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Evidence in Qeqchi
2 pieces of evidence found.
Id DLP.Evidence.1707 Type Ethnography Game Boolik Date 1899-01-01 - 1899-12-31 Rules Fifteen corn kernels are placed in a line; the playing spaces are the empty spaces between the kernels. Four corn kernels used as dice, marked on one side. The value of a throw is equal to the number of marked sides that land up, except when no marked sids are up, when the value is 5. Any number of players, who play on two teams, each starting from one side of the board. Five pieces per player. Players take turns moving pieces according to the throws of the corn, with two throws per turn. When a player reaches the opposite end of the board, they move to the start and continue moving in the same direction. If a piece lands on a space occupied by a piece occupied by the opponent, the player then moves toward the starting point, carry9ing the opponent's piece with it. Upon moving off the board, the opponent's piece is captured, and the player may enter that piece again. However, if the opponent lands on a piece carrying one of their pieces away, they then start carrying both of those pieces back to their starting point, freeing the captured piece and capturing the other player's piece. Players belonging to the same team may land on the same spot, but both are taken back to start if the opponent lands on them. Players cannot enter more than one of their pieces on the board at one time. When all five of a player's pieces are captured, they continue to use their throws to help their teammates. The first team to capture all of the opposing team's pieces wins.
Content Detaied description of Boolik as reported to Culin by Thomas J. Collins, as he observed the game as played by the Qeqchi people of northern Guatemala. CUlin 1907: 141-143. Confidence 100 Spaces Inside, Private Source Culin, S. 1907. Games of the North American Indians. Lincoln: University of Nebraska Press.
Id DLP.Evidence.1708 Type Ethnography Game Puluc Date 1906-01-01 - 1906-12-31 Rules Ten corn kernals are placed in a line; the spaces between the kernels are the playing spaces. Four kernels of corn are used as dice, blackened on one side. The throws are as follows: Two of the same side up = 2, three of the same side up = 3; four black sides up = 4; four unblackened sides up = 5. Five pieces per player. Players take turns moving pieces according to the throws of the corn, with two throws per turn. When a player reaches the opposite end of the board, they move to the start and continue moving in the same direction. If a piece lands on a space occupied by a piece occupied by the opponent, the player then moves toward the starting point, carry9ing the opponent's piece with it. Upon moving off the board, the opponent's piece is captured, and the player may enter that piece again. However, if the opponent lands on a piece carrying one of their pieces away, they then start carrying both of those pieces back to their starting point, freeing the captured piece and capturing the other player's piece. The player who captures all of the opponent's pieces wins.
Content "Draussen auf dem Lande aber kennt man europaische Splele
nicht, dagegen ist dort ein origlnales Wiirfelspiel, das Puluc,
noch oft in Ubung — ein Spiel, das in ahnlicher Weise auch
bei vielen andem Stammen des nordlichen Mittelamerika ge-
spielt wird. Die Wiirfel sind durch vier flache Maiskomer
(xsi rv} in Kekchi) dargestellt, die auf einer Flache mit dem
Nagel eingednickt und mit Kohle oder Russ angeschwarzt wer-
den ; die andere Seite bleibt, wie sie ist ; sie heisst xalirit. Zehn
gewohnliche Maisbohnen {ixim) werden in einer Linie hingelegt (xvue, ihr Weg) ; die beiden Spieler haben je fiinf Holzchen (xche) im Besitz. Es wird nun abwechselnd mit den vier Maiswiirfeln geworfen; zwei gleichartige Flachen nach oben bedeuten 2, drei gleichartige gelten 3, vier schwarze Flachen (xsi ru) gelten 4, vier weisse Flachen (xalirit) gelten 5. Die Spieler sitzen einander gegeniiber, den Maisweg zwischen sich, und beginnen nach dem Wiirfeln von ihrer Seite aus mit einem Holzchen, um die entsprechende Zahl Maiskomer vorzuriicken. Kommt der Indianer dabei glatt hinaus, so ist das betreifende Holzchen gerettet; geht die Zahl nicht auf, so muss mit dem betreffenden Rest wieder von vom angefangen werden. Trifft
der Indianer beim Vorriicken mit seinem Holzchen auf ein Holzchen des Gegners, so ist dasselbe gefangen genommen; er sagt nun: xinket („ich habe es geschlagen") oder: xincamsi („ich habe es getotet") und schleppt es beim Weiterwiirfeln allmahlich riickwarts zum Weg hinaus: sein Gegner hat das Holzchen verloren. Hat ein Indianer seine fiinf Holzchen verloren, so ist das Spiel aus. Xatinke se It tzalam („ich habe dich ins Gef angnis gesteckt" ) , sagt dann der Widersacher. " Sapper 1906: 284. Confidence 100 Source Sapper, K. 1906. "Spiele der Kekchi-Indianer." In B. Laufer and H. Andrews (eds.) Boas Anniversary Volume: Anthropological Papers Written in Honor of Franz Boas. New York: G. E. Streichert, p. 283-289.
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