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Evidence in Java

5 pieces of evidence found.

Id DLP.Evidence.1555
Type Ethnography
Game Chátur
Date 1817-01-01 - 1817-12-31
Rules 8x8 board. pieces have special moves, as follows: Rátu (king), moves one square in any direction, but on the first move, if it has not been checked, may move two spaces in any direction or like a Járan; Pateh (minister), moves orthogonally or diagonally any number of spaces; Mántri (x2); move diagonally any distance; Járan (horse) x2, moves orthogonally one space then diagonal one space from there, jumping over any intervening pieces; Práhu (vessel) x2, moves orthogonally any distance; Bídak (pawn) x8: moves one square forward or one square forward diagonally to capture. May move two spaces forward orthogonally if it is that piece's first move. Upon reaching the opposite edge of the board, the Bídak must move backward diagonally three spaces before being promoted to Pateh, unless it is in one of the corner spaces, in which case it is promoted immediately. There is no limit to the number of Patehs on the board. To castle, the Práhu moves next to the Rátu, and then at any turn in the future the Rátu may move to the space on the other side of it, provided the Rátu has not yet been checked and that the space to which it moves remains available. The Råtu begins on the space to the left of the Pateh. Pieces capture one another by moving to a spot occupied by an opponent's piece.The Rátu cannot be in check at the end of its turn. When this is unavoidable, it is checkmate and the opponent wins. If the Rátu is the only piece belonging to the player on the board, that player wins.
Content "In chess (chátur) the pieces are named, the rátu, or king; the pateh, or minister, corresponding with the queen; two práhu, or vessels, corresponding with castles; two mántri, corresponding with bishops; two járan, or horses, corresponding with knights; the bídak, or pawns; and are arranged as in the English game, except that the kings are placed on the left hand of the queens, and the opposite to the adversary's queen. The moves are also the same; except that the king, if he has not been checked, may move two squares the first time, either as a knight or otherwise; and that the pawn may move two squares the first move, even though it should pass the check of an adversary's pawn When a pawn reach the adversary's first line, it must retrograde three moves diagonally before it can become a queen, except it has reached the castle's square, in which case it is a queen at once. There may be any number of queens on the board at one. The king cannot castle after having been checked. Castling is performed by two moves; the castle must first be brought up to the king, after which the king may pass over the castle at any future move, provided he shall not have been checked, or that no piece has occupied the square he would move into. A piece or pawn must remain on the board till the last; if the king is left alone it is considered as stale mate, and he wins." Raffles 1817: 390.
Confidence 100
Source Raffles, T. 1817. The History of Java. London: John Murray.

Id DLP.Evidence.1703
Type Ethnography
Game Chuki (Java)
Date 1817-01-01 - 1817-12-31
Rules Board made of crossed lines, with 120 intersections. Two players, sixty pieces per player. The pieces begin on the board. The player to take off the first piece is decided at random. Pieces move in all directions. Players capture one, three, or five of the opponent's pieces at a time, and continue their turn until they are unable to do so. The player who captures all of the opponent's pieces wins.
Content " In Chúki, the board has one hundred and twenty angular points, formed by cross lines on a checkered board, and the same is played with sixty white and sixty black pieces. The object here is to lear the board of the adversary's pieces, and the victor is he who does so first. The parties toss up who shall take off the first piece or break the board. The moves are in all directions, and the person who commences goes on as long as he can take one, three, or five of his adversary's pieces. When he cannot do either, he stops, and the other goes on in the same way.' Raffles 1830: 391.
Confidence 100
Source Raffles, T. 1817. The History of Java. London: John Murray.

Id DLP.Evidence.1704
Type Ethnography
Game Machánan
Date 1817-01-01 - 1817-12-31
Rules There are two tigers and 23 cows. Each player plays as one tiger. The player who captures the most cows wins.
Content "Machánan, is a game in which two chief pieces represent tigers, one conducted by each party, and twenty-three pieces representing cows: the tiger who destroys the most wins the game." Raffles 1817: 391.
Confidence 100
Source Raffles, T. 1817. The History of Java. London: John Murray.

Id DLP.Evidence.1806
Type Ethnography
Game Damdaman
Date 1817-01-01 - 1817-12-31
Rules More pieces than English Draughts. Similar to an Indian draughts game.
Content "Damdaman, or draughts, is not very unlike the Indian game, but has more pieces." Raffles 1817: 391.
Confidence 100
Source Raffles, T. 1817. The History of Java. London: John Murray.

Id DLP.Evidence.1807
Type Ethnography
Game Maling'an
Date 1817-01-01 - 1817-12-31
Rules The board consists of squares. Eighteen pieces per player. The object of the game is to surround the opponent's pieces.
Content "Maling'an is played on squares with eighteen pieces, and the object is to surround your adversary's pieces." Raffles 1817: 391.
Confidence 100
Source Raffles, T. 1817. The History of Java. London: John Murray.

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