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Evidence for Awari
1 pieces of evidence found.
Id DLP.Evidence.1185 Type Ethnography Location Ndyuka Date 1932-01-01 - 1932-12-31 Rules 2x6 board. Four counters in each hole. Sowing occurs in an anti-clockwise direction. The hole from which sowing begins must remain empty throughout the player's turn. Captures are made when the last counter of a sowing fall into the opponent's row in a hole containing one or two counters (thus making two or three), capturing all of the counters in that hole. A continuous series of holes holding two or three counters behind it are also captured, provided the player's sowing caused them to contain this number. If a player has no counters in their holes, the opponent must play to place seeds in their row, if possible. The game ends when players have holes with only empty and single counters. The player who captured the most counters wins. Content "The other form of the Djuka game is called "langa-holo," and is the same, with a few changes here and there, as the form of the game found in most of the West Indies. This version resembled the Saramacca type of adji more than the lontu-holo, since in this each player occupies the holes along the length of the board nearest him, and each plays his seeds about the entire board. It nis also similar in that it is a game of capture, and the player who, at the end of a game, has more than half the seeds, wins. The same red and black adji-bean that is used by the Saramacca people is also used by the Djukas...However, with the points of resemblance mentioned, similarity to the Saramacca form of the game ends. The game is played with four seeds to a cup, and the player who "breaks tge holes" plays out of any cup on his side of the board, leaving no seeds in the one that has been played, and going in counter-clockwise direction about the board as far as the seeds he has taken in a given move permit. Thus, if player X start with cup "E," then he places one seed each in "D," "C," "B," and "A"; if player Y on the next move "breaks his holes" by playing from "e," he place one each in "f," "F," "E," and "D." Once a cup has been emptied for play, it must remain empty during the entire move, and this is important, later in the game, when a very full cup is being emptied, for in such a case, should it contain more than 12 seeds, it must be skipped in play. Thus player X, distributing 13 seeds from cup "C" would end in "A" rather than "B." If a player ends his play in an enemy cup containing one or two seeds (making a two or three) he captures these seeds and those in any continuous series of cups holding either two or three seeds, provided that he himself has filled them to the proper number. Capture can only be effected on the enemy's side of the board, so that to end on one's own side is not advantageous to a player, except where there are considerations of strategy to be taken into account. The game being of one capture, a player may find himself without any seeds to move. In this case, his opponent moves until he reaches the enemy row, when both resume play...the game is then over, and the contents of the two reserve cups are counted, the winner being the one who has the majority" Herskovits 1932: 28-30. Confidence 100 Ages All Spaces Ritual Genders Female, Male Source Herskovits, M. J. 1932. 'Wari in the New World.' The Journal of the Royal Anthropological Institute of Great Britain and Ireland. 62: 23–37.
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