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Evidence for Morabaraba

3 pieces of evidence found.

Id DLP.Evidence.1307
Type Historical rule description
Location 30°37'56.32"S, 25°27'42.37"E 30°15'31.07"S, 25°42'22.89"E 30°30'58.45"S, 25°58'52.49"E
Date 1899-01-01 - 1902-12-31
Rules Three concentric squares, with lines connecting the midpoints of the squares with the center of the square and four lines connecting the corners of the outer two squares. Twelve pieces per player.
Content Account of S. B. Rascher, a woman who as a sixteen year old learned to play Morabaraba in the concentration camps of Norvalspont, Bethulie, and Springfontein in South Africa. Coertze 2002:65.
Confidence 100
Ages Adolescent
Social status Non-Elite
Genders Female
Source Coertze, R. 2002. 'Die bordspel Morabaraba—aard, verspreiding en herkoms.' Anthropology South Africa 25 (3/4): 55-70.

Id DLP.Evidence.1308
Type Ethnography
Location 25°46'25.24"S, 28° 4'17.60"E
Date 1952-01-01 - 1953-12-31
Rules Three concentric squares, with lines connecting the midpoints of the squares with the center of the square and four lines connecting the corners of the outer two squares. Twelve pieces per player. In the first phase, players take turns placing pieces on an empty spot on the board. If they place three pieces so they are in a line, forming a "meul." they remove one of the opponent's pieces that is not in a "meul." Once all the pieces are placed, the second phase begins, in which players take turns moving one piece to an adjacent empty spot. When a "meul" is formed, the player removes one fo the opponent's pieces that is not in a "meul." When one player is reduced to three pieces, they may move their pieces to any empty spot on the board. The player who reduces their opponent to two pieces wins.
Content Morabaraba played played in Atteridgeville, South Africa, as described by the work or R. Coertze. Coertze 2002.
Confidence 100
Source Coertze, R. 2002. 'Die bordspel Morabaraba—aard, verspreiding en herkoms.' Anthropology South Africa 25 (3/4): 55-70.

Id DLP.Evidence.1309
Type Ethnography
Location Lesotho
Date 1953-01-01 - 2002-12-31
Rules Three concentric squares, with lines connecting the midpoints of the squares with the center of the square and four lines connecting the corners of the outer two squares. Twelve pieces per player. In the first phase, players take turns placing pieces on an empty spot on the board. If they place three pieces so they are in a line, forming a "meul." they remove one of the opponent's pieces that is not in a "meul." Once all the pieces are placed, the second phase begins, in which players take turns moving one piece to an adjacent empty spot. When a "meul" is formed, the player removes one fo the opponent's pieces that is not in a "meul." When one player is reduced to three pieces, they may move their pieces to any empty spot on the board. The player who reduces their opponent to two pieces wins.
Content Rule description for the Sotho version of Morabaraba: "fase Een: Die spelers kry, om die beurt, die geleentheid om elk een pit op enige onbesette knooppunt van die lyne neer te sit. Die oogmerk is om jou pitte so te plaas dat hulle drie opeenvolgende knooppunte op enige reguit lyn bedek. Hiermee maak jy 'n meul. Sodra dit reggekry is, kan jy enige van jou opponent se pitte wat nie deel van 'n meul is nie, buit en van die bord verwyder. Sodra die spelers elk hulle 12 pitte geplaas het, en in die proses een of meer van die opponent se pitte gebuit het, begin die tweede fase van die spel. Fase Twee: Die spelers kry nou om die beurt die geleentheid om elkeen een van sy pitte vanaf die knooppunt waarop die pit staan na 'n naasliggende onbesette knooppunt te skuif. Die beweging is direk van knooppunt na knooppunt sonder om oor enige pitte te spring. Die oogmerk is weer eens om drie pitte in 'n ry op drie opeenvolgende knooppunte ('n meul) te stoot. Sodra 'n meul gestootis,magdiespelereenvan sy opponent se pitte, wat nie deel van een van sy meule is nie, buit. 'n Speler is geregtig om 'n meul te vorm, te breek en soveel kere as hy wil, te hervorm. By elke hervorming kan hy 'n verdere pit van sy opponent buit. So gou een van die spelers slegs drie pitte oor het, breek die derde fase van die spel aan. • Fase Drie: Die speler wat slegs drie pitte oor het, kan as dit sy beurt is, enige van sy pitte na enige oop knooppunt op die bord skuif of laat spring. Geroetineerde spelers bereik fase drie van die spel gewoonlik gelyk - so nie, moet die speler met meer as drie pitte aanhou met enkelvoudige skuiwe tot hy ook drie pitte oor het. Die speler wat dan eerste daarin slaag om drie pitte in 'n ry te plaas, wen die spel, want hy buit een van sy opponent se pitte, of dit deel is van 'n meul of nie, en laat hom met slegs twee. • Algemeen: Naas die vorming van 'n meul mik elke speler ook na die vorming van 'n skuifmeul. Dit is die vorming en hervorming van 'n meul deur slegs een pit heen en weer te skuif. Op die Engelse borduitleg word die standaardtipes skuifmeul volgens diagramme 3, 4, en 5 aangedui. Die heen en weer verskuiwing van een van die omkringde pitte maak en breek die skuifmeul. As 'n speler daarin slaag om 'n skuifmeul te vorm en by elke hervorming nog een van sy opponent se pitte buit, gee die opponent gewoonlik baie vinnig die spel prys." Coertze 2002: 57.
Confidence 100
Ages Child, Elder, Adolescent, Adult
Genders Male

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