Giuthi
玩法: Two-player two-row mancala without stores, typically eight holes per row and eight seeds per hole — alternating-direction multi-lap relay sowing; own empty-hole landings capture opposite pits and effecting seed after enemy incursions; repetition draws
概览
Giuthi(基库尤语中的意思是“分发”或“放置”)是肯尼亚中部基库尤和恩布社区的传统田园曼卡拉,需要智力。传统上,这个游戏是由牧民和在肯尼亚山山麓看管牛和山羊的男孩从晒干的土地上挖出来的,或者做成坚固的木板的,它代表了对正向算术的复杂测试。Giuthi was first formally detailed in 1925 by British ethnologist Granville St. John Orde Browne in The Vanishing Tribes of Kenya.当代观察家和作家——例如《Red Strangers》(1939)中的埃尔斯佩思·赫胥黎(Elspeth Huxley)和《Tales of the African Frontier》(1954)中的大型猎物猎人约翰·A·亨特(John A. Hunter)——指出,心理计算和方向反转接力的令人眼花缭乱的速度让欧洲旁观者感到困惑,而基库尤年轻人却毫不费力地掌握了游戏技巧。柜台传统上由圆形河卵石、坚硬的mubuthi树籽(Caesalpinia volkensii)或索多玛苹果的黄色浆果(Solanum incanum)组成,在南部基库尤人中被称为ndongu。
棋盘
- 排/行: Two
- 每排坑数: 5 to 10 holes (the popular casual configuration uses 8 holes per row, totaling 16 holes)
- 粮仓: None; captured seeds are placed off the board
- 棋子: 4 to 9 seeds per pit depending on board dimensions; 8 seeds per hole on standard 2×8 boards (128 seeds total)
- 布局(标准2×8):
[ 0 ] [ 1 ] [ 2 ] [ 3 ] [ 4 ] [ 5 ] [ 6 ] [ 7 ] <- 玩家 1
[ 8 ] [ 9 ] [10 ] [11 ] [12 ] [13 ] [14 ] [15 ] <- 玩家 0
- 播种环路: Counter-clockwise traverses pits 8 through 15 (left-to-right), then 0 through 7; clockwise walks the loop in reverse.
玩法说明
- 跳过: 每一步行动都必须从至少包含两颗种子的坑开始。装有单粒种子(单粒种子)的孔无法播种。
- 跳过: 在回合的第一圈,玩家选择顺时针或逆时针播种。
-跳过:
- If the final seed of a lap falls into an occupied pit, all seeds in that pit (including the newly dropped seed) are scooped up and sown into another lap in the 跳过:.
- 每个继电器反转都会在顺时针和逆时针运动之间来回切换。
-跳过:
- 跳过: If the last seed drops into an empty pit on the opponent's side of the board, the move dies immediately with no capture and the turn passes.
- 跳过: If the last seed drops into an empty pit on the player's own side, but no seeds were sown into the opponent's row during that entire move, the player earns an extra move and sows again from another pit.
- 跳过: If the last seed drops into an own empty pit after at least one seed has been dropped into opponent territory during the move, a capture is triggered.
- 跳过: 如果玩家只有单例和空坑,则他们没有合法动作,必须通过。如果稍后播种为它们提供了一个有两颗或更多种子的坑,它们必须恢复比赛。
吃子
- 当最后一颗种子在访问对手的领地后落入己方的空坑时:
- 玩家捕获着陆孔正对面的对手坑中的所有种子,以及着陆孔本身新存放的种子。
- Chain capturing: 如果沿着玩家的行,着陆洞后面是连续的连续空洞序列,则所有这些空洞正对面的对手洞中的种子也会被捕获。
- 所有捕获的计数器都会存入玩家的得分堆中。
终局与胜负
- 当两个玩家都无法进行合法的移动(双方都只有单子或空)时,或者当同一玩家重复相同的棋盘状态(以平局结束)时,游戏结束。
- 每个玩家计算他们的分数:捕获的种子加上位于自己洞中的所有剩余种子。
- 总得分最高的玩家赢得游戏。
注记
- 文化谚语:著名的基库尤格言概括了比赛的基本战术条件:"You cannot steal the cattle of another man without entering his land!"
- Recorded historical configurations:
- 2×5 holes (introductory pastoral play).
- 2×6 孔,每孔 4 或 6 颗种子(常见的初学者布局)。
- 2×7 孔,每孔 6 粒种子(民族学家 Walter Driedger 指出的显着布局)。
- 2×8 洞,每洞 4 或 8 颗种子(吉库尤兰的标准娱乐设施)。
- 2×10 洞,每洞 9 粒种子(严重让分布局,开局选手可以立即获得 10 粒种子)。
- 数学谜题:Giuthi 残局在曼卡拉研究中提出了正式的问题组合,挑战求解器计算多圈反向接力,以从复杂的位置强制获胜或平局。
Source: Mancala World – Giuthi