Tiger game played with forty

From Wikipedia, the free encyclopedia
  (Redirected from Meurimueng-rimueng peuet ploh)
Jump to: navigation, search

Meurimueng-rimueng peuet ploh is a two-player abstract strategy board game from Sumatra, Indonesia. The last part of the name, ploh, is sometimes spelled "plo". It is specifically played by the Acehnese. The game was published in the book entitled "The Achehnese" by Hurgronje, O'Sullivan, and Wilkinson in 1906 and described on page 204.[1] It is also played in Java, Indonesia where it is called Dam-daman.[1] However, Dam-daman is also a general term for draughts or checkers in Indonesia. The game is also played in India especially in Punjab where it is called Ratti-chitti-bakri. The game is basically an enlarged version of Alquerque. It is specifically four times the size of an Alquerque board which is the same board used for Zamma. The rules are exactly those of Alquerque, except that captures are not compulsory.

Meurimueng-rimueng peuet ploh translates to "tiger game played with forty".

Setup[edit]

The board is composed of four Alquerque boards joined together to form a large square board consisting of 81 intersection points. There are a total of 80 game pieces, 40 of which are black played by one player, and the other 40 are white played by the other player.

Players decide what color to play, and who starts first.

Rules[edit]

  • Each player places their pieces on their half of the board, and on the fifth rank place their pieces to the right (from their perspective) of the central intersection point. This central intersection point of the fifth rank (and actually of the whole board) is the only intersection point left vacant at the beginning of the game, and it is called the pusat (navel) in Acehnese.[1]
  • Players take turns making a move or a capture.
  • A player may move a piece (in any direction) along a marked line onto a vacant adjacent point on the board, and this ends the player's turn.
  • A player may capture an adjacent enemy piece by the short leap as in draughts and Alquerque. The player's piece must be adjacent to the enemy piece, leap over it along a marked straight line, and land onto a vacant point immediately beyond. When possible, the player's piece may continue capturing within the same turn, but a player can decide when to stop capturing and thus end the turn.
  • Captured piece(s) are removed from the board.
  • Capturing is not compulsory.
  • The player who captures all of their opponent's pieces is the winner.

Related Games[edit]

External links[edit]

References[edit]

  1. ^ a b c Hurgronje, Christiaan Snouck; O'Sullivan, Arthur Warren Swete; Wilkinson, Richard James. "The Achehnese". Google Books. E.J. Brill Leyden 1906. Retrieved 2016-06-23.