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Evidence in Khorezm

1 pieces of evidence found.

Id DLP.Evidence.1605
Type Ethnography
Game Pachiz
Date 1950-01-01 - 1959-12-31
Rules Four 3x8 rectangles, arranged in a cross-shaped board. Four pieces (ot, or horse) per player, which begin in the central squares, the talak. Seven cowrie shells, used as dice. The throws are as follows: one mouth up = 10; two mouths up = 2; three mouths up = 3; four mouths up = 4; five mouths up = 25; six mouths up = 30; seven mouths up = 12; zero mouths up = 6. Certain throws had a value of khal, which granted a player the right to enter a piece on the board and to another throw. Pieces enter the board from the central square onto the top square of the central row in their arm, and proceed down this row, then around the board in an anti-clockwise direction, and then back to the central row of the player's arm back to the central square. When a piece lands on a space occupied by an opponent's piece, the opponent's piece is sent back to the start and must enter again. The first player to return all four of their pieces to the central space wins.
Content "Attention in this regard should be drawn to an important but far from accessible article in Russian published in 1962 by G. P. Snesarev in Sovetskaya Etnografiya. The article itself is entitled “Concerning an ethnographic survival from the ancient Indo- Chorezmian cultural sphere.” (Snesarev 1962) (12) This report traces a highly-unusual and specific social use of a local form of Pachisi called pachiz in Khorezm in Uzbekhistan. The report grew out of investigations carried out in that area by Snesarev in the course of archaeological and anthropological field-work by a Russian team in the 1950’s. His article concluded with an English summary, which is quoted here: “The men’s game ‘pachiz,’ which is similar to nard, was widely known among the still surviving male alliances which derive genetically from those of primitive society, with their periodic assemblages known as ‘ziyefats.’ The system of tests and fines for the youth, which are a characteristic feature of pachiz, resemble the old initiation rites connected with coming of age. Pachiz was introduced into Khorezm from India. This is confirmed by the terminol- ogy of the game and the use of Cypraea moneta shells, which are unusual for Central Asia, as dice in playing the game. Pachiz was apparently peculiar to Khorezm since no evidence of the game has so far been discovered in other parts of Central Asia.” Fig. 4 shows the distribution of marked or cross-cut squares on the Khorezmian pachiz board. Each arm has six cross-cut squares. There is, it might be pointed out, no attest- ed Indian parallel for this arrangement. Snesarev tells us: “The game itself is not distinguished by great complexity. The game-board consists of 96 cells, grouped as in the diagram, so that it forms as a whole the figure of a cross. Pieces, called ‘OT,’ ‘horse,’ move through the cells. Each player has four such pieces, and all of them are equal. Each piece, after exiting from the central square, called ‘TALAK,’ has to proceed round the perimeter of the whole board and again return to the centre. Each move is clearly dictated by the number of dots which fall uppermost on throwing the cowrie dice.(14) In proceeding around the game-board the pieces may be killed by the opponent, and in this event it is necessary to start the route over again from the talak. The winner is he who is the first to get all four pieces to the central square.” The report does not go into great detail about the play of the game itself,(15) but in the present context Snesarev’s remarks concerning the cowrie shell dice, and the throws, require quotation in full: “The dice, cowrie shells, which in Khorezm are called ‘ILON BASHI’ (that is ‘snake’s head’), were either bought in a form suitable for the game from market tradesmen dealing in small articles, or players themselves gave them the necessary shape and weight. The backs of the shells were broken, the edges smoothed over, and then lead or copper was poured through the resulting oval opening, and the metal secured with wax (mum). After that the shell became heavy enough to throw, and received its proper form. A shell could drop on either one or the other side. The side filled with the natural crack is named ‘PIKKA,’ and that filled with wax ‘CHIKKA.’ Combinations of pikka and chikka determined the score: each of the eight possible combinations had its individual score: 6 score: chakka; 10 score: dost; 2 score du; 3 score se; 4 score chor; 25 score pachiz; 30 score pachoz, and 12 score bora. There was no number 1 that consisted of combinations of pikka and chikka, but in this game this single unit existed, as is precisely implied by its name ‘khal.’ Khal played a double role: in the first place it gave the right to enter the first piece on the game-board, and another throw of the dice.” Finkel 2002: 71-73.
Confidence 100
Ages Adult
Genders Male
Source Finkel, I. 2002. "Pachisi in Arab Garb." Board Game Studies 5: 65-78.

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