered his invention flawed and suggested amendments to the rules, but these suggestions have been substantially ignored by the gaming community, which continues to play by the 1962 rules. Since the rules for Baroque were first laid down in 1962, some regional variation has arisen, causing the game to diverge from Ultima.

Mak-yek is a two-player abstract strategy board game played in Thailand and Myanmar. Players move their pieces as in the rook in Chess and attempt to capture their opponent's pieces through custodian and intervention capture. The game may have been first described in literature by Captain James Low a writing contributor in the 1839 work Asiatic Researches; or, Transactions of the Society, Instituted in Bengal, For Inquiring into The History, The Antiquities, The Arts and Sciences, and Literature of Asian, Second Part of the Twentieth Volume in which he wrote chapter X On Siamese Literature and documented the game as Maak yék. Another early description of the game is by H.J.R. Murray in his 1913 work A History of Chess, and the game was written as Maak-yek.

<span class="mw-page-title-main">Ludus latrunculorum</span> Roman board game

Ludus latrunculorum, latrunculi, or simply latrones was a two-player strategy board game played throughout the Roman Empire. It is said to resemble chess or draughts, as it is generally accepted to be a game of military tactics. Because of the scarcity of sources, reconstruction of the game's rules and basic structure is difficult, and therefore there are multiple interpretations of the available evidence.

Rimau-rimau is a two-player abstract strategy board game that belongs to the hunt game family. This family includes games like bagh-chal, main tapal empat, aadu puli attam, catch the hare, sua ghin gnua, the fox games, buga-shadara, and many more. Rimau-rimau is the plural of rimau which is an abbreviation of the word harimau, meaning 'tiger' in the Malay language. Therefore, rimau-rimau means 'tigers'. The several hunters attempting to surround and immobilize the tigers are called orang-orang, which is the plural of orang, meaning 'man'. Therefore, orang-orang means 'men' and there are twenty-two or twenty-four of them, depending on which version of the game is played. The game originates from Malaysia.

<span class="mw-page-title-main">Bear games</span> Category of abstract strategy board games

Bear games is a category of board games of which many have historical roots in the Roman Empire. They were played in parts of the Empire as far away as Turkey and France and are still played today, especially in Italy. All of the games are two-player abstract strategy board games. Normally, the game is played with three hunters and one bear on a patterned board. It bears similarity to the hunt games such as the fox games, rimau-rimau, and bagha-chall, however, there are no captures involved. The three hunters are trying to hem in the bear, and block its movements.

<span class="mw-page-title-main">Sz'kwa</span> Chinese abstract strategy game

Sz'kwa is a two-player abstract strategy game from China. It is a go, weiqi, or baduk variant. The sz'kwa board is not an n x n square board like go or weiqi. Instead, the board is circular in design. The same board is used by watermelon chess and one of the ancient Roman bear games.

<span class="mw-page-title-main">Lau kata kati</span>

Lau kata kati is a two-player abstract strategy game from India, specifically from Lower Bengal, and also from United Provinces, Karwi Subdivision where it is called Kowwu Dunki, and it was described by H.J.R. Murray in A History of Board-Games Other Than Chess (1952). The game is related to draughts and even more so to Alquerque. Pieces are captured by leaping over them. The board is a pattern of two triangles joined together at a common vertex with further lines subdividing them. It is the same game as Butterfly (game) from Mozambique, which suggests a historical connection between the two games. Lau kata kati belongs to a specific category of games called Indian War-games, and the other games in this category are Dash-guti, Egara-guti, Pretwa, Gol-skuish. All Indian War-games have one important thing in common, and that is that all the pieces are laid out on the patterned board, with only one vacant point in the center. This forces the first move to be played on the central point, and captured by the other player's piece.

Dash-guti is a two-player abstract strategy board game from India, specifically from Central Provinces, United Provinces, Karwi Subdivision where it is called Kowwu Dunki which is the same name given to another similar game called Lau kata kati, and it was described by H.J.R. Murray in A History of Board-Games Other Than Chess (1952). The game is related to Draughts and even more so to Alquerque. Pieces are captured by leaping over them. Dash-guti consists of a Lau kata kati board, but with the addition of two line segments connected to the vertex but exterior to both triangles. Dash-guti belongs to a specific category of games called Indian War-games, and the other games in this category are Lau kata kati, Egara-guti, Pretwa, Gol-skuish. All Indian War-games have one important thing in common, and that is that all the pieces are laid out on the grid patterned board, with only one vacant point in the centre. This forces the first move to be played on the central point, and captured by the other player's piece.

Egara-guti is a two-player abstract strategy game from India, specifically from Central Provinces, and it was described by H.J.R. Murray in A History of Board-Games Other Than Chess (1952). The game is related to Draughts and even more so to Alquerque. Pieces are captured by leaping over them. Egara-Guti consists of a Lau kata kati board, but with the addition of two lines connecting the two triangles and running through them. Egara-guti belongs to a specific category of games called Indian War-games; some other games in this category are Lau kata kati, Dash-guti, Pretwa, Gol-skuish. All Indian War-games have one important thing in common, and that is that all the pieces are laid out on the grid patterned board in the beginning, with only one vacant point in the center. This forces the first move to be played on the central point, and captured by the other player's piece.

<span class="mw-page-title-main">Pretwa</span>

Pretwa is a two-player abstract strategy game from Bihar, India, and it was described by H.J.R. Murray in A History of Board-Games Other Than Chess (1952). The game is related to draughts and Alquerque as pieces are captured by leaping over them. The board is composed of three concentric circles divided by three diameters. Pretwa belongs to a category of games called Indian war games, which also includes the games Lau kata kati, Dash-guti, Egara-guti, Gol-skuish. All Indian war games have one important thing in common, and that is that all the pieces are laid out on the board at every intersection point, with the exception of the central point. This forces the first move to be played on the central point, and captured by the other player's piece.

<span class="mw-page-title-main">Gol-skuish</span>

Gol-skuish is a two-player abstract strategy game from India, specifically from Central Provinces, and it was described by H.J.R. Murray in A History of Board-Games Other Than Chess (1952). The game belongs to the draughts and Alquerque family as pieces are captured by leaping over them. The board is composed of seven concentric circles divided by three diameters. Gol-skuish belongs to a specific category of games called Indian War-games which include Lau kata kati, Dash-guti, Egara-guti, and Pretwa. At the beginning of every Indian War-game all the pieces are laid out on the board at every intersection point, with the exception of the central point. This forces the first move of the game to be played on the central point, and captured by the second player's piece.

<span class="mw-page-title-main">Hare games</span> Two-player board games

Hare games are two-player abstract strategy board games that were popular in medieval northern Europe up until the 19th century. In this game, a hare is trying to get past three dogs who are trying to surround it and trap it. The three dogs are represented by three pieces which normally start on one end of the board, and the hare is represented by one piece that usually starts in the middle of the board or is dropped on any vacant point in the beginning of the game.

Rimau is a two-player abstract strategy board game from Malaysia. It is a hunt game, and specifically a tiger hunt game since it uses an expanded alquerque board. One tiger is being hunted by 24 men. The tiger attempts to eat the men, and the men attempt to trap the tiger. Unique to rimau, the tiger can capture a line of men in a single leap. There must be an odd number of men in the line, and they must be adjacent to one another. In most hunt games, the tiger, leopard, or fox is only able to capture one prey in a leap.

Felli is a two-player abstract strategy board game from Morocco. It is related to Alquerque and draughts as pieces leap over one another to capture. Felli's closest relatives are several thousand miles away in the form of Lau kata kati from India and the game called Butterfly from Mozambique. One main difference is that the Felli board has only one horizontal line across its breadth as opposed to two found in the other two games.

Jul-gonu is a two-player abstract strategy board game from Korea. It is one of many gonu games. The game has a relatively small board, and yet offers a challenge at different levels. The game could be played on a larger board, however, it tends to be tiresome. Jul means "lines", and the lines of the board are often drawn on the ground. The game is also referred to as "ne-jul-gonu", i.e. "four-lines gonu", referring to the four lines in each direction.

Len Choa was a two-player abstract strategy game from 19th-century southern Thailand documented by Captain James Low in 1839. It is a Leopard hunt game. One tiger is going up against six leopards. The leopards attempt to surround and trap the tiger while the tiger attempts to capture enough of them so that the leopards can not immobilize the tiger. It is unknown how old the game is, and it is only known from the periodical Asiatic Researches; or, Transactions of the Society, Instituted in Bengal, For Inquiring into The History, The Antiquities, The Arts and Sciences, and Literature of Asian, Second Part of the Twentieth Volume and specifically in chapter X On Siamese Literature (1839) in which Low authored. There may be a very similar game played in Sri Lanka called Hat diviyan keliya.

Catch the hare is a two-player abstract strategy board game from Europe, and perhaps specifically from Spain. It is a hunt game, and since it uses a standard alquerque board from the game alquerque de doze, it is specifically a tiger hunt game. In some variants, some or all of the diagonal lines are missing which makes it difficult to classify as a tiger game in general. One hare is going up against ten to twelve opponents(hunters or hounds). The hare is the "tiger" in this hunt game which is prey and predator at the same time. The hare can capture the opponents by leaping over them. The opponents attempt to surround and trap the hare.

Brax is a two-player abstract strategy board game. It was invented in 1889 in America by Frederic B. Denham of New York City. The board design is unique. The players move their pieces along paths on the square board; each path is one of two colors. A piece can move one or two spaces in a turn depending upon whether it matches the color of the path. Players attempt to capture each other's pieces.

This glossary of board games explains commonly used terms in board games, in alphabetical order. For a list of board games, see List of board games; for terms specific to chess, see Glossary of chess; for terms specific to chess problems, see Glossary of chess problems.

References

  1. Hwang, Chun-Kai; Gilbert, John Reuben; Huang, Tsung-Ren; Tsai, Chen-An; Oyang, Yen-Jen (February 2023). "Computation and Information Theory of Chess Games". TechRxiv. doi:10.36227/techrxiv.21975116.v1.