|
Evidence in Palestine
3 pieces of evidence found.
Id DLP.Evidence.1238 Type Contemporary rule description Game Kiôz Date 1694-01-01 - 1694-12-31 Rules 4x22 board. 22 pieces per player, four kings and eighteen regular pieces. Kings have no difference in movement or power than regular pieces. Moves are determined by four two-sided sticks, black on one side and white on the other. The moves are determined by the number of white sides that land face up: 1=1 plus another turn, known as tab. 2=2, 3=2, 4=6 and another turn, 0=4 and another turn. To begin, a player must roll tab to move their first piece, and every tab after that must be used to move a piece which has not moved yet. Pieces move in a boustrophedon pattern, beginning from left to right in the origin row. The pieces may only enter the furthest row one time, and may not continue to move in it if there are still pieces in the player's home row. Otherwise, the player may move from row three to row two and continue to circulate there. Multiple pieces cannot occupy the same space. When a player's piece lands on a space occupied by an opponent's piece, that piece is captured. The player to capture all of the opponent's pieces wins. Content "De ludo Kioz. His ludus dictus Lusus Al-Kioz, (i.e. Nucis, ut verbatim sonat,) ab Arabibes Palaestinae exercetur in Tachta seu Tabella feriatim perforata quadruplici serie Foraminum ad excipiendum erectos Paxillos Lusorios Capitibus fere rotundis ad instar Nucum, (unde forte Nomen) wui pro Regibus et Militibus habentur: sed ab Hierosolymitannis Arabibus vocantur kelb seu canes. In singulis quatuor ordinibus, Foiraminum numerus est 22 Pro Militibus movendis, loco tesserarum, jaciuntur (fere ut in Tabiludio) acuta Lignicula, quae propter sonum quem jactata et collisa edunt, vocantur Saphacat, i.e. Resonantia. Tabellae forma talis est. Luditur fere eodem modo ac in Tabiludo: fed inter Ludendum loco vocabuli Tab, exclamatur Kioz i.e. Nux juglans. In eo sunt 4 Reges nomine tenús: nam nullius sunt usus plus quam alii Milites: nodosis tamen capitibus Racemos seu Mori fructum aemulantibus distinguuntur a reliquis: Reges enim Nuci seu Globulo superadditum habent Trinodium seu Racemum; Militum autem Globulo unus Apex seu Nodulus superadditur. Inter ludendum vero nec Reges nec Milites cumulari possunt, cum sint ad formam Paxillorum in Tabellae foramina inferendorum, ut erecti consistant. Regum forma supra Tabellam, Militum infra Tabellam cernitur. " Hyde 1694: 223-224. Confidence 100 Source Hyde, T. 1694. De Ludis Orientalibus Libri Duo: Historia Nerdiludii, hoc est Dicere, Trunculorum, cum quibuidam aliis Arabum, Persarum, Indorum, Chinensium, & aliarum Gentium Ludis tam Politicis quam Bellicis, plerumque Europae inauditis, multo minus visis: additis omnium Nominibus in dictarum Gentium Linguis. Ubi etiam Classicorum Graecorum & Latinorum loca quaedam melius quam hactenus factum est explicantur. Oxford: E Theatro Sheldoniano.
Id DLP.Evidence.1554 Type Ethnography Game Natt Klab ash-Shawk Date 1951-01-01 - 1951-12-31 Rules 5x5 board, the central square marked with an X. Twelve pieces per player. Pieces begin the game on the first two rows in front of the player, and in the two squares to the player's right in the central row. Players alternate turns moving a piece orthogonally to an adjacent empty space. Players may capture an opponent's piece by hopping over it. The player who captures all of the opponent's pieces wins.
Content "4.2.12. Palestine: Natt klab ash-shawk. (Hilmi Samara). PLayed on the cells of a 5x5 board with no slant lines, the central cell being cross cut. Twelve men arranged as in Fig. 27. The men can only move one step orthogonally, and captures are made by the short leap." Murray 1951: 66. Confidence 100 Source Murray, H.J.R. 1951. A History of Board-Games Other Than Chess. Oxford: Clarendon Press.
Id DLP.Evidence.1601 Type Ethnography Game Barjis Date 1951-01-01 - 1951-12-31 Rules Frou 3x8 rectangles, arranged in a cross. The third square in the outer rows of each arm, counting from the outer corners, are marked. Four players, each with four pieces. Pieces enter the board from the center of the board, down the central row of the player's arm, around the board in an anti-clockwise direction, and then back up the central row to the central space. Six cowries 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 = 12; zero mouths up = 6. Throws of 10 and 25 allow a player to enter a piece onto the board. When a piece lands on a space occupied by an opponent's piece, the opponent's piece is sent back to start. Pieces on the same spot as another piece belonging to the player and pieces on marked squares are safe from being sent to start. The player who moves all of their pieces off the board first wins, If a player does this before any other player moves off any of their pieces, it counts as seven wins.
Content "6.4.11. Arabs of Palestine: Barjis (Hilmi Samara)...Played by women and children only. Crosscut cells are (S. 11, 73, and corresponding cells on the other arms; they are cells of safety. Four persons play, each with four men. Played with six cowries, the throws having the standard values. Throws of 10 and 25 carry a grace (khal), and men can only enter and re-enter by a grace. Men can be doubled on any cell and doubled men cannot be taken. If a player bears all her men before the opponents have borne one man, the game is won by mars, counting seven games." Murray 1951: 136. Confidence 100 Ages All Genders Female Source Murray, H.J.R. 1951. A History of Board-Games Other Than Chess. Oxford: Clarendon Press.
|