Shing Kun T'o is a Chinese promotion game. This version was played during the Manchu Dynasty. Players attempt to navigate the Chinese bureaucracy modeled on the board, using dice throws.
Rules
76 spaces. Four dice per player. A player enters the board with :three 4s advance to a hereditary rank; 3, 4, 5, 6; three of another number of two of any number. Subsequent throws allow players to be promoted or demoted according to the instructions on the board. Doubles allow a player to move once, three of the same number allow a player to move twice, all four of the same number allow the player to move four times. Double 4 is the highest, followed by double 6, and so on down to 1. Thirteen starting places in the lower right hand corner. Three 4s enter the highest rank of these, and then, proceeding down in rank, throws of: 3, 4, 5, 6; 3 sixes; three 5s; three 3s; three 2s; three 1s; double 4; double 6; double 5; double 3; double 2; double 1. Grand secretary is the highest rank, and a player who reaches that position wins.
Origin
China
Concepts
Browse all concepts for Shing Kun T'o (Qing Dynasty) here.
Reference
Murray 1951: 146.
Evidence Map
1 pieces of evidence in total. Browse all evidence for Shing Kun T'o (Qing Dynasty) here.
Click on any marker or highlighted region to view the evidence relating to it.
To view all regions, please select it from the category options below.
Evidence category:
Evidence coloured based on:
Map style:
Sources
Culin, S. 1895. 'Chinese Games with Dice and Dominoes.' Annual Report of the Board of Regents of the Smithsonian Institution 1893 Including Report of the U.S. National Museum: 495–537.