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Evidence for Gundru
1 pieces of evidence found.
Id DLP.Evidence.674 Type Contemporary rule description Location Tibet Date 1926-01-01 - 1926-12-31 Rules 8x8 board, pieces are played on the intersections.
16 pieces per player, one player is black, the other white. Pieces begin placed on the edge of the board: Black on the top and right, white on the bottom and left. Sixteen others are held in reserve for each player.
Pieces move any distance orthogonally along the lines.
Opponent's pieces are captured when they are surrounded by two of a player's pieces. When this is done, the surrounded player's pieces are removed and replaced with the pieces of the player that surrounded them.
If multiple opponent's pieces are in a line and the other player places their pieces at either end of the line, all the pieces in between are captured.
When a player is reduced to one piece, it gains the ability to capture by jumping, and has to be closed in by two pieces on each side in order to prevent this.
The player that removes all of their opponent's pieces wins. Content "Here is a parlour game, called Gun-dru, for grown-up people. My plan shows the board with the pieces in position for the game to commence. On two sides of the square are sixteen Black pieces; on the other two sides, sixteen White pieces. Sixteen more of each are held in reserve. The pieces can move across any number of squares you please, but must move, or course, along the lines. The purpose is for the one side to take all the pieces of the other, and the game is then won. You can take the pieces not as in your draughts by hopping over them, but by manoeuvring your pieces until they shut in the enemy on one side, thus: BWWB. The two Whites are then dead, and you remove them and put two Blacks in their place. The longer the sequence yo ucan get the better, and the sequence is not broken by going round a corner, thus:
W
B
B
B
B B B B W
in this case these Blacks are dead, and are replaced by Whites from the White reserve. You go on until all the pieces of one side or the other are dead, so that at the end of the game there will be thirty-two pieces of the winning side on the board and none of the losing side. If you get into the position of having taken all of the enemy's pieces save one, this acquires the additional power of taking pieces by hopping as in draughts, so that, to prevent this, it has to be closed in on each side by two pieces instead of one. If it takes a piece it of course replaces it with one of its own; it is thus possible to win, even when reduced to this desperate position, but of course most unlikely." Lha-Mo 1926: 143-144.
Confidence 100 Source Lha-Mo, Rin-Chen. 1926. We Tibetans. London: Seeley Service and Co., Ltd.
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