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Evidence in Philippines

4 pieces of evidence found.

Id DLP.Evidence.1610
Type Ethnography
Game Dama (Philippines)
Date 1892-01-01 - 1892-12-31
Rules 5x5 grid of points, four point in each row, each alternating position with an end point on the left or right edge. Points are connecting with diagonal lines. Twelve pieces per player, positioned on the first three rows closest to the player. Players alternate turns moving a piece forward to an empty adjacent spot along the lines. A player may capture an opponent's piece by hopping over it to an empty spot on the opposite side of it along the lines. Multiple captures are allowed, if possible. When a player's piece reaches the opposite edge of the board from which it started, it becomes a king. It may move over any distance, in any direction along the lines, and may capture by leaping any distance over any number of opponent's pieces, capturing all of them along that line. The king cannot take in multiple directions in one turn. The first player to capture all of the opponent's pieces wins.
Content "8. Dama, Draughts—The board consists of a small wooden table, inscribed with a diagram as shown in figure 70. Mr. Webb states that the board is not necessary, the digram being drawn upon the ground, a table, or the doorstep or floor of a house. The pieces, or men, are twenty-four in number, twelve on a side, whcih are placed at the intersection of the lines as shown, consist of small sections of bamboo, half being colored red on both sides to distinguish them. The usual pieces are stones or colored tilles. The moves are the same as in ordinary draughts, except that a king has the power of passing over any number of squares in a straight line, taking all the men in its way. It cannot cross a square, however, nor can it return on another line until after the opponent has made another move. The game agrees in the king's move with the gaame of Polish draughts..." Culin 1900: 648-649.
Confidence 100
Spaces Inside, Outside, Public, Private
Source Culin, S. 1900. "Philippine Games." American Anthropologist 2(4): 643-656.

Id DLP.Evidence.1664
Type Ethnography
Game Tapatan
Date 1892-01-01 - 1892-12-31
Rules 3x3 intersecting lines with diagonals. Play occurs on the intersections of the lines. Three pieces per player. Play begins with each player placing pieces on empty points. If they make three in a row along the lines, they win. Once all pieces are place, players take turns moving pieces one spot to an adjacent point along the lines trying to make three in a row.
Content "Tapatan This game is played by two persons on a square diagram, divided into eight equal parts. Each player has three men, consisting of pebbles, or of pieces of bark or wood. The dark plays first by placing one of his pebbles in the center of the diagram where the lines intersect, or where one of the cross-lines touches the line of the square. The object of the game is to get three pebbles of the same color on a line in any direction. When all the pebbles are on the board, each player moves in turn. Diagrams for this game are frequently seen marked on the floors and doorsteps of native houses. The board collected by Mr. Webb (shown in figure 69) consists of a tablet of hardwood, 10½ inches square, and is accompanied with six round pieces of wood, three white and three dark. Many families, says the collector, have boards and pieces like them; he also states that Tapatan is played by the natives at all times and places when they have money with which to gamble. The game has the advantage of requiring no paraphernalia that cannot be picked up on the roadside." Culin 1900: 648.
Confidence 100
Source Culin, S. 1900. "Philippine Games." American Anthropologist 2(4): 643-656.

Id DLP.Evidence.1710
Type Ethnography
Game Chungcajon
Date 1900-01-01 - 1900-12-31
Rules 2x7 board, with two stores. Seven counters in each hole. Players sow from any hole on their side of the board, in a clockwise direction, and sow into the store on their left, but not the one on the right. When the final counter of a sowing lands in an occupied hole that is not the store, the player picks up these counters and continues sowing. When then final counter lands in an empty hole, the turn ends. When the final counter lands in the store, the turn ends. Play continues until all of the counters are in the stores, and the player with the most counters in their store wins.
Content "Chungcajon, Mancala.-PLayed with a boat-shape board with fourteen holes in two rows and a large hole at each end. Ninety-eight shells (of the same variety as those used in the game of capona) are employed, which, at the opening of the game, are evenly distributed in the fourteen cavities, seven in each. The two players sit on opposite sides of the board; either may begin, as may be agreed on. The first player takes the shells from any one of the holes in the row nearest to him and drops one in each hole, passing to the left, and also in the large hole at the left end, but not in the large one at the right, which is the depository of his opponent. When he has dropped the seven shells, he takes the shells from the cavity in which he dropped the last one. He continues in this way until he has dropped his last shell into his end cavity. Both players continue alternately until all the shells in the small cavities are exhausted, when the player having the larger number of shells in his home is the winner." Culin 1900: 653-654.
Confidence 100
Source Culin, S. 1900. "Philippine Games." American Anthropologist 2(4): 643-656.

Id DLP.Evidence.2069
Type Ethnography
Game Sungka
Date 1937-01-01 - 1937-12-31
Rules 2x7 board, with two stores. Each player owns the store to their left. Seven counters per hole. Players take counters from one hole and sow them in a clockwise direction starting in the next hole from which the counters were taken. Players include their own store when sowing but ignore their opponent's store. If last counter falls into an empty hole, move ends. If it is on the player's side, the counters in the opponent's hole opposite are taken and added to the player's store. If the last counter falls into the player's store, the player may sow counters from another hole on their side. If the last counter drops into an occupied hole on either side of the board, the counters are picked up and sowing continues until the last counter drops into an empty hole. When all of the counters are in the players' stores, a new round begins. PLayers fill their holes with the counters in their store. Any holes which cannot be filled with seven counters are out of play for this round; any extra counters go back in the store. Play continues until one player cannot fill any holes, and the opponent wins.
Content Detailed description of the rules of Sungka in Bernardo 1937: 1-41.
Confidence 100
Ages Adult
Source Bernardo, G. 1937. "'Sungka'—Philippine Variant of a Widely Distributed Game." The Philippine Social Science Review 9(1):1-41.

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