4. games and sports from andhra pradesh
TRANSCRIPT
4. GAMES AND SPORTS FROM ANDHRA PRADESH
1. Introduction
Games and sports afford pleasure to the mind, and without our knowledge
they exert a most beneficial influence on the body. They help to make the body
healthy, strong, active and handsome too. Similarly, feasts and festivities give us
relaxation. Man forgets his sadness during such a period, and is transported to a new
world of bliss. Dance and drama, play and pastime all of them contribute to
recreation, and sports as well as formal exercises, and both of them serve to make
man fit physically. Of the above two, games and sports have to be preferred to formal
physical exercises. Games are meant primarily for pleasure. Of these, out-door games
are not only pleasure-giving, but positively beneficial. A game like foot-ball or
hockey not only gives the pleasure and excitement of play, but is also the means of
physical exertion that is very essential for body building. In a game, the mind dwells
mainly on the pleasure of the play, and the player is unaware of the strain to which the
body is subjected. As such, the physical fitness acquired through a game is definitely
preferable to the physical strength gained through formal exercise. The mind controls
the body. He is the principal, and the body is his messenger. So what helps the well
being of the principal, must necessarily contribute to the benefit of the lackey. This is
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the modem attitude, and most western nations are guided by it. The games played
commonly in the west are meant for the young as well as the old. Cricket is meant for
the youthful and middle aged persons also Tennis may be played even by old men.
The Englishman, with who love of sport and physical exercise is almost a national
characteristic, play cricket and tennis commonly. The Indian mind is conservative
and rigid in this matter. Indians think that games and play are meant only for the
young and middle age and old age people do not bother. This attitude finds reflection
in our national life, as well as in the life of Andhra.
2. Games and Play in Telugu Literature
Literature in Andhra does not attach much importance to games, sports and
play. They are looked upon as appropriate only to the juvenile tribe, and are hence
regarded with indulgence rather than special consideration. It is no doubt true that a
lexicon in Telugu does make a reference to various types of games, but they give very
little descriptions of the manner in which they are played. They are dismissed with
the cryptic remark that they are a type of sport meant for boys and girls (poet
Ayyalaraju Narayanamatya refers to many games in his poem ‘Hamsa Vimsati'. He
not only speaks of them here and there in his poem, but devotes a long stanza for
enumerating them). Still, Andhra did have games and sports. There is a game called
‘acchana kayalu’ played with marbles or the seeds of tamarind. It is meant
essentially for girls. There is another game called ‘koti kommacchulu’ It involves
climbing of the trees, and hence is meant mainly for boys. There are other games
with specific telugu names, which are untranslatable. But there are games like hide
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and seek, the game of pillars, and such others played by girls and boys together and
hopping with one foot is a favorite game for both. Marbles and kite flying and top
whirling are the monopoly of boys. A special characteristic of these games is that
these games are associated with songs. Youngsters play the game as they sing the
song. In the various regions of Andhra, the same game is referred to by different
names.
Above described games are meant mainly for youngsters. There are two
games which are of a purely indigenous character and are played by both the young
and grown ups. ‘uppupatti ’ is an ingenious and elaborate game, where the players
divide themselves into two sections, the runners and the defenders. The play field is
the members of the running party managing to pass on from one sector to another,
step by step till they reach their ultimate goal or destination. All the while, the
members of the opposite party keep on guarding the lines or the approaches, with a
view to prevent the opponents from passing from sector to sector. On the way many
of the ‘runners’ fall, as they are touched by the ‘defenders’. But it is supposed to be
creditable even if one of the party of the runners reaches the destination. The greater
the number of runners reaching the destination, the greater the credit to the running
side. This game requires much skill shrewdness and physical agility. At every step,
there are make-believes, feints and sudden withdrawals. The pattern of the game
reminds one of a ring of spies, who try to break through the circles of defense, set up
by their vigilant opponents, and ultimately reaches the rendezvous, where their other
friends are waiting for them. The other game is ‘chedugudi’. The All-India name
given to it is Kabaddi, and it is played in regular tournaments, organized by
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recognized sports associations, the choice of the groups being left to the rival
captains, when the game is played off-hand without previous arrangement. In other
cases, previously chosen teams take part in the competition, as is done in other games.
In between the contending teams, there is a line. Individual players cross the
demarcated line, uttering a sound or repeating a few simple words in a sing-song
fashion. So long as he is on the line, the player has to keep on springing and
scampering before the line of opponents, and by his agility touches one of them
without himself being caught. After touching one of the opponents, if the player
comes back to his side of the line without any mishap, the opponent, who is so
touched, is out or out of the play. All the time, the sing-song iteration. While
touching the opponents, the player may get caught. A number of the players of the
other side may pounce on him, and make a prisoner of him, till he gives up his sing
song. However, the first player does not yield so easily. He struggles hard to wriggle
out of the hands of his captors, and if he manages to touch the dividing line between
the teams with the tip of his fingers, without a break occurring in the sing-song, all the
captors are supposed to be out. In this manner, the play goes on till all the players in
on team are out. Involving as it does, much physical effort and exertion, kabaddi is
put down as a rude and violent game. That is possibly the reason, why it is popular in
the rural areas where young rustics play it, in the cool hours of the day, and on moon
light nights. There is another game which is played by boys in the rural areas. It is
called ‘kunda band’ and may be appropriately translated into English as ‘Pot Ball’. It
is a sort of Indian cricket, without the costly apparel and paraphernalia of English
cricket. In the play field, in the center of one side, they draw a circle. That is the
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place where the player of the batting side stands. Two low rows of bricks are arranged
in the circle and stick is placed on it horizontally. This primitive substitute stands for
the three polished stumps of modem urban cricket. The batsman who stands in the
circle wields a light plank of wood which represents the cricket bat one of the players
of the opposite side keeps on bowling ball-either a bowling rubber one, or an equally
light one made of rags and a little cotton. His purpose is to hit the stump stick which
rests horizontally on the brick rests. The batsman has either to hit the ball with his bat,
or at least defend his wicket. There is running too in the game, but it is not between
the wickets. In the play field, four posts marked by bricks or small stones are set up.
The players on the batsman’s side have to keep on running from one post to the other,
and this passing from post to post represents the run of the formal cricket. While the
bowler is throwing the ball, if it hits the horizontal stump resting on the bricks in the
circle, the player is naturally out. It is a play which is common in some districts of
Andhra. There may be some variations of the same in other areas. Another very
cheap and delightful game popular with Andhra boys in the rural as well as urban
areas is one known in Telangana as 'gilli danda’. In other districts, it is known by
other names. It is played with simple implements, a short solid stick, of two feet to
thirty inches, and a smaller piece of some six inches. A hollow is made in the ground
from where the smaller stick has to be shot out with force. On its flight, if it be caught
by the rival player, the first player is out. If the rival does not hold a catch, he should
continue to keep up his offensive. The shooting player lays his stick horizontally on
the ground over the hollow. The small stick shot out will be picked up from the place
where it has reached, and thrown by the rival player at the horizontally resting stick
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with a view to hit it. If the thrower succeeds in hitting the stick, the shooting player is
out. Otherwise the shooting player is at the game once again holding the longer stick
in his hand, he manages in a skilful way to raise the smaller one above the ground and
then hits it with all his strength, as far as he can. He gets three chances of hitting. The
hitting player has then to calculate in his mind, the approximate distance between the
hollow in the ground and the place where the shot has reached, and demand of his
opponents that they should yield so many 'tails’ or points to him. The “lall” is a
stipulated distance on the ground measured by the playing stick. Usually the guess of
the shooter is correct. The points are automatically yielded. But if the rival player
suspects that the ialls’ demanded, the shooting player is out. This simple but
delightful game is very popular with poor children, and played in open places even in
the hot sun. All over Andhra, possibly children all over India play this game in one
form or the other.
The most popular out-door games played by children and the youth are
enumerated and described above. Kite flying is an out-door pastime which is indulged
in the Telangana area of Andhra. As has already been pointed out the Indian mind is
very conservative, and it looks upon grown up people playing games as a sign of
levity. After the establishment of British rule in India, Western habits and ways of
living have deeply influenced Indian society. Most of the Western games are now
popular with us. Foot-ball, hockey, cricket, volley ball, shuttle-cock, badminton,
tennis are now freely played in our country and in Andhra also. Games and sports
associations are being formed in every district, and stadiums are being constructed.
While dealing with the question of out-doors games, it has to be mentioned that there
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are special seasons and even days for out door games. So far as the modem Western
types of games are concerned, it need not be pointed out as to what their special
seasons are. Kite flying which is essentially Indian is played in the dry winter months,
in December and January. In the rural areas of Andhra, two days are specially
regarded as sports or games days. They are meant predominantly for girls though boys
also intrude into these games, now and then. These sports days are the third days of
the black fort-night of Bhadrapada, and Ashwayuja. They are respectively known as
‘Undrala Tadiya’ and ‘Atla Tadiya’. On these days, when the weather is pleasant, and
not cold, girls and young house-wives also rise early in the morning, and have a cold
meal and go out into the street to play. The receding night is on its last legs, and the
curtain of the misty moon light comes in handy for the bashful maidens, whose
modesty would not permit them to indulge in games in broad day light. After
spending an hour or more in delightful play, the girls retire to their respective homes.
On the ‘Atla Tadiya’ day, married women fast in the day, offer prayers to the moon,
and then break their fast, eating a type of ‘Dosa’ (pancake) which is earlier offered to
the Moon God as tribute.
It may be said that generally speaking, the games played by grown up men and
women in India are indoor games. Women in Andhra have their special games of
which one ‘vaikunthapali’ is quite interesting. It is a game where the final objective is
to reach vaikuntha, the abode of Lord Vishnu. In other words it is the attainment of
moksha or emancipation. In this sense, the game has a spiritual message, which is
sought to be inculcated through the means of a game. Vaikunthapali is played on a
board with pawns and dice. On the board are drawn the pictures of small ladders and
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snakes, and big ladder and an equally huge snake. The pawns go up, and down the
ladders they come when bitten by the snakes. There is a high ladder which helps them
in attaining their objective, vaikuntha; but very frequently the climbers come rolling
down, to the very bottom, when they are bitten by the huge snake, which is always
maliciously vigilant and prevent every aspirant for vaikunta from reaching there. The
ladders, the pawns that climb them and the snakes whose bite pulls them down can
mean only one thing. Obviously the pawns are men, and the ladders are steps to
virtuous living, and the smaller snakes are temptations, which beset the path of all
good men, and pull them down to the ordinary mundane and purity the sovereign
virtues which lead to man’s emancipation. But Satan, which is represented in the
game by the huge snake, over-powers even these holy men, and foils their attempts to
attain the supreme. This game is in the line of Indian tradition, which seeks to
inculcate the highest spiritual truths through play, game, story and song. The indoor
games most popular with men is chess. In Andhra, it is known as ‘Chaturanga’. It
represents a battle field, where one party opposes the other with the traditional four
fold section of an Indian army, the chariots, the elephants the horses, and infantry. On
each side are the king and his chancellor. Chess is now a world game played by all
nations, though the names used for the various pawns of the game differ from the East
to the West. It is claimed that India is the cradle of this game. It traveled from India to
Persia and Arabia. From there, the Arabs passed it on to Spain in Europe possibly in
the tenth century. During the eleventh century, the game spread to all the European
countries and is now played very assiduously among the Western nations. As is the
case in all other matters; the Westerners are now the masters of this highly skilled and
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interesting game. All over India and in Andhra too, chess had been played for the past
several centuries. All upper classes and particularly king and princes used to play it.
It was a sort of light training for administration, where the measures of the opponent
have to be foiled by counter measures. Hence, chess became a favorite for king and
statesmen. Sri Krishna Deva Raya, the great monarch of Vijayanagara was said to
have been fond of this game. A popular Telugu verse affirms that the Raya used to
play chess, and his favorite opponent was a village officer named Bodducherla
Timmaya. The verse goes on to say that even if a hundred persons ranged themselves
on the side of the king, Timmaya would play alone and defeat the Raya. It is also said
that the Raya was so greatly impressed by the village officer’s skill in chess that he re
named a village called Koppolu as Krishna Rayapuram, and made a grant of it to
Bodducharla Timmaya. There is another story current which claims that a poor
Brahmin called Tangirala Snkarappa, who was an expert in chess was patronized and
favored by the Rajas of Peddapuram, in the East Godavary District. Many are the
stories which describe the amazing skill of certain Andhras in the game of chess and
these stories current among the populace are listened to with avidity by chess
enthusiasts. It is said that the expert chess player would sit behind a curtain or wall,
and direct the movements of the pawns from there, and in no time discomfit the
opponent. Such extraordinary skill is not dead in Andhra even now chess is however,
so deeply absorbing game that love of this recreation soon became a legitimate play.
Being a sedentary game, it has a pernicious effect on the health of the players
concerned. It imposes a very heavy and baneful strain on the mind.
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Among the other indoor games very popular in India and possibly in Andhra
also, gambling was one. Kings, princes, zamindars and well-to-do people used to
play to recreate themselves. It was a common thing for courtesans to practice this
game, both for pleasure as well as to entice customers. Gaming is a weakness which
few people can overcome in any age or any time. Rustics and uneducated persons in
towns and cities also indulge in gaming now. There are regular gambling houses in
the present age, in all parts of our province, though the law frowns upon it. Refined
and high class gentlemen indulge in gaming at the card table though the facts are
camouflaged by a mask of fine phrases. The disadvantages of gaming, by whatever
name it is called, are too obvious to be recounted.
Very little has been described in the foregoing paragraphs about the in -door
games, and some out-door games, which were popular in Andhra in olden days. But
popular sentiment did not attach much importance to these games. They were looked
upon more as a concession to the puerility and weakness of men than as any activities
of importance. Formal physical exercises, training in the use of arms and other manly
activities were regarded with great liking and respect by the majority of the populace.
For the performance of formal exercises, special institutions were set up in every big
town and village also. They may be called “halls of physical exercise”. Here young
men assembled in large numbers, and used to do formal Indian exercises like ‘dundu’
‘baithak’ ‘wielding of staves’, sword-play, twisting of heavy wooden clubs, and also
wrestling. Of all these exercises, wrestling was accorded the greatest importance, and
shown the greatest regard. Expert wrestlers were called ‘Jyishthikas’ in Sanskrit and
‘Jethis’ in Telugu. They were generally patronized by kings and princes. It is said
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that till the fall of the Vijayanagara kingdom, there were wrestlers all over South
India, and these stalwarts were invariably patronized by royalty and princes. Foreign
travelers like Marcopolo, Nuniz, Barbosa and others who visited our country during
the middle ages bear testimony to the popularity of wrestling and the liberal
patronage.
Archery, sword play and horse-riding were exercises very popular in India and
similarly in Andhra from time immemorial. All the epic heroes of India were great in
archery. There were contingents of archers in Indian armies from the Pre-Maurya and
Maurya age down to the period of the Rayas of Vijayanagara. After the use of fire
arms became wide-spread in our country, archery naturally lost its importance. But
even then, Indian princes and gentry looked upon archery as a manly exercise. Alluri
Sitaramaraju a great Andhra revolutionary of the twenties of this century leaned
heavily on this ancient art. Sword-play and horse-riding and throwing the spear
enjoyed great prestige even now. The use of the shield is necessary aid to
swordsmanship. It is interesting to note that men of all castes including brahmins
learnt these masculine arts, and sought service under kings and potentates as soldiers
and officers in the army. Women also learnt these manly arts and particularly ladies
of royal birth. Such training was an extra accomplishment for them, and was of
immense use in times of peril. Paes, the Portuguese traveler who lived at
Vijayanagara during the age of Sri Krishnadevaraya has recorded in his memoirs that
there used to be in the palaces of the Raya, as many as twelve thousand women body
guards and they were of amazonian physique and were highly skilled in the use of
word, shield, and wrestling.
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3. Games played during Fairs and Festivities
Feasts and festivities enlivened the lives of Indians and among them Andhras
too from the beginning of civilized existence. The manner in which these feasts and
fairs, were celebrated in olden days, is difficult to describe, as there are no records
concerning them. However, the Prabandhas (poetic compositions of a romantic
character) in Telugu do throw some of the festivities which were commonly
celebrated in Andhra. The Reddy kings of Andhra took special delight in celebrating
the spring festival or the ‘Vasantotsava’, Kumaragiri Reddy of Kondavidu used to
organize these festivities on a large scale and spend large sums of money. Karpura
(camphor) and other spicy stuffs were freely used in this period of enjoyment.
Coloured water was sprinkled on all without distinction of rank and office. The
Vasantotsava is preceded by the Holi festival of which ‘the burning of the Love God’
is an essential item. Sometimes the Holi festival, and the spring festival used to
merge into one. Then there are two central festivals of Hindu life, the Dasars and
Diwali. Apart from their religious and social importance, they have a specialty of their
own, both these festivals come after the gloomy monsoon months. The sky is cleared
of dark clouds. The weather is not cold, but there is an invigorating chillness in the
atmosphere, A glorious moon rides brilliantly on a clear sky undimmed by enemy
clouds. The agricultural operations are practically over, and the farmers are only
waiting to harvest the crops or reap the rewards of their hard labour in the monsoon
months. The sky is cleared of dark clouds. It need hardly be said that the Dasara and
diwali are periods of great joy, fun and enjoyment for one and all. There are feasts at
home, donning the best apparel, decorating the houses inviting the newly wedded
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sons-in-law to one’s home, going out to meet friends, peaceful marches in large
bumpers to the out-skirts of the village, feigned invasions of the territory of the
enemy, where from you return with stalks of com, symbolic of your success and of
your occupation of their green treasures, thanks-giving at temples and after returning
home bowing at the feet of your elders and teachers, and presenting to them a part of
the gold which you have been able to capture from the enemy, and then the myriad-
lamp festival of Diwali symbolic of the triumph of virtue over vice, of light over
darkness, of the Divine Sri Krishna over the demoniac Naraka. At the time of the
winter solstice, which comes about seventy fie days after the Diwali, there is another
equally important festivity, that of the sun entering; the Tropic of Capricorn, which
has a religious significance all its own. It is also a harvest festival when the crops are
reaped and brought home. The ‘Sankranti’ is a festival of plenty. It is a period of
rejoicing for men and women. The servants of the household are rewarded. The cattle
are washed and fed well. They are decked with vermilion and flowers.
A few facts have to be mentioned in connection with Dasara and Sankranti
festivals. One is the worship of the Goddess Durga. The worship goes on, on
traditional lines. The plentiful use of flowers of different varieties is a thing which
attracts the attention of everyone, in these festivals. In the Telangana region, the
Goddess is given the name of ‘Batakamma’. For some eight days, women go out in
their best apparel in the evening, with platters in their hands on which flowers of
different hues are arranged in an artistic way. The artistic pile of flowers represents
the Goddess. The women folk go in large numbers to the out-skirts of the village or
town, assemble in some convenient place, and putting representation of the Goddess
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on the ground, they move about gently clapping their hands and singing songs in
praise of the Goddess. It would not be wrong to describe it as a religious dance. The
carnival is over by dusk, and the women return home. On the eighth day of Dasara,
the same out door worship of the Goddess is repeated, but on a large scale, almost
gigantic scale. Big piles of flowers are brought out by many women, and the
ceremonial dance is performed with greater zest and enthusiasm, frolic and
merriment, and at the end of the dance and song, the piles of flowers are
ceremoniously thrown into a lake or a canal and in the absence of either of them into a
well. This ‘Batakamma’ festival which is the specialty of the Telangana area is a
glorious display and riot of flowers. This feast of flowers which is but a local variant
of Telangana is observed in the other districts of Andhra also. As has already been
pointed out, this flower display which is but the shell of something more serious and
basic is at core, the worship of the Goddess Durga. It is performed in the coastal
districts as the ‘Feast of Dolls’. After winter solstice, this religious feast is observed.
The ‘dolls’ to be worshipped are brought from the potter, or from a water shed where
soft clay is easily procurable. They are carried with auspicious music to a central
place of worship, where the ‘pooja’ is performed by a congregation of women, for
nine days. After the completion of the stipulated charged and that too in a ceremonial
manner. Accompanied by auspicious music, the worshippers carry the objects of their
apotheosis to a lake or a canal, where a raft is kept ready. The dolls are placed on the
raft; lamps are lighted, incense burnt, and worship performed. Refreshments are
offered to the ‘dolls’ which can be tasted and enjoyed only by the lofty and immobile
denizens of heavens. After the ceremonial is over, the raft on which the ‘dolls’ are
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seated is towed away into the stream or the lake as the case may be. In the worship of
the ‘dolls’ also, flowers of various types are used, but the display of flowers does not
constitute the main item of the nine-day-long worship of dolls. The ‘dolls festival’ is
observed in another way both on the Dasara and Diwali occasions, but here there is
not much religious paraphernalia. It has artistic display and social eclat for its
objectives. On both these occasion, middle and high class families bring out from
their perpetual incarceration, sores of dolls, which they make it a point to purchase
and store. The dolls are arranged in a prominent part of the house, in an artistic and
attractive manner. Groves, and gardens, streams and lakes, hills and mountains with
sinister looking caves, where from the dangerous tiger, and the lordly king of beasts
peep out are all arranged on a Lilliputian scale in the neighborhood of the gallery of
dolls. Maidens are supposed to be the chiefs of this dolls show, but the parents, the
brothers, the aunts and uncles and all and sundry among the grown-ups play an
important part in the show, doing a good deal of wire-pulling and stage management.
Relatives and friends are invited to see and enjoy the dolls, and admire the skill and
taste of the maidens, ostensibly but of the parents and stage managers really. No
sector of Indian and Andhra life is totally unaffected by religions notions. Even
among the dolls, the gods and goddesses are given a liberal and even an
overwhelming representation. Of these, some favorite God, or Goddess is chosen for
special treatment, and a brief ceremony of worship is gone through in respect of these
deities. It is noteworthy that this ‘Feast of Dolls is observed not only in Andhra, but
all over South India. These occasions give a much needed relaxation and freedom
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from boredom to the average house-wife, oppressed by the monotonous drudgery of
the domestic management.
One very interesting but curious practice which has its roots deep down in the
history of Andhra is observed in the costal districts of this region. It is the ‘Feast of
Prabhas’. The meaning of Prabha is rather obscure, but may be tentatively given as
‘Glory, Brilliance or Effulgence’. It is nothing but a huge frame of split bamboos and
other light sticks over which clothes of various brilliant hues are tied up neatly. It is
the representation of Lord Vira Bhadra, the war-like, puissant and awe-some son of
Lord Siva. On the third day of the festivities relating to the winter solstice, these
wooden representations of Lord Virabhadra are taken out in processions, through the
streets of villages and towns, to the accompaniment of aggressive drum beating and
pipe playing. The ‘Lord’ is carried on the shoulders of a few stalwart youngsters, and
a large concourse of people follows. At some important points in the village or
township, the procession stops, and then from out of the crowd a Saivaite young man
steps out quietly with a drawn sword rusty with age. He flies into a passion suddenly
for no understandable reason, and waving his rusty weapon above his head begins to
scream and shout at the top of his voice, in a frightful manner. As he does so, he
sways to the right and left and, skips forward and backward in an impressive manner,
in front of the ‘Prabha or the Lord’. The sword play is accompanied by a stream of
incoherent eloquence, consisting of curses, threats and challenges. It is difficult to
define, who the persons so threatened of or challenged are. They are invisible or at
least do not appear on the scene. After indulging in this fiery dance and wordy combat
with his imagined enemy for some minutes, the swordsman steps aside, and his
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friends and admirers lead him away in a half fainting condition to a nearby place for
rest and recuperation. Then the procession moves on to the next stage with drum
beating and pipe playing. The significance of this custom is, it is difficult to
understand. The worship of Lord Virabhadra is understandable, but not the antics
indulged in. A keen and shrewd observer of the customs and practices of Andhra
suggests that it may be the remnant of the aggressive tactics adopted by the Vira
Saivas in former times. Vira Saivaism is a militant faith, and it believes in spreading
its principles by persuasion if possible and by force is necessary. Vira saivaisam
spread in Andhra in twelth and thirteenth centuries, though it underwent certain
modifications here. The upper classes in Andhra effected some important changes in
Basaveswara’s message, but the lower classes received and accepted it in its pristine
purity. Vira saivaism’s insistence on the equality of all men, and its message of
devotion to Lord Siva to the exclusion of all the other Gods of the Hindu pantheon
must have greatly appealed to their simple and unsophisticated minds. The average
man is not content with receiving a great message and living up to it; but spread it
among his friends and neighbors. A good many people in Andhra might have been
reluctant to accept the new faith of Vira Saivaism. That led to the use of force by the
followers of Basava. On festive occasions, when people assembled in large numbers
in villages and towns, the Virasaivas would lead their religious processions into these
congregations, and by the display of violent tempers, and show of force intimidate the
common folk and women into accepting the faith of Basaveswara. And their tactics
brought rich dividends. Large numbers of the lower classes thought it wise and safe,
if not spiritually essential, to adopt this new faith. It is worthy of note that in Andhra,
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a good many among the lower castes are Vira Saivas, for example the goldsmiths, the
black-smiths, the carpenters and the weavers. The ‘Festival of Prabhas’ may be a
remnant of the Vira Saiva practices of the past.
Another perfectly understandable custom associated with the winter solstice is
the lighting of bonfires in a central place in the village. At this time, the weather is
very cold. The poor and ill-clad would be happy to have their bodies warmed
comfortably by sitting near a bonfire. All the villagers make their contribution of fuel
to this bonfire. But what is especially interesting is that the young village maidens
also bring in their tribute of small dung cakes. These dung cakes are almost holding
in character. A month before the winter solstice, these young maidens wake up before
dawn, and in the biting cold, sweep the fore-yards, sprinkle dung water thickly, and
after that form beautiful designs and make representations of flowers, birds etc, with
powdered lime, in those yards. Thus, the front yards present a most attractive
appearance for the entire month beginning usually from the 14th of December. In the
midst of these designs dung dolls embellished with ‘Kumkum’ and ‘Haldi’ and
flowers are arranged. The juveniles look upon them as gods. On the following day,
when new dung dolls are prepared and replace the old ones, the old consignment is
converted into small dung cakes, which are perfectly dry by the time of the winter
solstice, and are offered as fuel to the bonfires of the Sanskrit festival. This practice
has its practical as well as artistic importance. Habits of early rising, performing
domestic chores, and handling of animal dung which performing domestic chores, and
handling of animal dung which is a very important article in the domestic and
agricultural life of rural India, but which to many people is distasteful, in the
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beginning are inculcated into young maidens, so that they might not be misfits in life
when they grow up and get married. Secondly, decoration of the house and artistry
are taught to them through these taxing but playful exercises, in the rural as well as
urban areas of Andhra, these practices are observed even to this day.
The importance of the Sankranti lies in its close association with agricultural
operations and the gathering of the harvest. It is the season of plenty. The bullock is
the fulcrum of Indian agriculture, as the cow is of domestic plenty. After the crops
are harvested and brought home, the farmer turns with gratitude to his bovine
companions, who were to a great extent responsible for his successful farming. On
the occasion of the sankranti, the oxen are washed, and their bodies and horns are
smeared with oil to give the skin a bright glaze. Stud bulls are essential for the
growth of a fine race of oxen and cows. In former days, in some villages of Andhra,
they used to set apart a plot of ground for these stud bulls. These animals would graze
there freely, and grow up into fine creatures. The practice of assigning plots of land
for the raising of stud bulls does not seem to be in vogue, now, but some sturdy and
healthy calves are selected to grow up into stud bulls. And when they come of age,
they are given the freedom of the village. They may graze in any field, and even force
their way into any private compound they like, but no one would think of imprisoning
or driving them out unceremoniously. These stud bulls are looked upon as hold.
There is sufficient justification for these curious practices. Agriculture is the mainstay
of India, and since bulls and cows are extremely essential for the economy of India,
the stud bulls which help in the emergence of a good breed of cows and bulls are
regarded with the greatest consideration, and even respect. Such feelings assume very
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easily the garb of religiosity in India. The bulls in the stalls and fields of farmers thus
come to have their day during the Sankranti festival. In some villages of Andhra, they
used to arrange for a special plot of land and designate is as the plot of ‘victorious
bulls’. On the third day of the Sankranti festival, all the village bulls would be led to
a central place, for display as well as for the sake of competitions. The best of bulls
would take part in a galloping competition, and winning bull brings not only a good
reputation, but also a material reward to its owner. ‘The Plot of Victorious Bulls’ is
assigned to that farmer for one year. In the next competitions, the plot is either
retained by the same farmer, or is allotted to the other as the case may be. Thee
allotment of the “Plot for Victorious Bulls” is done on the lines of awarding rolling
cups. In the Guntur District, the bull-competition is conducted in a very popular and
splendid manner on the “Maha Sivarathri Day” which occurs generally in the middle
of February. Near Narsaraopeta, a small town in the above district, there is a hill. On
the top of this hill, there is a temple dedicated to Lord Koteswara. It is a Saivaite
shrine. In honour of Lord Koteswara, the hill is called ‘Kotapa Konda’. Thousands of
pilgrims congregate here to pay their respects to the Lord. The circumambulation of
the hill whose circumference is about eight miles is one of the acts of piety which
most devotees do. A great fair is held here, and naturally there are amusements and
sports. One of the sports is pronouncedly of a rustic type. The farmers, who come
here in their bullock carts, go round the hill in circumambulation in their carts. This
leads to a undeclared competition among the various teams of bulls, which are
brought in to draw the carts. It is said on this occasion several ‘Prabhas’ also are
brought in and taken out in a procession.
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A very popular pastime in Andhra which was greatly enjoyed in the past, and
is done even to this day in the rural areas is the cock fight. It is said that this game
had been in vogue for the past one millennium or even more. The cock fight is a
pastime which it is said is enjoyed in Java, Sumatra, and the far eastern islands also.
In former times land owners and moneyed persons used to rear up cocks especially for
the sake of taking part in fights. Certain areas in villages were set apart specially for
cockfights. In Telangan a quite a few popular songs describing cock fights exists even
to this day.. The well-known battle of Palanadu which was fought in the 12th century
was the outcome of a cock fights. Reference is made in Telugu literary works like
‘Kreedabhiramam’ and ‘Bhoja Rajeeyamu’ and several other pastimes which were
meant for recreating the common folk. In the remote past, combats between elephants
and horses also were arranged and enjoyed by the public. But as time passed on, they
became out-mode and came to be looked upon as crude and barbarous. Thus, by the
14th century; they came to be abandoned. However, cock-fights, and fights between
stud bulls, he-buffaloes, he-goats, rams, and others continued to attract a large
numbers of spectators and enthusiastic admirers. In ‘Manasollasa’ the King Chalukya
Someswara, who was a ruling prince described not only the various pastimes enjoyed
by the people of Andhra in the past, but gave details of the arenas of the combats
between rams, he-buffaloes, cock etc., the way of getting they ready, and various
other details of the game. It is not unreasonable to surmise that these pastimes were
arranged generally during festivals like Dasara and Sankranti. Hunt was a favorite
pastime of kings and princes in days of yore. It had its social value also in as much,
as the hunting of wild animals like tigers, and cheetahs gave relief to oppressed
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villagers etc., and helped them in leading a peaceful life. Hunting is a favourite
pastime of many well-to does gentlemen now, though it has lost much of its heroic
and adventurous character, after the invention of fire arms and the spread of the
modem hide-and shoots system of the Shikari.
Religion also provides several occasions for the amusement and enjoyment of
an ordinary person. The family Gods and Goddesses are worshipped in every
household in India and Andhra too. In addition to this, there are in every village,
temples dedicated to either Vishnu or Siva or both, and also a Goddess who is
supposed to be the patron-deity or protectors of the people. Ceremonial worship is
offered in the temples of Siva and Vishnu once a year. This is in addition to the
simple daily poojas. As is the case in respect of his mortal worshippers, the God also
has his marriage festivities carried on for five days, once a year. Everyday, there
would be some function or the other relating to the matrimony of the divine rulers of
the village, and it provide much excitement and joy to the dreary and humdrums lives
of the villagers. On the last day, the deity is taken out in a palanquin through the
village, where the village matrons receive the God with honour, and make offerings of
rice and fruits to Him. On the occasion of the marriage of the village deity, the
temple priest is always in attendance, and performs the rites relating to the
matrimony. And so are present, the village barbers and the village washer men, for
they are respectively the pipers and drummers of the Lord and His torch-bearers. The
temple priest and the barbers and washer man have their respective allotments of land
made on a hereditary basis, at the time when the village was founded. These ‘Grama
Sevaks’ or village servants are expected to serve the village patron deity also. It is not
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untrue to say that the worship of the protectors of the village is more popular with the
common folk than the worship at the temple of Vishnu or Siva, for the priests there
are Brahmins, and there are no restrictions or inhibitions. The priest of the protectors
freely partakes of the non-vegetarian food and alcoholic or fermented drinks furnished
on the occasion, and strides forth with zeal and enthusiasm for the worship of the
Mother. While he brings the image of the ‘Mother’ out of the temple to the beating of
drums and the loud braying of the pipes, the priest is supposed to be possessed by
‘Her’ spirit, and begins to totter. Then a few chosen villagers rush to his support, and
leaning on them the priest runs hysterically to and fro, and sometimes screams
indignantly at the village who are rated severely for having neglected ‘Her’ worship.
Then the awe-struck and repentant villagers offer chickens and hens as a tribute to the
‘Mother’, and the possessed priest bites off their necks and throws them away half
dead. These offerings evidently appease the ‘Mother’, as a result of which the priest
comes to his senses. The image of the Protectors is then taken round the village,
while the village Washer man carries the torch and the village barbers, and Harijans
supply the drumming and piping, the worship of the Protectors is a nocturnal one, and
it lasts for a fortnight or sometimes for a month. Leaves, bunches, and unripe fruits of
the neem tree are lavishly used in the worship of the ‘Mother’, and in some prominent
places in the village. Bunches of neem leaves strung on slender ropes are tied up for
decoration. On the last day of the worship, there is much clamor, consumption of
country liquor, drum beating, and bloody sacrifices. After the usual worship, the
image of the ‘Mother’ is reverently deposited in the temple, and from ‘Her’ dark and
desolate sanctuary, the ‘Mother’ keeps on exerting her benevolent influence over the
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village for the rest of the year. Normally, the protectors is worshipped only once in a
year, but when epidemics like cholera or small-pox break out in the village, Her
benevolent influence is invoked once again, and there is an additional worship. The
‘service’ of the village Goddess is a real feast to the villagers.
In the pre-British period, when India and Andhra had a national government,
adequate arrangements for extending patronage to the learned, and for providing
amusement to the villagers existed in every village. A special plot of land was set
apart for this purpose. It belonged collectively to all the villagers, and the income
derived from it was used for the purposes mentioned above. The practice of learned
men and poets of other-villagers, and the income derived from it was used for the
purposes mentioned above. The practice of learned men and poets of other-villages
paying visits to the neighboring villages, and receiving their patronage must have
prevailed in former time, and receiving their patronage must have prevailed in former
times, though it became defunct in course of time. The learned men, who visited a
village, would give discourses about the Vedas and Shastras and also spend a few
days in reading and explaining extracts from the epics Ramayana and Mahabharata or
the Puranas. When the scholar left, the village would honor him suitably with cash
and clothes. Poets also must have received similar honors, when they stayed with
some senior villager as the guest of the whole village. In addition to this, parties of
itinerants, half-artistes and half-beggars visited settlements of men from time to time.
These itinerant parties, who were in a nomadic stage, expected the patronage of their
more fortunate brethren in the villages. Once in a year, at the time of the national
feasts like Dasara, Diwali and Sankranti, these nomads would visit the village and
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Pitch their tents on the village out-skirts. Among these nomads, there were men of
various types—-jugglers, acrobats, puppet show artistes, dramatic actors and others.
It should be remembered that till recently, India as well as Andhra were quiet regions,
where there were no easy means of communication, and very few media of
amusement. There were no circuses no dramatic companies, no cinemas, and boxing
or wrestling competitions were beyond the reach of villagers. It was very difficult for
villagers to go to other places even on business. Such persons could not be expected
to go elsewhere for the sake of amusements. Under these circumstances, itinerant
players and jugglers made a very important contribution to rural life. Nomadic
jugglers and acrobats gave displays of their skill and enlivened the otherwise dull and
dreary lives of villagers. Further, puppet-shows were arranged or dramatic
performances given at the village central circle. These artistes were learned in their
own way, and efficient in the discharge of their functions. Themes from the great
national epics Ramayana and Mahabharata were chosen for representation by the
puppet players and itinerant dramatists. They provided much instruction and pleasure
to the villagers. These performances were, it may be asserted, a sort of audio-visual
education and they served to give the rustics much spiritual and moral exhortation,
while providing amusement. These parties of jugglers, dramatists, and puppet show
performers used to receive liberal presents from the village from out of the income of
the collectively owned farm.
4. List of Games and Sports
With this background, we try to enumerate here, the games played by the
people of Andhra Pradesh in alphabetical order, the living and not in use games,
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games found in Telugu literature, games from archaeological strata, and tittle-tattle
games. Existing and living games are described in detail where as non-played games
are with short description.
1. Akki-bikki danda - this is also called as alli-billi danda. This game is played by
girls and each join other hands and rotate in grounds, sometimes they hold
others shoulders.
2. Achchana gandlu - this is also called as achchana gayalu, achchanalu,
gachchakayalu. This is a favourite game, even with the present day young girls.
As the name implies, the game is played with pebbles which are tossed up and
caught on the back of the hand and is played by two or more persons
3. Anji - this is a child play but details are not found
4. Attachchemma - a board game played by cowrieshells. The board either consists
5x5 squares or 7x7 square.
5. Andalamu - this is played by elders to please children, two people hold their
hands like palanquin and the child who sits in the palanquin is greatly amused
while the holders carry him with great care. The lifters get a good deal of
exercise as they have to lift the whole weight of the child or boy.
6. Ammanamalu - a game where in a number of balls are thrown in the air, one
being caught in the hand descending whilst others are rising; all are thus kept at
once in motion.
7. Alamki - played by young boys or girls. Boys form a circle, knit their legs and
bend to the front and back, if any one looses his leg bond, he is out of play.
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8. Aaswika kanduka krida - this is similar to polo. Sitting on a horse hitting the
ball on the floor through a stick, and trying to defeat the opponent is the game
and this game has been referred in detail in Prabhavati Pradyumnamu by
Pingali Surana
9. lelakutalu - this is described in Hamsavlmsati and now this play has become an
interesting art, and many are well versed in this feat.
10. Udatalu- udumulu - this game is neither found in dictionary nor played now.
This is played by young boys forming two teams of ten each. Three lines are
drawn and the umpire stands on the centre line, the two teams stands on the end
lines facing each other. The game starts by chasing one team by other in the
opponent direction and the number of persons caught would increase the points.
11. Uppan battalu - this is also called as Uppatlu, upparabattelu, cherpatti, Uppatti.
Nachan Somana has described in his Uttar Harivamsa as a favorite game played
in Andhra Pradesh by young boys. Game is played by two teams having 5-6 boys
and starts the play by tossing and played either outside the township or in a
playground. The members of the opposite party keep on guarding the lines or the
approachers, with a view to prevent the opponents passing from sector to sector.
On the way many of the runners fall as they are touched by the deference but it is
supposed to be credible even if one of the party of the runners reaches the
destination. The greater the number of runners reaching the destination, the
greater the credit to the running side.
12. Uyyala - is swing is a favourite play of girls of youth.
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13. Okkasikokku - this is also called as rakkasikokku, kokku. The details of the game
is not known, however by the word kokku, it is assumed that this is equivalent to
modem kho-kho.
14. Ottottivaroththi - also called as bakibana. 10-12 children make a circle and one
boy goes round and round and places a piece of cloth on the seat of a chosen boy
and is chased until the boy is caught. This is also called as a game of ‘striking
with a twisted rope-like piece of cloth’.
15. Oppalakuppa - this is not found in any telugu literature but is a favourite game
of girls. Two girls twist and catch their hands, rotate fast until they are tired.
16. Omanaguntalu - this is also called as vamana guntalu, omangayalu,
vanaguntalu. Omanaguntalu ("block of wood with holes") is a popular Mancala
game native to South India, especially Andhra Pradesh. The game is played by
the young and the old alike. Its concept is sowing and reaping - an integral part
of mral life all over India. The game board is made out of wood and sometimes
of metal. In earlier days, boards were even carved into stone slabs on veranda
floors.
The counters used to play the game are tamarind seeds or tiny cowrie shells.
Rules:
The board consists of two rows, each with seven holes.
At the start of the game each hole contains five seeds.
Initial Position
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• On his turn a player picks up the counters of one of his holes and
distributes them into the following holes one by one anti-clockwise.
• After the last counter was dropped into a hole, the contents of the
following holes are distributed in another lap as usual in India.
• The move ends when the following hole is empty. This is called Saada.
• If the hole was empty, the player captures the contents if any of the
succeeding hole. In addition, he captures the contents of the hole opposite
to that hole.
• Each turn a player may move twice, if he captures in his first move. Then
his term ends after two Saadas.
• A player must move unless he has nothing to play with.
• The game is finished when all counters are taken.
• The player who has collected most counters wins the game.
• In the next round, each player tries to fill his holes with five counters from
his winnings. These holes which cannot be filled are marked with a pebble
or a twig and are avoided for further play. The match is continued until
one player is unable to fill even one hole.
17. Kanumusiganta - this is also called as kannukattu and this game is more like
hide and seek played by girls.
18. Kanduka krida - is a ball game, also called as kanduka keli, puttachendu.
19. Kalikanchamu - boys and girls draw a circle denoting their space specified and
try to lift one leg and rotate as much as possible.
20. Kalagajja - this game is played both by girls and boys of 7-8 years of age.
Children sit circularly and the elderly person sitting before start counting the
fingers, this is more like teaching numbers and calculations.
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21. Kichuburalu - this is a game instrument, when pressed makes sounds like kichu
kichu.
22. Kundabanti - this is more like hockey, but Balendu shekaran describes this as
cricket; ‘there is a game which played by boys in the rural areas. It is called
‘kundabanti’ and may be appropriately translated into in English as ‘pot ball’ it
is a sort of Indian cricket, without the costly paraphernalia of English cricket.
23. Kuppigantulu - in this game boys identify one person as thief and others stand
and sit alternatively according to the sayings of the thief.
24. Kodi pandemulu - this cock fight appears to be a widely popular game and is
well attested by scriptures. A lime-stone lotus medallion (15 cms. Diameter)
found from Ikshavakus is worthy of special note where is the scene of cock fight
is effectively shown. Another example was found on one of the facets of the
carved pillar referred to above when cocks are shown fighting ferociously while
the supporters of the holders of the respective cock are anxiously looking at the
fight’. Concrete evidence are available only from 1st cent. AD. in Greece it was
well known even in the 5th cent. BC. The earliest vidence of this sport in India si
noticed on a copper seal found from saka-parthian leaves (20-100 AD) at taxila
were two game cocks are engraved face to face.
25. Kolatamu - is called Stick play. This is played by both girls and boys of 12-15
years of age and is now considered as a form of performing art. This is a dance
form moving in clock wise and anti-clockwise according to rhythm. Nagaijuna
konda’s association with the performance of kolatamu during festive times is
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attested by the depiction of the same as sculptures. This is also found on
vijayanagara temples, “a series of sculptures on the walls of Vijayanagara
represent a popular game which only pietro della valle noticed at Ikkeri. This is
kolatamu— in the same connection he sys ‘all of them carried each hand a little
round pointed stick about a span long or a little more. Which they struck
together after a musical measure, to the sound of drums and other instruments
and one of he skill fullest of the company sung one verse of a song at the end of
which they replyed seven or eight times in the number of their meter with the
word coole—code— code”, this is recorded by Pietro della valle and quoted by
B A Saletore.
26. Kanjanakallu - also called as kundikallu is a boyish game. Two boys carry the
third boy who holds his legs back without slipping him down, sometimes the
boys walk with one leg, holding or lifting the other leg.
27. Ganjifa - is a card game popular all over Andhra in medieval times.
28. Galipatamu - kite flying, even to this day this is a very popular amusement.
29. Gillidanda - is also called as billagodu, less expensive and delightful game
popular with Andhara boys in the rural as well as urban areas is known in
telangana as ‘gillidanda’.
30. Gajjenagullu - this is doll’s game played by infants and small girls. They
literally play a family game and is quoted in almost all telugu scriptures.
31. Guntachallu - a game played by girls with marbles.
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32. Gudugudu gunjam - this is played by boys, more similar to kabaddi and all
through game would spell gudu gudu-----gunjam.
33. Guntamapalu - perhaps similar to omanaguntalu.
34. Guppitaguriginja - identifying the hand where seeds are hidden.
35. Godugubonguramu - a spinning top shaped like an umbrella and is played.
36. Goleelu - very favourite game for boys, a game for shooting marbles is played
by boys of 8-12 years of age marbles can be very conveniently placed in pockets
and hence boys enjoy this game in schools in the leisure time. The game has
many varieties according to provincial customs and traditions.
37. Chaturangamu - see the article appended
38. Chital potla kayi - game played by girls, a girl whose eyes are tied with a cloth
has to identify or touch other girls and the game continues with turns, who are
out.
39. Chindulata - very common in Andhra during festive times like poleramma and
ankalamma jatra, an annual propitiation of village deities. Group dancing of
both sexes is also quiet common and played with cymbals and drums.
40. Chedugudu - though is similar to kabaddi, find some difference.
41. Chemma chekka - favourite game for girls, played by two girls in each group,
stand opposite to each other and clap the opposite girl’s hands by bending to the
front and back, along with very interesting songs.
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42. Cherakula pandemu - a feat of skill and strength in sword play or with an axe,
looping of a stem sugar cane at a single blow in any proposed manner.
43. Jalakrida - water play is played by all ages irrespective of sex. Vasucharitra
describes in detail the various forms of jalakrida.
44. Judamu - see the article appended.
45. Dagudu mutalu - hide & seek game played mostly by girls. Close by the side of
the Pivy council chamber at Fathepursikri, is a labyrinth edifice of curious
design and construction where it is represented the emperor Akbar played the
hide & seek with the ladies of the royal household.
46. Tokkudu billa - hop-scotch play, also called as game of ladder. The pottery
pieces associated with this game are discovered in Nagarjunakonda excavations.
These pottery discs are common in almost all early historical sites and were
evidently used as game pieces for hop-scotch play. This is popular all over India
especially with girls.
47. Tolu bommalata- leather puppet play is considered as an art form now.
48. Dayamu - dice play.
49. Doorapu datulu - this is very similar to the modern long jump.
50. Dongata - this is similar to hide & seek.
51. Nalugu sthmbalata - girls play where rows of pillar are found, they goes on
moving and shifting the pillar, girl who is left without a pillar is considered as
out of play.
52. Nettamu - is also called as pagadasala, pachisu, pachikalata, sogatalata.
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53. Pachisu - similar to the above.
54. Pikili pittaal potlata - a fight between a beautiful forest bird nearly the size and
shape of the nightingale. The body is a darkish red; the brest and belly white; a
bushy black butt on the head; the varied shade fo which comes down as far as
the middle of the neck. A small group of these birds (bulbul) are trained to fight
like game cocks.
55. Pilladeevulu - details not very clear.
56. Pulijudamu - Tiger and Goat game.
57. Puliyata - two types of game is played, 1.wearing a tiger and goat mosque and
trying catch hold of the goat and 2. Children make a circle, holding their hands
and two boys are chosen as tiger and goat. The game starts with goat inside the
circle and the circular boys try to support the goat boy by not letting the tiger to
catch the goat.
58. Prahelika — this is to find out the puzzle or riddle in a poem.
59. Billagodu - this is a favourite game of Andhra boys. This is a very interesting
and amusing game was played in India even in Mahabharata times. This is also
called as Iti-dandu, a contesting game, boys would strike the short stick with
their long stick so forcibly that one of the opponents could catch it or may go
very far to gain points.
60. Bonguralu - top made of wood is played by boys of different age.
61. Bommarillu - both boys and girls join to play, construct a house either with
sticks or sand and play a family game.
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62. Ragunja pogunjalata - gunju is ‘to puli’ , boys on either side stand and take a
thick rope and try to pull the entire to their side and test their strength.
63. Vet a - hunting
64. Vaikuntapali - game details are in the following pages.
65. Singanna datulu - boys congregate in playgrounds and identify a thief and he
needs to carry the winner shown in the drawing at least a furlong as a
punishment.
66. Sogatalu - is equivalent to nettamu
67. Soladoppi - this is known as a gambling game but the details are not known.
5. Research carried out on a few board games
5.1 Origin of Chess
The prehistory of chess is controversial matter, with several different theories
attempting to reconstruct and explain its development up to the first known written
sources. This paper will give another such reconstruction and explanation, one which
I believe fares better than the rest. In it, I follow several lines of thought that have
been stressed in recent literature. First is the idea that the structure of ancient chess,
formed by the various movements of its playing-pieces, must be deeply understood
and compared to other contemporaneous games. Second is the idea that we must also
understand the deep structure of these other games just as well, if we are to grasp the
connections between them. Third is the idea that we must be aware of broader cultural
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movements in the eras we are investigating, if we are to understand the cultural
atmosphere in which chess arose.
With these principles in mind, I will first investigate a game of classical
Greece. From there, the scene will move towards central Asia and India, and a set of
games traditional to that region. Both of these, I will argue, contributed to the
formation of the ancient chess game (chatrang) which is first mentioned in writing in
India and Persia at the turn of the seventh century AD. They did so by combining into
one game, which was the proto-chess proposed by historians as the theoretical
ancestor of chatrang. The fault-line of this combination, or collision, is still seen today
in the division between Pawns and the rest of the modem chess pieces. A staple of
modem chess theory since Philidor has been the notion that Pawns are simply very
different in character, a completely separate sort of thing from the major and minor
pieces. Their short move, inability to move backwards, and the large number of them
on the board give the Pawns a nature all their own. Once this feeling is really grasped,
deeply and intuitively, one can begin to understand the point of this paper: that chess
is a hybrid game preserving the undifferentiated foot soldiers of the Greek game and
adding to them a new element - a set of variegated pieces - to form a complete army.
Before venturing any further it is good to be reminded just how murky and
dark an area we are in. The literary evidence we are able to consult is scarce to
nonexistent. We have a few fragments of texts, none of them anywhere near
comprehensive, and some of them inconsistent. Therefore, to hope for any obvious
conclusions is in vain. Nonetheless, we have a responsibility to step forward and
make attempts at reasonable theories, based upon sound critical judgment. We must
110
make these attempts to explain and understand, even though we take the risk of being
wrong. I think we can make a good case using the circumstantial evidence we have -
but we must not forget that it is circumstantial, and that this theory involves a good
deal of unavoidable speculative reconstruction.
Petteia/Poleis
From the fifth century BC onwards, there are references in Greek literature to
something named petteia, which was apparently a general term for certain similar
board games. One of them in particular was named Poleis, "cities”. The ancients,
however, spoke more often of "petteia" in general rather than Poleis, and so I allow
myself the liberty of following their usage as it is found. In any case, the game was so
popular that Plato and Aristotle referred to it in order to illustrate philosophical points.
They speak as though their readers would already understand petteia and its play,
when they use it as an illustration. Summing up what we know: Poleis was a board
game for two players, with many playing pieces, played upon a board having squares.
The method of capture consisted in surrounding one man by two enemy men. This
much can be gathered from the writings of the Roman antiquary Pollux. 1 It is a good
start. I want to give three arguments which may help to further reconstruct Poleis, and
which also, I hope, suggest the similarity of petteia/Poleis pieces to the Pawns of
chess.
The first argument relies on a sentence found in Plato (Republic 487b),
wherein Socrates' victims, cornered by his arguments, are compared to "bad petteia
players, who are finally cornered and made unable to move by clever ones."2 It
appears from this that the game was lost by the poorer player being stalemated, since111
Plato says "finally" (teleutw=ntej), suggesting an ending. It may not have been the
only way to lose (having all of one's pieces captured might be another), but it was at
least one. I believe this passage also suggests that petteia pieces were often found
together in massed groups. If they had been individuals scattered far apart all over the
board during the course of play, then it would be nearly impossible for the victor to
surround them all and render them immobile, no matter how clever he might be. It
simply becomes a logical impossibility. Pieces are more likely to be blockaded, the
closer they are bunched up together. Thus, I believe this was common in the game.
This is also suggested by the fact that weak players tend to fall victim to being
blockaded. One characteristic of weak players in all strategic games is that they have
a habit of drifting along without really doing anything constructive. They let bad
things happen without doing anything to stop those bad things, because they generally
don't realize that they are happening. Their position at the end of the game often
resembles their position at the beginning of the game, since they haven’t done
anything coordinated or constructive during the course of it. Therefore, I think that
Plato's weak petteia players are ones who begin with bunched-up pieces (perhaps
because of a starting position), and allow the pieces to be surrounded because they do
not actively un-bunch them in the proper way, or at all. In any case, this passage
indicates that massed groups of pieces were probably a common occurrence in petteia
-just as the Pawns are grouped together to start a game of chess.
A second textual argument for the idea that petteia featured groups of pieces
comes from a sentence of Aristotle {Politics 1253a). In it, a city less man is compared
to an isolated piece in a game of "pettoi"3 A city less man is an unfortunate thing to
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be in Aristotle, and so it is in petteia as well. A piece far away from the others is
vulnerable to capture, and cannot capture anything at all by itself. Hence it ought to be
avoided as much as possible by keeping one's pieces together - without, of course,
keeping them together so much that they are vulnerable to blockade. Thus, a good
strategic player will often have his pieces together in flexible, agile groups. Again, I
suggest that these groups in fact resembled the pawn-lines of modem chess.
The third argument is purely structural, instead of textual. It concerns the
methods of capture, both of the modem Pawn and the ancient Poleis piece. Consider
the familiar (and awfully curious) Pawn's capture: one square forward and one to the
side, i.e. one square diagonally. Note also that the Pawn, uniquely among chessmen,
does not capture as it moves. This method of capture has been characteristic of the
Pawn from its very first detailed descriptions by the Arabs. It is very ancient, and
therefore perhaps somehow fundamental to the Pawn's nature. Now, consider the
method of capture noted by Pollux, combined with two reasonable assumptions: that
the opposing armies generally moved towards each other, and that each piece moved
only one square orthogonally. The first assumption is made plausible by the entire
concept of having two “opposing armies" on a battlefield. This is a natural type of
arrangement for a war-game. The second assumption is made plausible by the very
notion of "footsoldiers". They don't usually move quickly, so one square is a natural
move for such a piece. Also, any longer a move tends to result in a less playable
game. Furthermore, Ulrich Schadler has suggested just such a move in his
reconstruction of Latrunculi, a Roman game thought to be related to Poleis.4
113
KIEIO
Al'Figure I
Figure 1 shows that the net effect of a Poleis stone stepping forward to capture its enemy is identical with the net effect of a Pawn's capture. The piece one square diagonally forward is removed. My intuition is that there must be some reason for this structural co-incidence, one that also explains the very odd capture of the Pawn. The most logical explanation would be that the modern Pawn is a direct descendant of the Poleis piece.
The structural and textual points stressed above give rise to some fairly good
arguments for the conclusion that chess is in some way a descendant of petteia/Poleis.
Another, cultural, argument arises when we consider that Greek culture as whole
moved eastwards into Asia in classical times. Asia - the place where we hear the very
first certain references to a game recognizable to us as chess; the place where we find
the first playing-pieces of a kind recognizable to us as chessmen. Right around where
Afghanistan lies today, there once used to be an island of Greek culture far away from
the mainland. Alexander the Great had conquered the entire Near East, before he died
in 323 BC. But he and his armies both stayed in these faraway lands, never to return.
Alexander died in Babylon. His disbanded troops became colonists, in the cities that
Alexander had founded all over his lands. There were dozens of cities (mostly named
Alexandria) containing temples and agoras and every feature of Hellenistic culture
114
one would expect to find. It was Greece away from Greece. Colonies were, after all,
nothing new to the Greeks, as shown by the thriving settlements in Sicily and Italy.
These Asian colonies gradually became independent as their own governors
took power and created independent states of their own. 5 The most important of
these states was Bactria. In 246 BC, its governor organized the Greek Central Asian
possessions into an independent kingdom, which went on to gain great wealth and
power because of its fertile soil. Bactria was so prosperous and powerful that it
survived long after the Parthian Empire had risen in Iran, cutting the Bactrian Greeks
off from the Mediterranean shores and making Bactria a cultural island unto itself.
But it was very definitely a Greek cultural island. Greek was the lingua franca
of the region, and drachmai were its common currency. The plays of Menander were
performed in Ai Khanum. There was also a copy of the Delphic Maxims, 150
aphorisms originally kept on permanent display at the sanctuary of Apollo at Delphi.
If all this, then why not petteia?
It would seem unnatural to deny the game was there. No physical evidence of
it has been found in Asia, but it can not have been just as important in Bactrian Greek
society as it had been in Athenian Greek society. The sheer scale of the Greek cultural
movement is one argument for the presence of petteia in Asia. A second (though
tentative) argument comes from a Persian story of the poet Firdausi, writing near AD
1000, long after the Bactrian state had faded away in the first century BC. One
passage describes a game with a method of capture identical to that of Poleis. The
exact nature of this game is unclear, but Firdausi’s description of capture renders it
115
possible that knowledge of Poleis (or perhaps a descendant of it) had survived to such
a late date.6
This historical lesson is extremely important, because it is precisely in the lands once
part of Bactria where we will see the first surviving specimens of what we now know is chess.
But before going there, we still need to fill a blank in the pre-history of the game.
Pieces
If chess is a hybrid of Pawns and pieces, and we have explained the origin of
the Pawns, then that still leaves the pieces. And indeed, this has been a far greater
problem for the historians. Our first literary references to the game arrive near 600
AD with it already complete, having the same pieces and moves that it would keep all
through the Middle Ages and into the early Renaissance. With the Pawns, at least
there is some sort of predecessor one can logically point to. With the pieces, there is
nothing. It is as if they appeared out of thin air.
They had to come from somewhere of course, and there are nowadays several
theories making the rounds attempting to explain their origin. I would like to present
another theory. It is both historically and structurally plausible, and can be backed up
with both kinds of argumentation.
I would like to begin this account with a schematic presentation of its
structural aspect, deferring for the moment matters of chronology. To begin, we first
need to look back to the researches of the great H.J.R. Murray. In his 1913 magnum
opus, A History of Chess, Murray devotes a good deal of attention to the ancient
Indian gambling racegames,as he believes them to be the pre-cursor of chess. These
116
games were played withdice, and square boards of 10x10, 8x8, or smaller. The whole
point of them is generallyto move one's pieces from the edge of the board, along a
circuitous path through theboard towards its centre, in accordance with throws of the
dice. If one’s piece arrives onthe same square as an opponent's piece, then the
opposing piece is captured, or forced to start again.
5
4
3
2 1
a b e d eFigure 2
Sig* boardadapted from Murray (1913)
Consider one such game. Murray notes it as having the name Siga as well as
the name Saturankam, and that it was played in southern India and Sri Lanka up to the
early 20th century.7 The board is illustrated at left, along with the movement of the
pieces. Consider a piece lying on the square b2. Let us suppose the player rolls a 3
with his dice. The piece moves b2-c4. Is this not the move of the
Knight? Let us instead suppose he rolls 4, and the piece moves b2-d4. Here we
have the move of the ancient Elephant. All of the other major and minor pieces are
easily suggested this way. The move a5- al is the Chariot's move, and a2-bl (or a2-
b3) is the Firzan. What could be simpler? Each player can have up to four pieces on
the board at the same time, making a total of eight. Considering how constricted the
{ X *\
r %
X X Xv
J X s
117
board is, having only 25 squares, the game will quickly become crowded and may
stop resembling a race game at all. Instead, there will be many pieces moving
sideways, diagonally, in all sorts of directions, with many captures. It will perhaps
come to resemble a miniature game of chess with pieces only, the moves being
decided by a throw of the dice. Even though the pieces continue to be, strictly
speaking, undifferentiated playing-counters, the net effect is that they have all sorts of
different moves under different circumstances.
My suggestion is that this general type of process was the inspiration for the
differentiated playing-pieces found in chess. No drastic mutation of the racing-move
was thus required for it, since the moves were already present in the existing game the
entire time. My thesis is that the "differentiated" pieces in the Indian race-game were
added to the Poleis game, and gave us, substantially, chess as it was to be for a
thousand and more years.
For this to happen, there would most likely have had to be an intermediate step
beforehand. Ancient Indian game-players would need to have begun thinking of the
pseudo-differentiated race-game pieces as in fact being differentiated war-games
pieces. Had they not conceived of the pieces in this way, then they would not have
been able to import them as individual entities into Poleis. Thus there would likely
have to be an intermediate game which really was a type of miniature chess with
pieces only.
At this point it might be objected that we have no historical evidence for such
an evolutionary step. It suits historical facts to a theory rather than the other way
around. To this objection, I would respond that the theoretical intermediate war-game118
has at least intuitive support, based upon observing the movements of pieces. We can
see how it could be a very likely and natural thing to happen, even if we ignore the
theory of its connection to chess. Thus, I think that this postulated intermediate game
is more likely to have really happened, and less vulnerable to any such objection
because of this consideration.
But there are many other problems of chronology. Murray was rather too hasty
in supposing that spiral race-games were played as early as the first millennium BC.
Murray's suggestion is a theory, but he later came to write as though it were
demonstrable fact. Therefore, we too should not be overly hasty in leaping over entire
millennia, which we would have to do in proposing Siga as a direct contributor to
proto-chess.
I will now present a modified version of this basic theory, which I believe is
more plausible historically, along with several reasons why I think it to be so.
Consider the Indian game of Chaupur. It is another race-game, with a similar idea to
it. Pieces race around a board, towards a destination at its centre.8 This board is
illustrated in Figure 3 (following page). Notice that the "geometrical" theory of the
origin of chesspieces can work just as well on a Chaupur-like board, in the places
where the race-pieces turn comers. In fact, it works with any race-game where there is
an element of changing direction, of turning comers. It may be even more plausible
on a Chaupur-like board, in light of the fact that none of the ancient slant moving
chess pieces moves more than two files to the side. The Elephant moves two files, the
Knight one and the Firzan one. This fact is entirely consistent with a scenario in
which the original board was only three files wide.
119
In any case, Chaupur was popular in India at roughly the same time as Siga -
that is, roughly AD 1500. But it can be argued that Chaupur has a much older
historical pedigree, old enough to have possibly come into contact with the Bactrian
Greek players of Polis. I now want to argue just this.
Figure 3Chaupur board and movement
What is today called The Royal Game of Ur is known to be very ancient,
going back four millennia to the Sumerians.9 It is also a race game, played on a
modified 3x8 board, with a similar goal: to travel through the board and bear all of
one's pieces off its edge (Figure 4). The exact path is unknown, although there have
been several attempted reconstructions. Look again at the Chaupur board in Figure 3.
It certainly looks as though it is only four 3x8 boards joined together at the end.
Chaupur boards also have specially marked squares, as does the Royal Game. In
addition to the other similarities, these considerations make it at least plausible that
Chaupur is in some way a descendant of the Royal Game. If this is so, then it would
push back considerably the possible dates for Chaupur-like games.
120
Figure 4board from royal graves at Fr
from Murray (1952)
There are other points of support for this idea. A board very similar to the Ur
board and from roughly the same date has been found at Shar-i Sokhta, 1000 km to
the east, near the southeast comer of what is today Iran. 10 This puts the game in close
geographical proximity to the Indus valley, cradle of early Indian civilization.
On the Indian side, some textual support can be found in the Indian references
to board games, dating as early as the dawn of the first millennium AD. These
references are very fragmentary and do not mention Chaupur by name. Typical is this
extract, dating from about 150 BC to the first century AD, taken from the
Mahabhashya by Patanjali, a commentary on the work of the great Indian linguist
Panini. In it, he seems to define the word “ayanayina”:
“Ayanayina: to move to the ayanaya. But we do not know what is aya, and what is anaya. The aya moves
to the right, the anaya moves to the left. If the squares (pada) of the man going to the right and left are not held by
the enemy, it is ayanaya. The man which is to move to the ayanaya is called ayanayina” 11
One can see how unclear it is. We can only gather from the word “pada” that
there is some sort of game being discussed here, with moving pieces. Renate Syed
believes that these references were to a backgammon-like game called Shaara, and
states:
121
“The earliest accounts of the shaara game, from texts dating between the second century BC and the 6th
century AD are fragmentary, but they do at least contain the information that shaara is a game of movement, in
which the stones, only being allowed to move forward, first traverse the opponent’s half of the board and then
one’s own half. It is a fight game, the aim being to “pursue” the adversary figures and to “kill” them, to play them
off the board. It is significant that even in the earliest texts the figures of one colour may only move clockwise, the
other colour only anti-clockwise... Visual representations from India depict the shaara game; an important relief
from the year 530 AD shows the god Shiva and his wife playing shaara, but the game is also illustrated in the
paintings in Ajanta, dating from the last quarter of the fifth century.” 12
In any case, I mention these supports in order to make plausible the idea that
Chaupur-like games may have been present for quite some time in India - at least far
enough back in time to have possibly met with a genuine Bactrian Greek.
This is where we return to the hybrid Indian-Greek theory of chess origins.
The above chronological proposals about Indian race games are ultimately meant to
suggest the historical plausibility of this theory. There is even more support for this
account of chess origins, because it matches other historical facts as well. We know,
for example, that Indian and Greek cultures mixed with each other on a grander scale,
in post- Alexandrian Asia. As so often happens with immigrant cultures, the Greeks
adapted to the local Indian and Iranian societies in the second and first centuries BC.
11 They began to lose their purely Greek character. Some of the most vivid evidence
of this comes from the coinage minted in the region. It was bilingual. These coins,
minted in northwest India after it had been conquered by the Graeco-Bactrian kings,
began to appear around 180 BC and remained in constant circulation until the very
last Indo-Greek king was overrun by Central Asian nomads around 50 BC. One side
of the coin was Greek and the other was a translation into Prakrit, the local Indian
language. The most common denomination was the drachm, but it was also minted in
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the square shape of ancient Indian coins. This was a perfect fusion of two cultural
forms, and symbolizes the joining together of Greek and Indian in art, language, and
religion. All of these took on a hybrid nature during this time, to greater or lesser
extents. The art historians in particular have given a name to this Indo-Greek blend of
styles, which brought together Greek realism as shown in its classical statuary, with
eastern cultural referents such as the growing Buddhist faith. The Gandharan school
of art, based around what is now.
Kandahar, is a well-studied chapter in the history of eastern art. Since the
Indo-Greeks were able to bring together two cultures in their artwork, their language,
their religion, their entire way of life, then they must have been able to bring together
Greek and Indian in their games-play. If our historical reconstructions are correct,
then both Greek and Indian games would have been intimately familiar to them, just
as these games were to their parent cultures. It is a natural urge for gamesters to want
to combine things - just think of any number of modem chess variants that have been
created by importing fairy-pieces from some other game. Ancient gamesters were just
as adept at this as modem ones, in search of something that might be more fun and
interesting to play. It was this curiosity, inventiveness, and sophistication that
eventually led to the pastime which survives today as modem chess.
1. H. Lamer gives an excellent and thorough presentation of the source literature for Greek and Roman
board games in Realencyklopadie des classischen Allertums XIII 2, Stuttgart, 1927 in the entry “Lusoria
Tabula”. Roland G. Austin goes over some of the same ground in “Greek Board Games”, Antiquity, vol.
14, Sep 1940, pp. 257-271 and provides some interpretative comments. Austin is available on the
internet: http://www.ahs.uwaterloo.ca/~museum/Archive/Austin
2. Translation in Austin op.cit. p. 261
123
a)lla\ ga\r toio/nde ti pa/sxousin oi( a)kou/ontej e(ka/stote a(\ nu=n le/geij: h(gou=ntai di' a)peiri/an tou=
e) rwta=n kai\ a)pokri/nesqai u(po\ tou= lo/gou par' e(/kaston to\ e)rw/thma smikroVn parago/menoi,
a(qroisqe/ntwn tw=n smikrw=n e)pi\ teleuth=j tw=n lo/gwn me/ga to\ sfa/lma kai\ e)nanti/on toi=j
prw/toij a)nafai/nesqai, kai\ w(/sper u(po\ tw=n petteu/ein deinw=n oi( mh\ teleutw=ntej a)poklei/ontai
kai\ ou)k e)/xousin o(/ti fe/rwsin, ou(/tw kai\ sfei=j teleutw=ntej a)poklei/esqai kai\ ou)k e)/xein o(/ti
le/gwsin u(po\ pettei/aj au)= tau/thj tino\j e(te/raj, ou)k e)n yh/foij a)ll' e)n lo/goij:
3. e)k tou/twn ou)=n fanero\n o(/ti tw=n fu/sei h( po/lij e)sti/, kai\ o(/ti o( a)/nqrwpoj fu/sei politiko\n
zw=?on, kai\ o( a)/polij dia\ fu/sin kai\ ou) dia\ tu/xhn h)/toi fau=lo/j e)stin, h)\ krei/ttwn h)\ a)/nqrwpoj:
w(/sper kai\ o(u(f (Omh/rou loidorhqei\j a)frh/twr a)qe/mistoj a)ne/stioj: a(/ma ga\r fu/sei toiou=toj kai\
pole/mou e)piqumhth/j, a(/te per a)/zuc w)\n w(/sper e)n pettoi=j.
4. 4 Ulrich Schadler, “Latrunculi - ein verlorenes strategisches Brettspiel der ROmer” in Homo Ludens IV,
Miinchen/Salzburg, 1994, p. 56 .
5. The following is largely taken from: P. Bernard, “The Greek Kingdoms of Central Asia”, in History of
Civilizations of Central Asia, vol. 2: The Development of Sedentary and Nomadic Civilizations, 700 BC
to AD 250, eds. A.H. Dani and V.M Masson, Paris UNESCO, 1992.
6. Ulrich Schadler suggests that the game seems to have been well known at this time, in “Little Greek
Dogs in the East”, a paper presented at the Colloquium Board Games in Academia IV, Fribourg, April
2001.
7. H.J.R. Murray, A History of Chess, Oxford, Clarendon Press, 1913, p. 39.
8. ibid, p. 38.
9. C. Leonard Woolley, Ur Excavations, Vol. II: The Royal Cemetery, 1934, Publications of the Joint
Expeditions of the British Museum and of the Museum of the University of Pennsylvania to
Mesopotamia. Illustration is taken from H.J.R. Murray, A History of Board Games other then Chess,
1952, Oxford. University Press, p. 20.
10. M. Pipemo and S. Salvatori, “Evidence of Western Cultural Connections from a Phase 3 Group of
Graves at Shar-I Sokhta”, in: Mesopotamien und seine Nachbarn. Berlin, Dietrich Reimer Verlag, 1987.
Murray (1913), p. 38, quoting Weber.
124
11. Renate Syed, “On the Indian Origin of Backgammon”, paper presented at the Colloquium Board Games
in Academia IV, Fribourg, April 2001. Text is from the abstract.
12. The following draws from P. Bernard, op. cit., and Malcolm Colledge, “Greek and non-Greek
Interaction, in the Art and Architecture of the Hellenistic East”, in: Hellenism in the East: The
Interaction of Greek and non-Greek Civilizations from Syria to Central Asia after Alexander, eds.
Amelie Kuhrt and Susan Sherwin, London, Duckworth, 1987, pp. 134-162
5.2 The Indian Chess
The Origin
It is believed that the game of Chess originated in India about 500 A.D. and
was popularly known as “Chaturanga". Literally, "Chaturanga" in Sanskrit, is a
combination word of "Chatur” meaning four and "Anga" meaning parts or divisions
representing "Ratha, Gaja, Turaga, and Padadi" meaning Chariots, Elephants, Horses
and Foot troopers (Infantry) respectively, which constituted the four divisions of the
Army of the Indian Kings. From India "Chaturanga" moved east to countries like
China along with Buddhism before it travelled west to Persia (Iran) where it was
called "Chatrang”. From there, through Arabs, who called it “Shatrang” it entered
Western Europe via Spain by 9th or 10th century. The various stages and details of its
transformation to the modem Chess are not known.
It is also believed that legendary Ravanasura taught “chaturanga” to his wife
Mandodari before his war with Lord Rama to simulate the actual war scenes.
The Nomenclature and some of the mles of movement of Chess pieces such
as Pawn and special Knight move of King and promotion mles of the Pawns when
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they reach 8th or 1st rank of Indian "Chaturanga” seem to have been retained in
medieval Chess played in various countries especial ly of the East.
The modern Chess spread to India during the past 60 or 70 years. Until then,
the elite in the villages and the towns played the traditional Indian Chess. The
nomenclature and rules might have varied slightly from one part of India to the other
because of the different languages spoken in different parts of the country. The details
given below pertain to the Indian chess that was being played in the state of Andhra
Pradesh in South India.
Nomenclature:
The game of Chess is called the "Chadarangam" in Telugu, which is the
spoken language of Andhra Pradesh. It is derived from the Sanskrit word
"Chaturanga". The chessboard and pieces are the same as in the modem chess.
The nomenclature given below is in the Telugu language with its translation in the
English language is second column and modem equivalent in the third column.
TELUGU ENGLISH MODERN CHESSTRANSLATION EQUIVALENT
Raju King KingManthri Minister QueenSekatu* Chariot BishopGurram Horse KnightEnugu Elephant RookBantu Soldier PawnRaju King CheckThattu Imprisonment Stalemate* Derived from Sanskrit word " Sakatam". In Rajasthan in North India, Bishop is called
“Camel “and King is called “Shaw” and “mat” is used for mate.
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Rules of the Indian Chess game:
Chess Board
The Board is the same as in Modem Chess. In modern game the Chessboard is
placed in a manner such that, the right hand comer is White. In Indian chess there is
no such rule and the board can be placed in any manner by which right hand comer
can be Black or White.
The colour and shape of Indian chess pieces
The chess pieces are generally made of light Red and light Green colours.
Placement of Pieces
In modem Chess the White Queen has to be placed in white square and the
Black Queen in Black square i.e., both the Queens face each other and also both the
Kings. In Indian Chess the King is always placed on the right side of Queen either
on d8 or el and Black King faces White Queen and Black Queen faces White King.
The rest of the pieces are placed as in modem Chess.
The Rules of Movement
Rules of movement of Queen, Rook, Knight and Bishop are identical with
those of modern chess. But the movements of King and Pawns differ sometimes from
modem chess.
Movement Rules of King:
The King has the privilege of having the movement of Knight once. This
privilege will be lost even if it is checked even once though the King might not have
moved or even when the King is under check. However, if the King moves on its
own, the King retains this privilege.
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Rules of movement of Pawns:
The two-step initial movement of a pawn is totally absent in Indian Chess i.e.,
the Pawn always moves only one step in Indian Chess. Capturing a double - stepping
Pawn “En Passant” is also totally absent.
Promotion of Pawns:
When a Pawn reaches 8th or 1st rank it can get promoted only into the
corresponding piece e.g. Pawn reaching a8 or h8 or al or hi can become only a
Rook. Pawn reaching d8 or e8 or dl or el can become a Queen. But the number of
pieces on the board at any time cannot exceed the original number i.e. two Rooks, two
Knights, two Bishops and one Queen. Also if the white Bishop is live, pawn cannot be
promoted to get another white Bishop and similarly one cannot have two black
Bishops. Pawn reaching 8th or 1st rank remains there immovable till a corresponding
piece is captured and the pawn is converted into that piece. Pawns in d or e files are,
therefore, more valuable than Pawns in other files. A Pawn reaching bl or b8 or gl or
g8 becomes a Knight and immediately moves like a Knight.
In modem chess, when a Pawn gets all the way across the board to reach
opponent’s edge of the table, it can be promoted to any piece that the moving player
desires (except King or Pawn). Under normal circumstances, a player will want to
promote his pawn to be a Queen since that piece is most powerful and flexible. The
new piece is placed where the pawn ended its movement. Thus the player may end up
having more than one Queen or more than two Roots or Knights or Bishops on the
Board.
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The Indian Chess Opening:
In Indian Chess, both the players are allowed initially to start with one
movement each of three different pieces or three movements of the same
piece. Capturing of enemy’s piece during or by those three initial movements is not
allowed. Generally this privilege of three movements initially is used for castling of
the King as described below. In the first three moves either party is not allowed to
give a check to the King.
Castling:
The special privilege of the King to make the movement of Knight once is
quite often used to move the King to one side of the Board and this is called
“Castling” of King. This castling can be done by both the players, resulting in the
Kings occupying almost diagonally opposite positions.
For castling the steps are:
1. N £3
2. g3
3. B h3
4. K g2 (Special Move)
5. R fl
6. K gl
7. B g2
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This position can also be achieved by the following steps:
1. N f32. . . . g33. B g24. R fl5. . . . e36. K e27. K gl (Special Move)
The position of the King arrived at in “Castling” is similar to “King’s Indian Defense” played by Black in modern chess as played below.
1. N f62. . . . g63. B g74. 0-0
It may be observed that where as this configuration can be arrived in four steps
in modem chess it takes seven steps in Indian Chess.
The special moves of the King and Rook in King-side castling (short castling)
and Queen-side castling (long castling) are totally absent in Indian Chess.
The Indian game also has two basic variants called “ Maddat mari” and “Mara
mari”. In the former version any piece having a support cannot be captured and
therefore the game can take days to complete. In the latter version a piece can be
captured even if it has support like in modem chess
End game rules:
A King left with only Pawns cannot be checked. The implication of this rule is
that the weaker party with only King and Pawns can dodge defeat by not moving
Pawns and moving only the King. The stronger party has to completely restrict the
130
movement of the King without checking, force the pawns to be moved and when a
pawn gets promoted to a piece by reaching 8th or 1st rank, try then to mate the weaker
King.
When a King is left with only one piece that piece is called “Mastu” and that
single piece cannot be captured. So the single piece goes on attacking and capturing
opponent’s pieces with immunity. This is a situation, which has to be avoided by
stronger party. If the single piece happens to be Queen or Rook, the hither-to weaker
party becomes all too powerful. “Single-piece situation” with especially Queen or
Rook has to be avoided at all costs. So pawns in d or e or a and h files reaching 8th or
1st ranks have to be stopped by blocking their advance and forced into c or f or b or g
files by sacrificing a piece if necessary and blocking King’s movement before hand.
Stale-mate:
The rules regarding stale-mate in Indian chess are the same as in modem
chess.
Conclusion:
The development in Indian game is slow because of the absence of two-step
initial movement for Pawns, though it is partially compensated by allowing both
parties to have the privilege of three movements to start with. The castling in Indian
game corresponding to King’s Indian defense of Modem chess is also a little slow.
In modem game the stronger party becomes even stronger and therefore the
weaker party resigns without fighting to the end. In Indian Chess the end game rules
give the weaker party many privileges to fight back and even win against the stronger
131
party and it is a “Dharma Yuddham” (righteous battle). It definitely needs more
mental skills to win or defend in Indian chess. The prohibition on checking the King if
it is left only with the Pawns and the “Mastu” situation are worth examining quite
seriously by research-minded chess players for future modification and incorporation
in modem chess.
Indian Chess Pieces
5.3 Mancala games-topics in Mathematics and artificial Intelligence
It has been suggested that mancala is the oldest board game in the world:
evidence of mancala has been found in Africa in archaeological contexts from the
third century AD and earlier. It is still played in Africa, Asia, the Caribbean, parts of
South America, and the Middle East. The basic form of the game of mancala consists
of a board with holes and counters. The term ‘mancala’ comes from an Arabic word
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meaning ‘to move’ and the game involves two players or teams taking it in turns to
drop their pieces into the holes, moving them around the board in a set direction. The
aim is to capture as many of one’s opponent’s pieces as possible. Mancala boards are
most often made from wood, but can also be made from clay, stone, pottery, animal
dung, metal, or ivory. Seeds are usually used as counters, but cowrie shells, small
stones, pottery fragments, clay balls, and marbles can also be used. Mancala is often
played without a board, with holes simply scooped out of the ground to create a
playing surface. Two-row mancala is the most popular version of the game and the
easiest to play, but there is a huge variety of different versions of the board, different
rules and different local names, and rules are always developing and changing.
Mancala is thought to have originated in either Asia or Africa. The rules in Africa are
often more complex and diverse than in Asia, suggesting it originated there. Mancala
has been played in both ritual and recreational contexts. When used in ritual, it has
been played at weddings, funerals, divination, and other ceremonies. In Uganda, the
Ganda king played mancala as part of his accession ceremony. Recreationally, the
people who play the game varies geographically - in Asia mancala is more often
played by women and children, whereas in Africa it is mainly played by men. In
several areas of Africa mancala forms part of a boy’s education and is restricted to the
period after circumcision; elsewhere it is played primarily by old men.
The family of mancala games offers opportunities for new research in both
Mathematics and Artificial Intelligence. To illustrate this, we will present an overview
of long-time known and more recent results on mancala games. Although board-
games researchers may be familiar with mancala games, the general properties of this
133
family of board games will be explained as far as they are relevant to the
understanding of the results. The results mainly reflect the mathematical
characteristics of mancala, although computer science also played a significant role in
the research presented. Next to this, research in the field of Artificial Intelligence is
included. The paper then concludes with a discussion of new research opportunities in
both Mathematics and Artificial Intelligence. These opportunities are not restricted to
pure theoretical research but include issues that allow interdisciplinary co-operation of
applied research.
Mancala games
Mancala games are board games that are played almost all over the world in
many variations. It is impossible to describe all variations here. For a detailed
overview see the books by Murray (1952) and Russ (2000). So far, all mancala games
appear to share the following properties:
a) The games are played on a board with a number of pits, usually arranged
in two or more rows. Sometimes additional pits are used that we will call
stores.
b) The games are played with a collection of equal counters (stones, seeds,
coins, or shells).
c) Players own pits, not counters. Often, a player owns all the pits on one side
of the board.
d) Moves are made by sowing, which is a form of counting (see below).
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e) After (or during) sowing, counters can be captured. (Hence mancala games
are also called count-and-capture games.)
f) The goal of the game in general is to capture the majority of the counters.
Mostly two players are involved, but solitaire games are known as well as
games for three or more players. Moves in mancala games are made by sowing. This
means that the player who is to move, selects one of the own pits, takes all of the
counters and puts them one-by-one in the consecutive pits in clockwise or
anticlockwise direction. Sometimes, sowing is done in multiple laps, which means
that if the sowing ends in a non-empty pit, all counters of that pit are taken out and the
sowing continues until some stopping condition is encountered. In some games, a
player can continue with a new move if the sowing ends in the own store. If the
sowing involves many counters, it can reach the pit from which the sowing started. It
depends on the rules whether this pit is skipped or not. After or during sowing, a
capture may take place: the player takes all counters out of a pit and puts them in the
own store (or keeps them apart if there is no store). In some games the captured stones
are reentered into the own row of pits. The condition under which a capture can be
made and which pit is to be emptied depends on the rules of the game. Roughly
speaking, there are four types of capture:
1. Number capture: a player is allowed to capture counters when the sowing
ends in an opponent’s pit that, for example, contains 2 or 3 counters after
the sowing. In some games also all preceding pits of the opponent that
contain 2 or 3 counters can be emptied. (This rule is used in Awale and
Awari and will be called the 2-3-capture rule.)135
2. Place capture: a player is allowed to capture if the sowing ends in a
particular pit. For instance, if one ends in an own pit that was empty, the
counter in this pit and all the counters in the opposite pit of the opponent
can be captured. (This rule is used in many Asian games but also in Kalah
and will be called the opposite-capture rule.) In Indian mancala games the
results of a sowing, e.g., capture or the continuation/ termination, does not
depend on the pit in which the last counter was put, but on the next pit.
3. En-passant capture (a special form of number capture): during a players
move, the opponent can capture the counters in an own pit as soon as it
contains, for example, 4 counters.
4. Store capture (a special form of place capture): counters that, if allowed,
are put in the own store during a move are captured automatically. (This
rule is common in Dakon.)
Next to these general rules, many games have additional rules like the
“lending” of counters in some Indian games or the closing of pits in multiple-round
games like Dakon. Normally, a game is ended when one of the players has captured
the majority of the counters, or when one of the players cannot move anymore.
Mathematics of Mancala
Mancala games seem simple when it is noted that they are deterministic (no
chance involved), have perfect information (except for the difficulty of remembering
the contents of a crowded pit), and that there are not many choices per move,
commonly not more than the number of pits on one row. However, the fact that a
single move can have an effect on the contents of all pits on the board makes it136
difficult to foresee the consequences of even a few moves ahead, let alone the final
outcome of the game.
Mancala positions
A mathematical property that may give insight in the complexity of mancala
games is the number of possible positions. A position in mancala games consists of a
certain distribution of the counters over the pits of the board, but also includes the
captured counters either in the stores on the board or kept by the players if there are
no stores. Furthermore, a position includes the knowledge which player is to move
next. The number of possible positions depends on the number of pits (and stores) and
on the number of counters. This number p can be computed by the following formula
that is derived from basic combinatorics:
In this formula, k is the number of players, m is the total number of counters
and 77 is either the total number of pits and stores together or the total number of pits
incremented with the number of players if no stores are present. The number p
increases very rapidly with increasing numbers of pits and counters. The following
table shows the number of positions for a mancala board with two rows of six pits and
two stores in the case of two players.
137
Of course, the number of possible positions decreases when only the counters
still in play are regarded (as is done in for example Retschitzki’s analysis (1990)).
Only a certain number of all possible positions can actually appear during games. This
depends on the starting position of the game and on the exact rules. In the game of
Kalah (see below), only about 5% of the possible positions can appear in a real game
(Irving et ah 2000). It appears that only a few special positions of mancala games can
be understood completely in a mathematical sense. First we will look at a set of
special positions in the game of Tchoukaillon.
Tchoukaillon positions
Broline and Loeb (1995) analyse mancala with the use of an artificially
created solitaire variant of mancala: Tchoukaillon. This game was developed by
Deledicq and Popova and is played on a board with only one row of pits and with one
store at the right end of the pits. At the start, every pit except the store contains a
given number of counters. The goal is to collect all the counters in the store. Only
those moves are allowed that directly end in the store, no sowings beyond the store
are allowed. The task of solving Tchoukaillon is to find the correct order of moves
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138
that causes all counters to be put in the store. It appears that only a few positions of
Tchoukaillon can actually be solved. The following table contains the first ten of these
positions.
0 0 0 0 1 6 0 0 4 2 0 00 0 0 2 0 7 0 0 4 2 0 10 0 0 2 1 S 0 0 4 2 2 00 0 3 1 0 B 0 0 4 2 2 10 0 3 1 1 10 0 5 3 1 1 0
For every number of counters still in play, there appears to be only one
position that can be solved. To understand this, it is necessary to realise that in any
given position only one move is appropriate. If there is more than one pit that contains
just enough counters to reach the store, one has to select the rightmost of those pits. If
one selects another pit, the contents of this rightmost pit will increase by one which
means that the position cannot be solved anymore. Positions that can be solved are
called Tchoukaillon positions. These can be derived by a simple algorithm:
1) . The first Tchoukaillon position is the position with only a single counter in
the rightmost pit.
2) . Given a Tchoukaillon position, the next position can be constructed by
taking one counter of each pit, starting at the right, until an empty pit is
encountered. Put all collected counters plus one extra in this empty pit.
Tchoukaillon positions do not only play a role in this artificial game. In any
mancala game that includes the rule that a player can move again if a sowing ends in
the own store, these positions are important. These games include Kalah, Dakon,
139
Ruma Tchuka and many others. If a Tchoukaillon position occurs at the player’s side,
the player is thus able to capture all the counters in this position.
b>
e)
1 0 0 0 0 00 0 4 S 1 1
0 0 0 0 01 1 0 0
0 0 0 0 0| 1 0 ol
0 0 0 0 0 0 1> 0 0 0 0 101 D 0 01 0 4 3 1 1 1 0 0 4 £ o| 1 0
•0 0 0 0 0 01 1 0 ol
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Also mancala games that use the 2-3 capture rule and have no stores (like
Wari and Awale) benefit from Tchoukaillon positions. Observe the following
endgame of Awale:
0 0 0 0 0 17 5 3 1 2 2
The bold numbers indicate the pit to move. In moves c) to k) the shaded areas
indicate the Tchoukaillon positions. By following these moves, the South player is
able to capture 8 counters. In the best case, it is possible to capture even 20 counters
using a sequence of 21 Tchoukaillon positions. The game should have reached the
following rare position with North to move: These “Tchoukaillon-endings” have some
similarities with the well-known tactics in Awale called “2-1” and “3-1” (Retschitzki,
1990; N’Guessan, 1992).
140
Tchuka Ruma
The game Tchoukaillon was derived from the existing solitaire mancala game
Tchuka Ruma. The origin of this game and where it is actually played is still subject
of scientific dispute (Campbell and Chavey, 1995). Authors refer to India, the
Philippines, and the Maldives and even to Russia. The name suggests an Indonesian
or Malay origin. Probably, the game will have been invented independently in
multiple places because the rules of the game are only a small subset of the rules of
many two-player mancala games. Tchuka Ruma can be played on any mancala board,
with or without stores. The player just selects one pit or store as the main store (the
ruma) and decides which other pits to include in the game. The goal of Tchuka Ruma
is to collect all counters in the ruma. In contrast to Tchoukaillon, sowing appears in
multiple laps and can go beyond the ruma. The game is started with an equal number
of counters in every pit. Tchuka Ruma can be played on the internet at web-page:
http://fanth.cs.unimaas.nl/games/ruma/index.html. It appears to be quite challenging
to play Ruma Tchuka. Only with a very small number of pits (up to 4) and counters
per pit (1 or 2) can most people solve the game. Just like in Tchoukaillon, not every
starting position of Tchuka Ruma can be solved. Campbell and Chavey (1995) give a
detailed analysis of the mathematics in Tchuka Ruma. They show that it is possible to
prove that some starting positions cannot be solved. For instance, if there are n pits
and k counters per pit, then there is no solution if k = (n + 1)/ with i Yft 1, or if k =
n.(n + 1)/, with i Yft 0. They also show that it is impossible to prove that a given
Tchuka-Ruma position can be solved, other than actually producing a solution. With a
little change in the rules, we can define a “solution” as the sequence of moves that
141
captures the most counters possible. In the following table, we present the number of
counters that can be maximally captured for a number of Tchuka Ruma positions.
CoiihIwu ptt jrifc 12 3 4 5 6 7 8 9 10
1 pit i 1 3 3 4 6 7 92jrft» i 2 1 1 10 7 14 16 4 203pit» 3 ■:*•■■■■ •IV: 1 15 17 21 24 27 304 pit* 3 s 7 2 Sfc- 24 28 32 36 405 pit* 3 m.- 14 6 2 1 35 40 45 506 pits 3 10 15 24 30 2 1 48 54 607 pit* 5« 1 14 19 27 33 13 1 1 63 70Spit* 12 24 32 40 41 9 f 1 809pta» 5 13 27 36 45 54 63 72 3 110 pit* 5 17 30 40 50 60 70 80 3011 pate 7 13 33 44 55 66 77 88 33 11012nt» f= 13 36 43 60 72 S4 36 108 120
The shaded entries in the table indicate the positions in which not all counters
on the board can be captured. The cells near the diagonal are positions in which k = n
or k = rt+l, both special cases of the formulae above. The table suggests that solutions
are more probable to exist if both the number of pits and the number of counters per
pit increase. Campbell and Chavey have checked positions up to 10 pits for very large
amount of counters (100,000). Their results confirm this suggestion. Next to finding
whether all counters can be captured, it is also interesting to know what the minimum
number of moves is that is needed to capture all possible counters. It is a trivial task to
write a computer program that finds these “optimal” solutions. Tchuka Ruma clearly
is a game that is challenging for humans, but trivial for computers. This is certainly
not the case for other mancala games like Awari and Bao.
Dakon
One of the mancala games that is connected to Tchuka Ruma is the game of
Dakon, played under different names on the Maldives, in Indonesia and at the
142
Philippines. This two-person game is played on a board with two rows of pits and two
stores. It uses sowing in multiple laps and includes the opposite-capture rule. A user
can continue with a move if a sowing ends in the own store. For the exact rules we
refer to (Donkers et al., 2000). A game of Dakon consists of multiple rounds. The first
round starts with as many counters in each pit as there are pits in each row. The
players move in turn until one player cannot move again. For the second round both
players fill the pits with the captured counters. Every pit must contain the original
amount of counters. If one player cannot fill all his pits fully, the (partial) empty pits
are covered with a leaf and disregarded in this round. A player that cannot fill a single
pit loses the game. It was discovered by hand that for Dakon with 8 pits per side, it is
possible for the first player in the first round to collect so many counters in the first
turn that the opponent is not able anymore to capture enough counters to start the next
round. So this game can be won by the first player in a single move. This means that,
mathematically spoken, this Dakon game is not a (2-person) game but a mere (1-
person) puzzle that is very similar to Tchuka Ruma. The only difference between
solving Tchuka Ruma and finding a winning sequence of moves in Dakon is that in
Dakon a player cannot select all pits to move from, but only the pits on the own side
of the board. Because one cannot select all pits it is not possible to capture all
counters in one turn. If there are n pits per side on the board then it is impossible to
capture more than n / 2° - 1 counter. This formula only provides a lower bound; the
following table shows the exact number of counters that cannot be captured for
different values of n.
143
n 4 S 6789 10 2 3 2 2 3 3 4
For a computer it is not difficult to find these correct sequences of moves in
Dakon, but for human players this is a difficult task. The fact that players were able to
find such a sequence for Dakon with n=8 are remarkable, especially because the
sequences that were found are very long: one of them counts 93 moves. In (Donkers
et al., 2000) we showed that the computer can be used to analyse how people could be
able to find these sequences. Instead of just performing the easy task of finding a
solution on the computer, we tried to mimic human cognitive behaviour.
The sequences of moves that we found in this way on the computer were
similar to the human-found sequences.
As a side step we mention that knowing that there exist winning openings does
not prevent the game from being played. With a small adaptation of the rules, Dakon
is still very challenging. One odd change that has actually been adopted in the
Philippines, is to start the first round simultaneously by both players.
Bao
The game of Bao is a popular East-African variant of mancala. This game is
also played in an officially organised way in Tanzania. Bao is played by two players
on a board with four rows of pits. Bao has no stores (though there are two special pits
in the centre of the board). Sowing is done in multiple laps. Further rules of the game
can be found in the thesis of De Voogt (1995). During the play of Bao it can happen
that a sowing seems perpetual: after some period the player resigns or some special
144
rule is applied to continue the game. So the research question can be posed whether a
sowing in Bao can indeed be perpetual. After some time, the original starting position
should reappear. It is known that in India (see the paper of dr. Balambal Ramaswamy
in these proceedings) such a perpetual sowing exists and is practised as a variant of
Pallankhuzi, called Seethi Pandi. The simplest form of perpetual sowing is on a board
with only two pits. (Of course, the trivial situation with one pit must be disregarded.)
The first pit has three counters, the second pit has one counter. If the sowing is started
with the first pit, a perpetual sequence occurs. It is not difficult to see that in the case
of two pits, perpetual sowing occurs if the larger amount of counters is a number that
is twice the smaller number plus one ((3,1), (5,2), (7,3), (9,4), and in general
(2&+1,k)). Sowing should always start with the larger amount. After each lap of
sowing, the contents of the pits have switched ((1,3)-(3,1)-(1,3)-...). If the game starts
with the seven counters in one pit and one in the other, again a perpetual sowing
occurs, but now a more complicated pattern appears: (7,1 )-(3,5)- (6,2)-(3,5)-(l,7)-
(5,3)-(2,6)-(5,3)-(7,l). The underlined numbers indicate the pit to continue with. After
eight sowings the original position reappears. We say that the period of this sowing is
eight. The following pattern has only a period of three: (9,l)-(4,6)-(7,3)-(9,l). If the
game starts with (7,2), the period of the sequence appears to be 24. A little analysis
produced the following table in which k is any positive number:
Starting position Rorlod[2k-i-1 ,k] 2[4k-t-2,k] 4[Bk-«-3.k] 3[8k-H4.k] 6[10k+S.k] 10[12k+6.k] 12
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It can be proven that all positions of the form (2a. k + a, (2b + 1 )k + b) where k
Yft ], a Tft 1 and b Yft 0, cause perpetual sowings if the sowing starts with the first
pit.) In the case of two pits, it might be possible find a formula for all possible
perpetual sowings and their periods. For larger amounts of pits, this task is much more
complex, let alone for the case of real mancala game boards with 10, 12 or more pits
involved. Bao players suggested that the board situation in which the contents of all
the pits alternate between 2 and 3 produces a perpetual sowing if one starts with a pit
with 2 counters. With the aid of a small computer program, we checked this and
discovered that it was true. The amazing thing is, that the periods of these perpetual
sowings is very large. It is not difficult to see why no one was ever able to check the
perpetual property of the sowing:
Boanlaizs Pnriod Rounds2x1 pits (no pstpstual sowing)2x2ptts 00 552x3 pits 200 1612x4pits 6)312 2,9482 x Spits 13*35 5,0392X Spits 118324 37,2712x7 pits 905)471 245,5202x8pltS 11,044,136 2,835,1412x Spits 30,010*79 8*28)0452x10plta 302,728)700 89)414)8492x11 pits 418,038)808 72,909,3332x12 pita 4)480,747*04 715,501,8752x13 pita 177361,347,042 28)386.776.635
The column titled rounds indicates the number of times that the sowing circles
the whole board before the starting position reappears. Suppose that a quick player
can do one round in one second. In case of sowing on the 2x8-pits board, which is the
common situation in Bao, the player has to continue the sowing for a complete month
before the original pattern reappears. The 2x13-pits board would take even more than
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800 years! The question remains open which other perpetual sowings can occur on
real Bao boards, but the analysis of the 2-pits board suggests that there should be
many positions that will cause perpetual sowing. A more important open question is,
whether such positions can occur during an actual game of Bao. Ethnographical
research should unveil whether perpetual sowings are actually used like in the game
of Seethi Pandi.
Mancala in Artificial Intelligence
Artificial Intelligence (AI) is a branch of computer science which aims to have
a computer performs what normally is considered as intelligent (human) behaviour.
There are two main motivations why this research is done: the first one is to alleviate
human efforts with computer support. The second motivation is to try to understand
how human intelligence or mental operations work through computer simulation.
Games have played an important role in Artificial Intelligence because game playing
is considered as a typically intelligent task, but also because games almost always
form a closed environment with limited possibilities and clearly defined rules. The
latter makes it for Al-researchers much easier to treat games than to treat, for instance,
the stock market. The most famous result of AI in games is of course the fact that
computers nowadays can play chess at grandmaster level and even defeated the
former world champion. In the competitive race between computer-chess programs,
many techniques have been developed that are now being applied on a regular base in
other areas of AI and computer science. One could say that games (and especially
chess) are the Formula-1 of computer science. The family of mancala games has been
147
introduced in Artificial Intelligence relatively early, although most research is
restricted to only two games: Kalah and Awari.
Kalah
The game of Kalah is a modem, commercial variant of mancala. It was
introduced in the 1950s by a firm called “The Kalah Game Company” (owned by
W.J. Champion). In 1960, a first computerized version of the game was created and
many others followed. Today, it is even possible to play Kalah (called Bantumi)
against your cellular phone (see http://www.nokia.com/games/bantumi.html). In
Artificial Intelligence, Kalah has been studied as early as 1964 by Richard Russel. He
wrote a program, called KALAH that actually could play the game. In 1968, A.G.
Bell wrote another computer program that could leam in some way from the errors
that it made. A year later, Slagle and Dixon (1969, 1970) used the game of Kalah to
illustrate another algorithm for playing games. After this period, Kalah lost the
interest of AI game researchers, that is, until last year. Using some of the advanced
techniques that were developed for chess, Irving, who is an undergraduate student at
Caltech University, was able to find the winning strategy for Kalah (Irving et al.,
2000). Kalah is played by two persons on a board with two rows of six pits and two
additional stores. At the start there are four counters per pit. It uses single-lap sowings
and the opposite-capture rule. The own store is included in the sowing, but the
opponent’s pit is skipped. A sowing that ends in the own store grants the player
another move. In some of the Kalah programs the pit from which a sowing starts is
skipped during a large sowing, but in other implementations it is not. The game ends
if one of the players cannot move anymore. The other player then captures all
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counters in the own pits. The player who captured the most counters wins. It is
possible to bend the rules of Kalah a little and to play Kalah with less or more
counters per pit, or with another number of pits per row. The following table shows
the game-theoretic value of Kalah-instances, i.e., whether the starting player can win
the game, will lose it or whether the game is a draw if both players play optimally.
The smaller instances of Kalah were solved by considering every possible
position that actually can arise during a game of Kalah. Databases were created in
which every position and its game-theoretic value is stored. The larger instances of
Kalah were solved by game-tree search. For these instances, only a winning strategy
from the opening position is known explicitly. The program is however able to find an
optimal strategy for every position that can occur during a game of Kalah. This means
that Kalah is not of interest anymore for those AI researchers that want the computer
to play the game of Kalah as substitutes or superiors of humans. However, for those
AI researchers and game psychologists who are interested in the human aspect of
game playing, the results that were collected for Kalah remain useful.
Awari
The other mancala game that gained interest from AI game researchers is
Awari. This game is played in West Africa and the West Indies. Awari is also known
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as Wari or Awale. Awari is played on a board with two rows of six pits and no stores.
Sowing happens in single laps and captures are of the 2-3 type. If the opponent has no
more counters available, a player should select a move that brings new counters to the
opponent’s pits. If this is not possible, the game is over. In Awari as it was
programmed, the pit from which a sowing starts is not excluded during a long sowing
(with 12 or more counters), in other variants of this game this pit is skipped. This
difference in rules is important for the construction of kroo’s. These are pits with so
many counters in it that a sowing travels the board one and a halve turn. In this way
many counters can be captured in one move. Building and playing a kroo is an
important strategem in Awari. The interest in Awari started in the AI community by
the construction of a program called OLITHIDION’ (Van der Meulen el al., 1990)
and has been growing steadily since then. The game of Awari is the only mancala
game that is played on the computer olympiad. This is an event in which all kind of
computer programs compete in several classical games like Chess, Checkers, and Go,
but also in new and artificial games like Hex and Lines of Action. Last year saw the
fifth edition of the computer olympiad and Awari has seen competition all five times.
Although Awari is played with the same amount of pits and the same amount of
counters per pit as Kalah, it appears that Awari is more difficult for the computer than
Kalah. Since Kalah is originally designed as a children’s game and Awari is mostly
played by adults, it seems that Awari is the more difficult game for humans too. One
way to understand this is the fact that in Kalah counters are automatically captured if
a sowing passes the stores. This means that in Kalah a repetition of positions is not
possible. Therefore, a game of Kalah will on average last shorter than a game of
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Awari. The number of choices in Awari and Kalah are the same, so the total game of
Kalah must be easier than Awari. The fact that a student has solved Kalah, but several
competing teams of AI researchers were still not able to solve Awari despite the
serious efforts done in this direction, also illustrates this. In the competition for
solving Awari, one strategy of the participating teams is to build large end-game
databases. These databases contain for a huge number of board positions how many
counters can be captured and which move is the best to play. The team of Lincke
(2000) already has constructed the databases that contain all board positions with 35
or less counters still in play. It is sure that it is impossible to create a complete
database with all possible positions. The expectation is that soon the game-tree search
from the starting position and the end-game database will meat in the middle.
Conclusions
Mancala games can pose many questions to mathematicians. Only a few
questions have yet been put forward and some of them were answered with or without
the support of computer science. In a few cases these answers can help in developing
better strategies for playing mancala (the Tchoukaillon positions), many others are
less relevant for players (the perpetual sowings). We hope that this paper will inspire
the reader to pose further questions. The researchers in Artificial Intelligence have
only looked at a few mancala games. The rich family of mancala games provides
games that differ much from Awari and Kalah, both in complexity and in strategy. For
those AI researchers that want to play or solve new games on their computers,
mancala games offer many opportunities. Some of the questions that might be worth
to be answered by AI researchers are:
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- What is the effect of a rule on the complexity of a mancala game (for
different types of complexity)?
Is it possible to predict the complexity of a mancala game on base of a
given set of rules?
What heuristics can be used for playing mancala games by a computer?
- How should special rules be handled like the lending of counters, covering
a pit, or cheating’?
Mancala games also offer opportunities for interdisciplinary research. In our
research on Dakon we showed that the computer can be used to assist cognitive
psychological research. Retschitzky and N’Guessan used an intelligent computer
program to investigate learning processes in players. The program was only used as a
fixed partner to play against. In (Donkers et al, 2001) a game algorithm is proposed
that uses knowledge on the opponent. This algorithm can in principle also be used to
determine the strategy that a (human) player is using against a computer. It could
therefore be used in a developmental-psychological research on the learning of
mancala games by children.
5.4 Dice Play
The origin of the well-known dice play, like many other ancient Indian games
is muffled into the hazy mist of antiquity. Earliest archaeological evidence of it we
find in the excavations of Mohenjodaro and Harappa wherein have been unearthed
numbers of clay and ivory dice pieces of which the former ones were all well-baked
and even painted. References to dice game are in abundance in early literature. Both
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the Rigveda and Atharvaveda speak of the prevalence of dice made out of vibhidaka
(terminalia bellerics) nuts and its play at several places. It formed part of the
ritualistic ceremonies like Rajasuya. In such ritual games, no specification about the
material of the dice is made, but instances of the usage of the gold imitations of
vibhidaka nuts are in evidence. But no where Vedic literature refers to the use of
cowries as dice.
Vedic literature accords only scanty account of the method of playing dice in
the Vedic spell. The Rigvada delineates the dicer as “Leader of a great horde”
(Senanirmahato ganasya) and gives the number of dice used in the gambling as
tripancasah, while the Taittiriya Brahmana (1-7-10) clearly points out to a passage
where a reference is made to the play with five dice. But modem scholars like Mrs.
Ludwig, Weber and Zimmer on the contrary, opine that many dice would have been
used in the gambling and this surmise in all probability may but hold good.
However, Vedic literature does not speak of the use of the dice board. But in
Vedic time dice were thrown on the depression (adnidevana) or (Irina) made in the
ground. No dice box was used but reference is made to a case for keeping dice in
aksa-vapana
The throw was known as Graha or Grabha. The stake was called vij. The
four sides of the aksa or dice had varied names: the side marked with one points was
kali, that with two point’s dvapara that with three point’s treta and that with four
points was called krta. In some games treta and in others kali was counted as the
highest throw. However the nature of the throws still gropes in obscurity. The St.
Petersburg Dictionary postulates that the names given above were meant to indicate153
either dice marked 4,3,2 and 1 or the sides of the dice so marked. Commentators like
Nilakantha, have supported the later interpretation. In the Mahabharata we get terms
like dyuta and durodara. There is a Sutra in Panini’s Grammar “atea Salaka samkhya
parina”. Evidently thereby in Paninis time (6th c B.C.) Salaka was used in gambling.
In the commentary on the Narada Smrti (6.1) the meaning of Salaka is given as a
four-side bar made of ivory. The Dasakumaracharita refers to the various kinds of
gambling.
Apart from the Vedic and Puranic evidences, Jatakas also make mention of
gambling with dice (1.151,221; 11, 61,131, Vi.171; 133, 137) the names of throws of
dice (VI 137) and of magic dice (II. 175) Buddhist literature enumerates the games
like Atthapada and Dasapada. Atthapada was a kind of gambling. It is now known
as Chaturanga-Indian chess. Buddhagosha has explained this term in his commentary
on Dighanikaya-Sumangala Vilasini as a game played on boards with eight rows
having eight squares for each row. It may mean any other game like draught from
which the modem game of chess has developed. We get clear mention of it in the
Hara Vijaya Mahakavya of Rajanaka Rattakara who flourished in 9th cent. A.D.
Dasapada was a game similar to Atthapada and it was played with a board of eleven
lines having ten squares in each row.
Interestingly, a bas-relief on the Bharhut rails portrays a scene where two men
are sitting face to face. There is a board in front of them which has six times five
squares and six little cubes with marks on the sides lying outside the board.
Apart from these literary and iconographic gleanings, excavations at many
historic places have brought to light number of dice and game boards revealing154
thereby the popularity of such dice play in historic period. Excavations at Taxila have
yielded a number of dice datable to Greek and Saka Parthian periods. They are
mostly of ivory, bone, slate and terracotta and invariably oblong is shape. The dice
are indicated with numbers 4, 3, 2 and 1 on all four sides by way of concentric
circle4s of simple dots. But no chess board is reported to have been discovered at
Taxila.
Excavations at Kumarahar have disclosed to view dice of terracotta and ivory
from period IV (300 A.D. to 450 A.D) Excavations at Nagarjunakonda, a famous
Buddhist site in Andhra Pradesh, have thrown a lucid light on the dice play. Besides
semidry ivory dice with points incised on them in accordance with those known in
Vedic India, traces of game boards on some of the basement slabs and ghat steps are
delineated from both religious and secular building of Nagarjunakonda. About twenty
dice made out of ivory are evidenced at Ikshvaku level. Majority of them bear
concentric circles while the others are marked out with a simple dot within a circle.
The average length of the dice recovered is 6 cms. The disclosure of such dice and
game boards from the excavations bespeaks the social life of the people of the day.
Among the building of Nagarjunakonda that bear the traces of game boards, bathing
ghat, burning ghat area and a Mandapa connected to fours poked stupa need mention
here.
To the west of Pushpabhadravami Temple and on the river bank of Krishna is
located the bathing ghat. This elaborate ghat measuring 100’ x 300’ id provided with
flights of balustrade steps and terraces. The core of the structure is built of brick in
lime and is securely lined with Cuddapah slabs perhaps for preserving it from the on-
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rush of waters. The slabs besides bearing inscriptions and masons, marks contain a
line drawing of game board. As the diagram, shows the game board consists of eight
rows having eight squares in each row. Evidently this is meant for playing ‘Attapada’
a game which was referred to as very popular by Buddhagosha in his commentary.
This game was favored by Ikshvaku rulers as well (A.D. 25-310)
On the northern slope of the Nagarjunakonda hill and overlooking the river
Krishna are situated structures pertaining to the burning ghat of Ikshvakus. In the
same area, a forty-eight-pillared hall also was disclosed to view. On some of the
flooring slabs of this Mandapa are incised figures of game boards in rows of two,
three and five consisting of same number of squares in each respective row. The
mode of play with this kind of game board may resemble the modem game “Pachisi
Besides, another game board which is fragmentary is seen on the mandapa
flooring slab near four-spoked stupa. From the extant portion of the board, it can be
taken as one generally used for Attapada play.
These games were not uncommon in ancient India. Numerous instances are
there to cite of games like chess, dice etc. played in the club houses. The Vedic and
Smrti literature vividly points out those gambling houses were managed by the state.
The Arthasastra advocates the strict control of gambling. Buddhist, Jain and
Brahmanical literatures speak of the existence of gambling houses at several places.
There is not much disparity between the games played in ancient and modem times.
The modem games like “Zanabetha” “Pulijudam”, “Attachamma” and “Pachisf'
reveal their close affinity too many of the ancient games. The games Attachamma
and Pachisi have closer affinity to the ancient Indian games of Attapada or Dasapada156
dice play. In all probability, these modem games are only derivatives of those ancient
games and have come down to us. At Nagaijunakonda, the evidence supplied from
the excavations confirms the continuance of the ancient tradition of the chess play in
India as a popular game. This incidentally helps us in constructing the social history
of the Ikshvaku people in the matter of amusements.
5.5 Dyutam - Gambling
In the Bhagavad-gita, Tenth Chapter you will find that Lord Sri Krishna says,
dyutam chalayatam asmi: 'Amongst the all kinds of cheating professions, I am
gambling.' Krishna says that 'Amongst all kinds of cheating business, I am gambling.'
Gambling... There is in gambling... It requires some expert brain, how to play
gamble. So that expertness, that part of expert endeavour, is Krishna. So we should
not think, 'Oh, because Krishna is gambling also, so let us engage and devote in
gambling.' No. Krishna is everything. Krishna is everything, but we have to select
favourably, not unfavourably. Svalpam khalv idam brahma. Without Brahman,
without Krishna, nothing can exist. Everything existing on his energy. The same
example can be given that every department is government department. Therefore, if
a prisoner says, 'Yes, I am in government department,' that sort of knowledge is not
very good. 'Because prison department is also criminal department, is also
government department, so instead of becoming in the university department, let me
go to the criminal department,' that is not congenial."(Prabhupada's Lectures, New
York, Caitanya-caritamrta 1967).
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Chance plays a great part in human life and no wonder if man tried to gain
some knowledge of future events through games of chance and also adopted
them as means of recreation. Giving instances from many ancient and modern
races, E. S. Hartland has rightly pointed out: "Gambling is a passion confined
to no race or country, to no rank of society, to no plane of civilisation".
Beginning from the famous hymn of the R. V., Indian literature provides
innumerable instances of gambling. The Nilamata prescribes gambling on
Dipavali, to know the goodness or otherwise of the coming year for the
players. The belief still exists in various provinces of India but has gone away
from Kasmira. The neighbouring land of Tibet has it in the form of annual
gambling ceremony wherein the Grand Lama at Lhasa plays dice with the
demon and by defeating him announces good luck for the coming year.
Gambling Has Roots in Most of the World's Religions
When it comes to gambling on reservations, there are generally two camps.
Proponents believe that reservation casinos are conducive to self-sufficiency and
autonomy, while opponents believe that gambling is destructive to the socio
economic fabric of a community, not to mention what it does to the individual.
Gambling proponents are criticized for their immorality, but they themselves will
argue that economics and spirituality are separate issues, and that the real issue is
power.
The gambling controversy appears to be a conundrum,(riddle) but as a wise
man once said, "Truth is what the opposites have in common," and the middle ground
in this case is indeed spirituality. The dominant religions of the world judge gambling
on a moral basis, claiming that it has secular origins. But not too long ago, gambling
on many reservations was intricately connected with religious rites and festivals and,
158
in fact, such sacred gambling also lies at the root of Western religious development.
Although it may seem to be a contradiction in terms, gambling is as spiritual as
praying. Both activities seek divine affirmation and reversal of fortune.
Archaeological Records Equate Dice with Cycle of Death and Rebirth
No historical period or culture on the globe lacks the means for gambling, and
it was often associated with death and rebirth. One Egyptian tomb-painting (c. 3500
BCE) depicts a nobleman in his after—life playing a dice board game of hounds and
jackals. A Sumerian board game was found in a royal cemetery dated to circa 2600
BCE. Antelope anklebones, presumed to have been used as dice, are often found in
prehistoric tombs and burial caves around the world, perhaps for afterlife recreation,
or so the dead could "re-create" life. Icelandic and Hindu mythology mirror many
Native American myths that claim that the gods destroy and recreate the world on a
dice board.
The moral judgment of gambling as a sin in Western thinking might have
begun in Roman times when citizens bet future wages, homes, wives, and children at
the gaming tables, prompting legislators to establish antigambling laws. Throughout
the Dark Ages the Church vigorously and unsuccessfully blasted against gaming as a
vice, or because it was too closely woven to the gods of the pagan religions. Sir Petty
in the seventeenth century argued that the Sovereign should guard "gamblers, lunatics,
and idiots" from their own worst instincts. That's when Pascal and colleagues worked
out the mathematical probability of the fall of the dice. The theory of probability
promoted a new confidence in gamblers, as if reason could override chance, of
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particular interest to insurance underwriters. Thus, gambling and spirituality were
forever severed in Western thought.
Gambling, across the board, was originally considered to be a means by which
devotees could contact the deities, with one overriding exception in approach:
gamblers in the Old World cast lots to divine the will of the gods and to forecast the
future, while Native Americans played gambling games to come into harmony with
their universe.
Ritual Gambling Brings Harmony to Cosmos in a Hundred Myths Surveyed
A survey has been carried out and collected more than hundred gambling
myths originating from various parts of the world.
In North America
The primary message appears to be that gambling, within a traditional context
for such purposes as weather control, bringing back the sun, the plants, the buffalo, or
the health of an individual or group was sanctioned, but that gambling outside of this
context was dangerous for the well-being of the gambler as well as the community
and the cosmos. For instance, in gaming mythology, when humans go up against the
super beings, the stakes include all of one's possessions, slavery, arms, legs, eyes, and
heads—often in that order. Whole tribes and worlds are often destroyed and it is up to
the hero gambler to restore them. The Paviotso myth demonstrates the point:
Paviotso Myth: While hunting one day, a boy is told by a little bird that
Centipede has killed all of his people through gambling, cut out and dried
their hearts, and strung up all their hands together, burning the rest of their
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bodies. The bird instructs the youth in how to beat the gambler. With the help
of owl and gopher, the youth wins. He throws Centipede into the fire and
plants the dried hearts in the damp earth. His people are restored on the third
sunrise
Lilliooet Myth: An old woman tells a bankrupt gambler to go to the mountains and
train for four years. At the end of that period, he goes to a lake where, on the other
side, are two underground houses; good people live in one house, cannibals in the
other. He enters the house of the good people, whereupon the chief readies him for
gambling by whipping him four times, washing him, and giving him his two
daughters. The gambler then enters the other house, where he stakes his two wives
against the two daughters and property of the bad chief, and wins. The gambler
returns the property to the bad chief but keeps the daughters as wives. Now he has
four women who each bear him a daughter. He returns home and enjoys infamy as a
great gambler. When a man asks the gambler his secrets, he sends him directly to the
cannibal people. And since this gambler has not prepared himself, he is eaten.
Gambling Myth in Ancient Hindu Mahabharata
Analogous to the "test theme" gambling myths of the Americas is the ancient
Hindu text called the Mahabharata. Two cousins play dice to determine the rightful
heir to the throne. The initial loser, Yudhisthira, is the son of Dharma, considered to
be the God of Universal Law (cause and effect). Yudhisthira undergoes a thirteen-
year sojourn through the forest, during which time he learns volumes of spiritual
principles (all of which are in the Mahabharata). Only after he passes certain tests
presented by deities can he return to take his rightful place as ruler of the universe.
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This dharmic action, is analogous to "right gambling" described in the also in North
American myths.
Gambling a Metaphor for Balance in the Continuum, Death, and Rebirth
It is a common occurrence for many figures in Native American mythology to
play alternate roles as a good gambler or bad. Gambling stories aren't about good
versus evil, but that good and evil are part of a continuum that must stay in balance. In
fact, the bad gambler isn't always killed, but is whittled down to a more manageable
force. On the other hand, after the Navajo Great Gambler is defeated, he is shot into
the air where he transfigures from an enemy into a god of a whole new race of people.
Nature's continuous flow between birth, death, and rebirth is mimicked in the constant
ebb and flow of game playing between two sides.
With this backdrop, we try to examine whether the famous dicing game of
Mahabharata depicted in Sabha Parvan was really a cheating? Or an accepted
cheating? Was it Dharmic to play a gambling? Was gambling a social ethos?
Dharma, according to Yudhishtiraas conception, is a god. Dharma is also Law
- not only the law that governs the states and affairs of men, but also moral law and
natural law. Dharma is the field on which all karmic action unfolds. This we sow, thus
we tend the crop, so we reap. Dharma controls all that; it is dharma in which it all
happens. The concept of dharma is not rigid, like the western concept of Fate, but it
recognizes the power of individual determination. That determination is expressed
through sacrifices and austerities, and if it is intense enough, it can alter the karmic
balance.
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At this point in the story, if Duryodhana had followed through on his vow,
released hold of everything but his hatred, and nourished that until his body rose in
bright flame, the Pandavas could have been goners, (a person in desperate straits) and
we would have had a different story. But now Duryodhana listened to Sakuni, and we
have the Mahabharata.
The Game of Dice
Sakuni was Duryodhanaas uncle, younger brother of Dhritarashtraas wife, the
virtuous Gandhari. He was shrewd and unscrupulous, well known in the courts of
Hastinapura and Indraprasta as an expert dice player. He proposed to invite the
Pandavas to a game of dice and exploit Yudhishtiraas inability to resist a challenge.
Sakuni was confident that he could defeat Yudhishtira, and Duryodhana could take in
a game what he could not take on the field of war.
They sent old Vidura with the invitation to play. Vidura was honest as the day
is long and boring as scripture. Tiresome as he was, he loved the Pandavas.
"They want you to come to a game of dice, " Vidura told Yudhishtira.
"How kind of them," said Yudhishtira. "Of course we will come."
"But you must not play the dice, Yudhishtira. Gambling is wrong."
Yudhishtira said, "Uncle, you know that I may not refuse a challenge."
"You know they will cheat," said Vidura.
"I may not refuse a challenge."
Duryodhana built a new assembly hall in which to hold the contest, and he
invited all the kings to attend. The Pandavas travelled to Hastinapura with their wife163
Draupadi, but without Krishna, who was busy fighting other wars elsewhere.
Draupadi retired to her quarters, and Yudhishtira and his brothers entered the
assembly hall.
"Have you come to play dice," demanded Duryodhana.
"A king may not lawfully refuse a challenge from another king," said Lord
Dharma.
"I challenge you," said Duryodhana.
"I will play."
"My uncle Sakuni will cast the dice for me," said Duryodhana.
"Isnat that a bit unorthodox?" asked Yudhishtira.
"Do you refuse to play?" challenged Duryodhana.
"What will be, must be," said Yudhishtira. "Let us play. I will offer this
magnificent golden chain as my stake."
Yudhishtira lost, of course. The dice they played was not our modem game of
pure chance, but a game that involved number skills and quick hands, and Sakuni was
an expert. And he cheated. Probably, it is not possible to know how he cheated.
Yudhishtira lost everything - his palaces and lands and herds, his chariots and his
servants, the very clothes on his back.
Sakuni said, "Do you want to play again?"
"I have nothing left to stake," said Yudhishtira.
"You have your brothers."
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There was an audible gasp from the audience. Yudhishtira was clearly shaken,
but he remained steady. He spoke to Duryodhana.
"Prince, consider. Is this lawful and wise?"
Duryodhana gave him that look, between a smile and a sneer.
"You are Lord Dharma. Do you refuse to play?"
"So it will be," said Yudhishtira.
In quick order, they were all gone. Steadfast Nakula and Sahadeva, the
splendid swordsmen; mighty Bhima, Wolf-Belly; Arjuna, Lord of Victory, the Left-
handed Archer; each in turn was stripped of his weapons and his warrioras garb and
sent to kneel among the servants. Yudhishtira had only himself to lose, and when
Duryodhana challenged him to stake his own liberty, he lost that too.
Sakuni said, "Do you want to play again?"
"What is left?" said Yudhishtira, wearily.
"Your wife."
"Play."
"No!" "Yudhishtira, you must not " "Yudhishtira, you have carried this too far." "This
must not be allowed." Murmers of protest and repulsion came from the assembled kings. But
the fierce insanity of the gambler on a roll blazed from Sakunias eyes, and Duryodhana was
virtually trembling in anticipation of his total triumph. With a sweeping, humiliating gesture,
Sakuni played.
165
There, lave won again," said Sakuni.
Duryodhana cried. "We will make her into a serving maid, and she can clean the
palace. Vidura, go fetch Draupadi."
But Vidura refused, chastising Duryodhana. "Fool, donat you realize that you are
playing with fire. You are behaving like a child; you are a deer rousing tigers."
"Vidura still fears the stupid Pandavas." Duryodhana summoned a servant.
"Pratikami, go fetch Draupadi."
But when Pratikami went to fetch her, Draupadi refused to come. "First," she
commanded the servant, "ask Yudhishtira this question - did you lose me before or after you
lost yourself? Bring me his answer, and I will come with you."
When Pratikami returned to the assembly hall without Draupadi, Duryodhana was
furious. "Duhsasana!" He called his brother.
"Yudhishtiraas whore demands an answer. Go, tell her that she is legally won, and
bring her here."
Duhsasana had to subdue Draupadi by force. He dragged her out of the
womenas quarters and into the assembly hall by her hair. And there, in front of all the
kings and the defeated Pandavas, he mocked her, called her whore for having five
husbands, and vowed to have his way with her. Then, as Draupadi stood helpless, clad
only in a nightgown, weeping with shame and rage, Duhsasana ripped her gown from
her to expose her nakedness.
But she was not naked. She was still clad in her simple shift. Cursing,
Duhsasana reached out again and ripped it off.
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And Draupadi was still not naked.
Again and again Duhsasana ripped Draupadias clothes away, until the floor of
the assembly hall was littered in a rainbow of gowns. And she was still not naked.
Absolute silence descended on the assembly hall. There were only two people in the
whole world. There was Draupadi, clothed in the lawfulness of her rage. There was
Duhsasana, exhausted and suddenly afraid. And then Bhima rose. In the silence, the
vow that he spoke then echoed through every corner of the three worlds.
"Duhsasana, when the final battle comes, I will tear your chest open and drink your
blood"
"King!" Draupadi broke in and addressed Dhritarashtra directly. "Father-in-law I call
you, for you have been a law-wise father to your brother Panduas sons, my husbands. When
Yudhishtira lost himself, he lost the right to lose me. My husbands are lost, but I am free. Will
you protect your daughter-in-law when she has lost her husbands? Great king, you must
answer."
"Father!" Duryodhana interrupted her. "Draupadi is lawfully won. You must not
listen to her harlotas tricks." And he flashed his left thigh at Draupadi - the Sanskrit
equivalent of an obscene gesture - and glared at Bhima.
Again, a shocked silence fell, and all the worlds shook with Bhimaas second
vow.
"Duryodhana, I will crush that thigh with my club before I kill you."
Dhritarashtra, deep in his blindness, lost in his love for his sons, his and
Gandharias, suddenly felt cold with fear, fear for his sons.
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Draupadi, daughter, you are free. Ask a boon.
"Set Yudhishtira free."
"Yudishtira is free," said the King. "Ask another boon."
"Nakula, Sahadeva, Bhima and Arjuna - set them free."
"They are free; let their chariots and armor be returned. Draupadi, you may ask a third
boon."
"With my husbands free, I need no further boon. Everything I need, they will win for
me with their strong arms."
"Excellent answer, excellent answer," murmered the assembled kings.
"All that Yudhishtira lost will be restored," said King Dhritarashtra. "You may return
to your kingdom in safety, your fortunes intact."
"Old blind fool," muttered Duhsasana.
"Scared rabbit," sneered Sakuni.
"I canat believe he did that!" moaned Duryodhana.
"Father," he pleaded. "Send after them; let us have one more round of dice."
These were the stakes that Duryodhana proposed to settle the game. They
would play one round; the losing party must spend twelve years in the forest, in exile,
clothed as hermits, then a thirteenth year among the people, in disguise. If they should
be discovered during the thirteenth year, they would have to spend another twelve
years in exile. If they are able to escape detection, then the kingdom becomes theirs.
Of course Yudhishtira agreed to play, and of course he lost again, and a new
phase of the Pandavasa lives began, the years of forest exile
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But then the year was over, the vanavasa ended, and Duryodhana, predictably,
refused to relinquish the kingdom.
The third Dice game:
Mahabharata states that after Yudhishthir had lost everything in the first dice
game, the repentant Dhritarashtra gave him back all that he had staked. When the
Pandavas were returning to Indraprasth, Dhritarashtra - at Duryodhan’s insistence -
summoned them once again for another game of dice. Yudhishthir lost this second
dice game too and, as its consequence, the Pandavs went into exile.
What type of game did Shakuni and Yudhishthir play? They had no counter
and no game-board. Either side would announce a stake and throw the dice. He whose
throw was greater won. The dice-game chapter of the Sabha Parva (Book of the
Assembly Hall) states that on each occasion after hearing Yudhishthir announce the
stake, Shakuni cheated while throwing the dice exclaiming, “Fve won” every time.
This makes it clear that with each throw of dice a turn of the game was complete.
Many do not know that, a few days before the Kurukshetra war, Yudhisthir
had played yet once more at dice with Shakuni.
One morning, twenty-five days before the Kurukshetra war, Yudhisthir was in
his camp listening to Sahadev reading out the list of provisions when the guard
announced, “Dharamaraj, a well-dressed hunchback seeks audience. He will not give
his name and says that his message is most secret, to be delivered only in person.”
“Bring him in at once,” said Yudhishthir. The visitor was old, with a crooked back, a
wrinkled, clean-shaven face, a huge turban on his head, a blue necklace round his neck and
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wore a long shirt over loose pyjamas. Touching folded hands to his forehead he said, “Hail to
Dharmaraj Yudhishthir!”
Yudhishthir asked him, “Who are you, venerable one?”
The visitor replied, “Maharaj, forgive my impertinence, but my words are only for the
royal ears.”
Yudhishthir said, “Sahadev, you may leave now.” Annoyed, Sahadev left plagued by
a nagging suspicion.
The visitor spoke softly, “Maharaj, I am Subal’s son Matkuni, Shakuni’s step
brother.”
“What! You are our venerable maternal uncle! Pranam, pranam—how fortunate we
are! Pray be seated on this lion-throne.”
“No Maharaj, this low seat suits me.”
“Alright, alright! Then sit on this jackal-skin covered seat. Now kindly state what
brings you here. Uncle, I have not ever seen you earlier.”
“How would you, Maharaj! 1 live in secret. Moreover, the last thirteen years I have
been abroad. My hunch does not permit me to follow Kshatriya mores. Therefore, I have
acquired proficiency in magical arts. The divine architect Vishvakarma has blessed me with a
boon. Eldest of Pandavs, I hear you are extraordinarily adept at gambling and the very heart
of dice lies on your fingertips”.
“Hmmm... So people do say.”
“Yet you have been worsted by Shakuni. Do you know why?’
Frowning, Yudhishthir said, “Shakuni defeated me by cheating unrighteously.”
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With a lop-sided smile Matkuni responded, “In dicing there’s nothing like cheating
and playing fair. The dice-game where both parties depend wholly on luck is termed ‘fair’. If
one player depends on luck and the other wins by his own efforts, then the defeated party
usually complains of cheating. Dharmaraj, your luck lost to the dice thrown by Shakuni’s
prowess. If you take recourse to a mightier force, against Ravana use Rama, the goddess of
dice will garland you alone.”
“Uncle, I fail to grasp your drift.”
“Son of Dharma! Listen to a secret: I made Shakuni’s dice. Within it I have
established a mantric power because of which its throw is infallible. Wicked Shakuni, having
learnt the art from me, discarded me like an elephant excreting a wood-apple. He had assured
me that, after exiling the Pandavas, Duryodhan would install me on the throne of Indraprasth.
After you left for the forest, when I reminded Duryodhan of the promise he said, “I know
nothing. Speak to Uncle.” Shakuni said, “What do I know? Go to Duryodhan.” Ultimately,
these two despicable creatures using tricks and force consigned me to the dungeons of far-off
Bahlik country. After thirteen years, somehow I managed to escape and have sought
sanctuary with you. Dwarf-like I aspired for the Indraprasth-moon. Because I sought
Indraprasth, I have suffered such calamity. After you are victorious, if you give me the
Gandhar Kingdom by driving away Shakuni, I want nothing more.”
“As reward for the disaster piled on my head by your dice?”
Matkuni quickly looked away and said, “Please don’t raise that topic again, Maharaj.
Hear me out. I have received confidential information that Sanjay, sent by Dhritarashtra, is
about to arrive here. Egged on by Duryodhan and Shakuni the blind king is summoning you
once again to a dice game. Maharaj, do not let this great opportunity slip by”.
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Just then, the grinding of chariot wheels was heard. Matkuni anxiously said, “There,
Sanjay has arrived. I beg you, Maharaj, please do not reject Dhritarashtra’s proposal out of
hand. Say that you will reply later after considering the matter. When Sanjay has left, I will
tell you everything. For the present, I am hiding in the next room.” After the usual formalities
of enquiring after their welfare, Sanjay broached the reason for his arrival:
“O best of Pandavs, I am but the messenger, do not blame me. Dhritarashtra has said
thus:
‘Yudhishthir my son, the five of you are as dear to me as my hundred sons. It
is my bounden duty to prevent this destructive fratricidal war at any cost. I
am powerless, old and blind; my sons are disobedient and eager for battle.
After racking my brains, I have decided that instead of violent armed
confrontation it is the non-violent dice-game that can resolve the enmity of
both parties. With great difficulty I have been able to get my sons and their
friends to consent to this arrangement. Hence, come with all your dear ones
to the Kaurav camp and once again engage in a throw of dice with the same
stake as last time: the Kuru-Pandav Kingdom. If Duryodhan’s representative
Shakuni loses, the Kauravs will leave the kingdom with their retinue for the
forests forever. If you lose, then you too will have to give up hope of
kingdom and retire to the forest permanently. My son, do not fear deception. I
will keep ready two sets of dice. You can with your own hands select one.
Shakuni will play with the other dice.’
‘What can be more unexceptionable than this arrangement? I anxiously wait
to hear from Sanjay of your concurrence. My dear Yudhishthir, may your
discrimination work for the welfare of your five brothers and saving the lives
of eighteen akshauhinis along with the Kuru-Pandavs.”’
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Yudhishthir said, “Inform the Kuru monarch that he has put before me an
extremely difficult problem. I will reply to him after carefully considering the
matter. Now please rest and have food. Return tomorrow.”
“No, Maharaj, I have to return immediately. Rest is out of the question.
Victory to Dharma’s son!” Saying this, Sanjay took leave.
Emerging from the side-door Matkuni said, “Maharaj, your reply has been correct.
Now listen carefully to my advice. This very afternoon dispatch a trusted emissary to
Dhritarashtra without letting your brothers know. Your messenger will say, ‘O venerable
eldest uncle, your word is my command. Even though most detestable, I accept this third dice-
game. I do not require your dice and will depend on my own. Shakuni too will play with his
own. I also accept the stake you have proposed. Only one condition I beg you to accept:
Shakuni and I will both play with only one dice each and the dice will be thrown only thrice.
Whoever’s cumulative throw is greater, will win.”
Yudhishthir said, “O Subal’s son Matkuni, you are my maternal uncle by relation, but now it
seems you are senile. How dare I challenge Shakuni once again? If you provide me with dice
like Shakuni’s, then the encounter will be between equals. But even then, where is the
assurance of my victory? What is the reason for objecting to the dice arranged by
Dhritarashtra? What is the intention behind restricting the game to three throws when the
greater the number of throws the more the chance of accumulating greater numbers? And
what is the proof that you are not Duryodhan’s spy?”
Matkuni replied, “Maharaj! Peace - be still! All your doubts shall I slice through. If
you play with the dice chosen by Dhritarashtra, your defeat is inevitable. Cunning Shakuni
will never play with that dice. Like a magician, by sleight of hand he will change it in a flash
for his own and play only with that. I did not lie idle in the Bahlik dungeons so long. After
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tireless research, I have created a dice infused with even greater mantric power. This new
creation I will place in your hands. Shakuni’s dice will become ineffectual the moment it
nears this. Maharaj, there is not the slightest doubt about your victory. My instrument is most
subtle. That is why throwing it too often in a single day is not permissible. Shakuni’s dice,
too, does not remain potent over a long period. That is why he will agree to your proposition
with alacrity. For your victory, three throws are enough. The dice is with me. Test it out.”
Matkuni took out an ivory dice from the bag at his waist. Yudhishthir noticed
that the dice was like Shakuni’s, equally well made with smooth faces, rounded at the
edges, a tiny hole at the centre of each dot.
Matkuni said, “ Maharaj, throw it thrice”.
Yudhishthir did so. Every time the throw showed six. Surprised, he sought to inspect
the dice, but Matkuni snatched it away and putting it back into his bag said, “This mantra-
infused dice is not to be handled unnecessarily as that affects its special powers.”
Yudhishthir said, “Your dice is dependable no doubt. But who will stand guarantee that you
will not betray us?”
“My head is forfeit. Take me into custody from now on with two guards in constant
attendance with drawn swords. Order them that if news of your defeat is received, they should
behead me. Maharaj, now do you believe me?”
“I do. I will act upon your advice. Right now I’ll dispatch a messenger to the Kuru
King. You will reside in a secret place guarded by armed sentries. Neither Kuru nor Pandav
will know of your whereabouts. If I win, you get Gandhar. If I lose, you die. Now, give me
that dice.”
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“Maharaj, if the dice remains with you, it will lose its special powers in the absence
of proper care. Let it remain with me. I will constantly reinforce its mantric force and will
hand it over to you before you depart. If you so wish, you can visit me daily to practice with
it.”
Yudhishthir said, “ Matkuni, your useless life is now at my mercy. But my brains, my
kingdom, my dharma- all are in your hands. There is no way out for me but to listen to you.”
With all royal panoply, the assembly hall sat down for the dice game. Dhritarashtra
could not remain at peace. For observing what would happen, he came down to the Kaurav
camp from Hastinapur for a couple of days. His faith in Shakuni’s abilities was unbounded.
He had not the slightest doubt regarding the victory of the Kuru camp.
In the assembly hall after Krishna, Balaram, the five Pandavs, Duryodhan, his
brothers and Dhritarashtra all had gathered together Bheeshma spoke; “I condemn this
gambling meet. But I am the Kuru monarch’s servant. Hence, despite the utmost reluctance, I
have to witness these shameful proceedings.” Dronacharya said, “I am of the same opinion.”
Bheeshma continued, “Maharaj Dhritarashtra, it is necessary to ensure that no illegal or unfair
deed in violation of the rules of dicing is committed in this assembly. I propose that Shri
Krishna be appointed chairman to regulate the proceedings.”
Duryodhan objected, “Shri Krishna is in the Pandav camp.”
Krishna said, “What Duryodhan says is not untrue. Moreover, with my elder brother
present, I cannot chair the meet.”
Then, with the consent of everyone, Dhritarashtra appointed Balaram to the task.
Balaram said, “Why delay? Let the game begin. O assembled nobility, in this gambling match
Shakuni on the Kaurav side and Yudhishthir on the Pandav side will play for their respective
camps using only a single dice each. Each will cast the dice only thrice. The person who
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obtains the largest number of points will win. The stake of this gamble is the entire Kuru-
Pandav kingdom. The loser will hand over the kingdom to the winner and, laying aside all
warlike intentions, he will have to retire the forest with his party forever. Subal’s son
Shakuni, as the elder you shall have the first chance to cast the dice.”
Happily, Shakuni made his throw and exclaimed, “I win!” Immediately after falling, his dice
was seen to roll a little and then remain still, showing six dots on top. Kama, Duryodhan and
others shouted with delight, “Victory is ours!”
Balaram said, “Yudhishthir, now it’s your turn to play.”
Yudhishthir’s dice turned over once and remained steady. It, too, displayed six dots.
Pandavs exclaimed, “ Dharmaraj’s victory!”
Balaram said, “You’re all making a lot of noise unnecessarily. No one has won. Both
parties are equal.”
Grimly Shakuni said, “Still two throws are left. I’ll win both.”
The second time Shakuni’s dice did not roll at all. It remained stationery after falling,
showing five dots. Yudhisthir’s dice showed six as previously. Shakuni noticed his dice was
quivering.
The Pandav camp roared exultantly. Rebuking them, Balaram said, “Beware! Another
shout and I’ll evict you from the assembly.”
Silence descended. With bated breath, every eye strained to see the final throw.
Shakuni, gone pale, threw the dice for the third time. The dice fell with a thud like a
lump of mud - a single dot!
Yudhishthir threw six again. Balaram in a voice grim as thunder announced, “The
victory is Yudhisthir’s.”
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At that moment, everyone noticed with amazement that the dice cast by
Yudhishthir was making tiny hops, inching towards Shakuni’s dice.
The assembly burst into uproar - “Maya! Magic! Illusion! Hypnotism!”
Duryodhan flinging his arms and legs about shouted, “Yudhisthir has cheated! We do not
accept his victory. Does any decent man’s dice ever move about?”
Balaram declared, “I will inspect the dice of both parties.”
Yudhisthir immediately picked up his dice and handed it over to Balaram. Shakuni
closed his fist around his and said defiantly, “I will not allow anyone to touch my dice.”
Balaram frowned and said, “As Chairman of this assembly, my directive has to be obeyed.”
Shakuni sneered in reply, “I am not bound to obey you.”
Administering a resounding slap on Shakuni’s cheek and snatching away his dice
Balaram said, “O assembled people, 1 shall break open these dice and find out what is inside
them.” Saying this, he split open both dice by throwing them on a stone platform.
From Shakuni’s dice a tiny beetle emerged, moving its pincers feebly as if on the
verge of death.
From Yudhisthir’s dice a small lizard came out and immediately attacked the beetle.
The assembly was agitated like a storm-tossed ocean. Anxious, Dhritarashtra
demanded to know what was happening. Balaram informed him, “Nothing much. There was a
beetle in Shakuni’s dice”
- “And it’s bitten someone?” enquired Dhritarashtra anxiously, “How
terrible!”
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“Not bitten anyone, Maharaj. It was inside Shakuni’s dice. This insect is extremely
intractable and cannot be overturned or turned on its side. If kept inside a dice, it turns it over
to remain upright. From Yudhisthir’s dice a lizard emerged. This creature is even more
obstinate. Brahma himself cannot upturn him. Smelling the lizard, the beetle was paralysed
with fear. That is why Shakuni failed to get his desired throw.”
Dhritarashtra asked, “Then who won?”
“Yudhisthir” Balaram replied, “Both parties used false dice. Hence, one cannot raise
the objection of cheating.”
Yudhisthir then took Balaram aside and narrated the Matkuni matter. Balaram told
him. “You need not feel embarrassed. The use of false dice is permitted by the rules of
gambling.”
With supreme indifference Yudhisthir primly stated, “Plough-wielder, you are a
mighty hero but ignorant of the scriptures. Lord Manu has prescribed that dyuta is that which
is played using objects, while that which is played with living creatures is called samahavya.
Kururaj had summoned me for dyuta of unliving things but, unfortunately, living creatures
have emerged from our dice. Hence this contest is vitiated.”
Kama clapped enthusiastically and said, “Dharmaraj, your name is truly well-
deserved.”
Balaram announced, “Dharmaraj’s knowledge of scriptures is vast, although he is
somewhat deficient in practical sense. I accept that this contest stands vitiated. In that case,
the earlier match is also void for Shakuni had used the beetle-containing dice there too.
Kururaj Dhritarashtra, because of your brother-in-law’s unrighteous conduct, in violation of
scriptural prescription, the Pandavs have unnecessarily had to suffer exile for thirteen years.
Now return them their paternal kingdom, otherwise hell definitely awaits you in the next life.”
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Excitedly Yudhisthir exclaimed, “I don’t wish to hear anything. I am disgusted with
everything to do with dicing. We will win back our kingdom only by war. Elder uncle,
pranam, I am leaving.”
The Pandavs then left for their camp with exultant shouts. Krishna and Balaram
accompanied them. After returning Yudhisthir said, “My first duty is to free Matkuni. This
unfortunate fool’s entire effort has gone waste. Come, let’s comfort him.”
A little before this news had reached the Pandav camp that something had
gone seriously wrong in the dice-game assembly hall. When Yudhishthir and the rest
reached the prison, the two sentries were arguing whether Matkuni’s head should be
lopped off or whether, for the present, chopping off his nose would do.
Having heard everything from Yudhisthir, Matkuni beat his head and wailed,
“No, I find everywhere it is fate that prevails! I overfed the lizard to make it strong.
That is why that ungrateful creature jumped about and ruined me. Balaram somehow
saved the situation, but Dharmaraj had to mess it all up by quoting scripture. What is
the use of freeing me when Duryodhan is bound to kill me?”
Balaram said, “Matkuni, you need not worry. Come with me to Dvaraka.
Conclusion
The key to gambling mythology is that gambling universally is a metaphor for
both the crucifixion and the resurrection. This is even true in literature, as mouthed by
a bankrupt roulette-player in Dostoyevsky's novel, The Gambler: "One turn of the
wheel, and everything changes .... What am I today? Zero. What can I be tomorrow?
Tomorrow I may rise from the dead and start to live again!"
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In other words, the gambler, unknown to him or her, is looking for divinity.
Sure, on the surface they are seeking economic fortune, but they are also seeking a
personal transformation, for that feeling of invincibility and liberation, even if for
only in the moment of exhilaration. The moment is indeed transitory, and the seeking
of further moments is what can sometimes throw the individual out of integrity,
causing addictive cycles. Whatever the forces are that the gambler believes is causing
him or her to win or to lose; they can never sustain or nurture the gambler. Of course,
these forces do not exist outside of the self, but lie within one's own actions. The
native American myths show that the effects can be catastrophic.
Gambling addictions should not be viewed as inherently evil or immoral, but as a
disease of the spirit that uses pleasure to avoid pain. It is not that they are weaker than
most, for we are all caught in the cycle of pleasure and pain, but that their pain is
more acute and their search for spirituality more urgent. In many Indian philosophies,
this dilemma is known as divine discontent, and as the native gambling myths show,
such malaise is a necessary step in the process of becoming spiritual. Society can try
to exile or reform addictive gamblers but, ultimately, they must embark on their own
vision quest that takes them deeper into their traditional beliefs, and beyond. This is
not to say that gamblers should not suffer the consequences of their actions for, after
all, these are part of the experiment to "know the cause of things and how effects can
be controlled."
A short glimpse has been given on dicing during the Vedic period
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Aksa and rta; the ritual of dicing
Among the popular vedic assemblies sabha was clearly used for dicing. The
dicer was called sabhasthanu ‘pillar of the assembly hall, doubtless because of his
constant presence there. In view of the fact that the popular assemblies of the early
vedic age were places of the distribution of wealth, a question may reasonably raised
whether dicing or casting the lot had anything to do with the primitive distribution of
wealth: whether the king’s taking part in the ritual dicing was an illusory survival of
the past reality of equal distribution of wealth through casting the lot.
After the mimic cow-raid and its accompanying ritual which formed part of
the rajasuya yaga, the king sat on a chair or throne made of khadira wood which was
placed in front of the agnidriya shed. The priests and the ratnins took seats around
him. The brahma priest (according to some srauta sutras) handed over a wooden
sword to the king, from whom it passed on to several persons such as the king’s
brother, suta, sthapati, village headmen, kinsmen etc. with this the kinsman and
another official marked out a place for the dice play. According to the Apastambha
srouta sutra the superintendent of dicing did so. The priest gently beat the king from
behind with sticks of pure trees, doubtless to expel any taint ill. On the ground so
marked a quadrangular hut or shed was erected. Five dice were handed over to the
king to thrown by him, different significations being attached to the results of the
castings, such as the king’s victory in all the quarters or the dominance of the kali age
representing the king) over the three other ages. The play was so arranged that the
best throw of the dice came from the eking. It appears that the dice play required
golden pieces beyond a hundred or thousand numbers.
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He then throws the five dice into his hand with “may these five regions of
thine prosper”
Description of the ritual use of the dice at he agnyadheya and the rajasuya
ceremonies are found also in other texts.
The position and prominence of the game of dice are interesting. It is possible
to see in it a connection with the foretelling of prosperity, but it must have been made
the more natural in that the king was interested, we may believe even at this period, in
the revenue to be derived from dicing, which was carried on in the sabha, house of
assembly, and which in late times was assuredly a valuable monopoly, and probably
so in earlier days.
But the whole affair may be viewed in a different perspective. It appears that
though in later times dicing meant nothing more than gambling. Its original purpose
was different.
The aksha sukta of the rigveda itself points at the tribal character of original
dicing. It also contains a reminiscence of the very old social characteristic that wealth
should not be withheld, because that would go against the principles of rta. (Laws of
universe) evidently these were the social values prior to the development of the
conflict between social production and individual appropriation. In the early stages of
social evolution when the tribal organisations disintegrated, the king, although he had
by this time established his individual right on a large portion of social wealth, paid
lip-loyalty to ancient tribal customs. This explains why in the rajasuya the king took
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the dice in his own hand. The dice were not for the purpose of simple gambling, but
he symbols of some ancient social values, which the king was expected to uphold.
But definitely,
The dice were the symbol of ancient social justice and that casting the lot was
the means of equal distribution of wealth in early Vedic times.
Distribution: casting the lot
Now we are in a position to answer why the king in the rajasuya had to mine and
act of dicing. Casting the lot was one of the primitive means of distribution of wealth,
and the king of a later age— although he was too powerful— at least formally, took
an oath that he would maintain the inviolable rta, the spirit of ancient equality and
justice, and his taking part in ritual dicing can be explained in this sense. Casting the
lot was necessary, because the commodities gathered as collective wealth of the tribe,
to be distributed among the clans, had no fixed value in modem economic sense;
casting was then unknown. Thus bhagya (lot) was a means of bhaga (share).
5.6 Snakes and Ladders
It is a classic children's board game played between 2 or more players on a
playing board with numbered grid squares. On certain squares on the grid are drawn a
number of "ladders" connecting two squares together, and a number of "snakes" also
connecting squares together. The size of the grid (most commonly 8x8, 10x10 or
12x12) varies from board to board, as does the exact arrangement of the snakes and
the ladders: both of these may affect the duration of game play.
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Snakes and ladders' simplicity and the see-sawing nature of the contest make it
popular with younger children, but the lack of any skill component in the game
generally makes it less appealing for older players.
History
The Western form of this game was invented in Chrisilorian England, possibly
by John Jaques of Jaques of London HI. and was apparently adapted from the ancient
Indian game "Dasapada", dating back to the 2nd century BC. Some game historians
dispute this claim however.
The term "Dasapada" is a Sanskrit term and actually refers to a 10x10 square
gaming board and in chess is related to a variant of the standard chess game.
However, it is difficult to ascertain with any certainty, what connection modem
"Snakes and Ladders" has to Dasapadan chess.
Playing
Each player starts with a token in the starting square (usually the "1" grid
square in the bottom left comer, or simply, the imaginary space beside the "1" grid
square) and takes turn to roll a single die to move the token by the number of squares
indicated by the die roll, following a fixed route marked on the gameboard which
usually follows a boustrophedon track from the bottom to the top of the playing area,
passing once through every square. If, on completion of this move, they land on the
lower-numbered end of the squares with a "ladder", they can move their token up to
the higher-numbered square (known as "climbing the ladder"). If they land on the
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higher-numbered square of a pair with a "snake", they must move their token down to
the lower-numbered square (known as "sliding down the snake").
In most versions, a player who rolls a 6 with their die may, after moving,
immediately take another turn; otherwise the play passes to the next player in turn.
The winner is the player whose token first reaches the last square of the track.
A variation exists where a player must roll the exact number to reach the final square
(hence winning). Depending on the particular variation, if the roll of the die is too
large the token remains where it is, or the token may proceed to the final square and
then go backwards until it has transversed the same number of squares as the die
shows.
Specific editions
The most widely known edition of Snakes and Ladders in the US is Chutes
and Ladders, produced by Milton Bradley (which was purchased by the game's
current distributor Hasbro). It is played on a 10x10 board, and players advance their
pieces according to a spinner rather than a die. The theme of the board design is
playground equipment—children climb ladders to go down chutes (slides). The
artwork on the board teaches a morality lesson, the squares on the bottom of the
ladders show a child doing a good deed and at the top of the ladder there is an image
of the child enjoying the reward. At the top of the chutes there are pictures of children
engaging in misbehavior and the images on the bottom show the child suffering the
consequences.
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The most common in the United Kingdom is Spear's Games' Edition of Snakes
and Ladders, played on a 10x10 board where a single die is used.
Mathematics of the game
Any version of Snakes and Ladders can be represented exactly as a Markov
chain, since from any square the odds of moving to any other square are fixed and
independent of any previous game history.
In the book Winning Wavs the authors show how to treat Snakes and Ladders
as a (loopy) impartial game in combinatorial game theory even though it is very far
from a natural fit to this category. To this end they make a few "minor" rule changes
such as allowing any player to move any counter any number of spaces, and declaring
the winner to be the one who gets the last counter home. It is hard to deny that this
version, which they call Adders-and-Ladders, involves more skill than does the
original game.
Only one game of this kind
There is really one game, the game in which each of us is a player acting out
his role. The game is “PARAMAPADA SOPANAM”, the universal play of cosmic
energy. The game is a divine play. It is present in the nature of the supreme self. It is
this playful nature, which creates the world of names and forms - the phenomenal
world. The game is life itself, energy expressed as the myriad forms and feelings
presented continuously to the self.
The essence of the player is his ability to become, to adopt a role. That which
is the essence of the player can enter into any role. But once the player enters into the
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game, once he assumes the identity of the persona he adopts, he looses sight of his
true nature, and gets caught by maya (illusion). He forgets the essence of what it is to
play the game. The karma die decides his moves.
The purpose of this small game is to help the player gain this ability to
withdraw from his identifications and see how he might become a better player. For
this game is a microcosm of the larger game. Contained within the 72 spaces of the
game-board is the essence of thousands of years of self-exploration, the heart of
Indian tradition.
As the player moves from space to space, square-to-square, he begins to see
patterns in his own existence, emerging with ever-deepening clarity as his
understanding of the game broadens. His sense of detachment grows as he sees each
stage as temporary, some thing to move beyond. And once the temporality of any
space becomes a reality for the player, he can detach from that space, let it go as he
seeks to discover ever more about the wonder that is Being.
As with all games, her too there is a goal, an object to be attained. Because the
essence fo the player is his ability to identify, his only chance of “ winning” the game
is to identify with that which is his Source. This is Cosmic Consciousness, the essence
of pure being, which transcends time and space and knows no limits, is infinite,
absolute, eternal, changeless, the All, without attributes, beyond both name and form.
The game ends when the player becomes himself, the essence of Play. This is nirvana
or moksha.
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The creators of the game saw it foremost as a tool for understanding the
relationship of the individual self to the Absolute.
S.7 Pachisi or sarelu
Played by 4 or 2 players -96 houses -16 pawns - 4 colors of 4 each - yellow,
red, green, black - 2 rectangular dice: 1, 3, 4, 6, and 1, 3, 4, 6
Pachisi is the classic and most interesting of all race games, in which two or
more players toss the dice to maneuver their pieces to get “home” first. The incredible
appreciation of this game is probably due to the fact that the game combines both luck
and skill.
The game first appears on a pillar in Mallikarjuna temple at Pattadakal and
Jyotirlinga gudi at Aihole. Both are Chalukyan temples and the former belongs to
c.695-720 AD. and the later to c.720-740 AD.
Pachisi is played on a cross-shaped board subdivided into houses. General
belief is that the name Pachisi is attributed to “25”, the highest possible throw of the
dice.
It is surprising that the King of Mysore called this game as “Pagade Kayi
Ata”. This game has been named after the “pawn” rather than the number 25 and is
always played with two or more stick dice and not played with cowries. The King of
Mysore had great passion for this game and had created new types with divergent
rules, lay out, and greatly complicated versions.
Each of its arms has three rows of eight squares. The lay out of the board has
96 houses, are playing squares. 8 squares on each arm are distinguished by crosses,
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which are safe houses for the player in play. There is a large square in the centre,
called “Mukti Sthala”which is the starting and finishing position of the pieces.
The game is played by four players, each having four pieces. The game is also
played in two groups or individually. The two opposite sides are partners, and they
win or lose together. In order to distinguish them better, the yellow and green should
play against the red and black. Each enters from the centre, and then goes down the
middle of his own arm, and then round the board, returning up the centre of his own
arm from where he started. On going up the central square, Mukti Sthala, the pieces
are turned over on their side, to show that they have made the circuit. They can only
get out by throwing the exact number. The play starts by rolling the dice; these throws
count as follows
With 1+1 = 2 and grace, and play again
With 3+3 = 6 and grace, and play again
With 4+4 = 8 and grace, and play again
With 6+6 = 12 and grace, and play again
With 1+3 = 4
With 1+4 = 5
With 1+6 = 7
With 3+4 = 7
With 3+6 = 9 to start the game
With 4+6 = 10
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Game play:
The game commences and the pawns are entered by the throw of nine only.
All enter the board only with nine. So, likewise, a piece taken up can enter only with
nine.
Once a pawn is entered, it may move around the board and the number of
spaces that are rolled on dice — that is, you can break up your roll between two
pawns, but the spaces moved must match the numbers on each die.
After all four players’ pawns are entered, if doubles are rolled (same number
on both dice) - a blockade can be made. An additional benefit of rolling doubles is
that you get to roll again.
When two pawns of the same color share the same space, this is called a
blockade. No other pawns from any player may pass the blockade.
A player can enter his home path, if he has successfully killed atleast one of
his opponents pawn.
When a player's pawn lands on a spot where a single opponent's pawn rests
(by exact count of a die roll) then the opponent's pawn is captured and sent back to the
start to be re-entered. For capturing a pawn, the player may have a bonus chance of
play. The same rule applies to the double pawn when doubles are rolled on the dice.
After having moved all the way around the board, pawns enter a path to the
center of the board specific to their color. In this home path, they may not be
captured. To enter the center of the board (mukti sthala) — the pawn must arrive by
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exact count of the dice. The goal is to get all four of your pawns home before any
other player.
Tips in short:
□ The player with the highest roll of dies goes first.
□ Ties are broken with another toss.
□ A piece can't leave the starting area until a player throws a nine.
□ When you roll a nine, your pawn is placed in the right corner of the safety square.
□ After the piece is on this space, use other rolls to move it around the board. If you
don't want to use one of the die values in a given roll, choose Pass.
□ A piece can be bumped back to its starting area if an enemy piece lands on it. You
can't bump a piece that occupies a safety space.
□ Two pieces of the same color, on the same space form a blockade. No pieces can
move past the blockade, not even pieces of the same color as the blocking pieces.
You may not use a doubles roll to advance a blockade to a new space. No more
than two pieces can occupy a space at the same time.
□ When you roll doubles, you are allowed an additional roll.
□ Use the middle row of squares, the home stretch, to go to the final home square
when you approach home. You must roll the exact number needed to enter the
home square.
□ You have the option of bypassing your home stretch and making an additional
circuit around the board. Use this tactic to bump the piece of another player who is
in the lead, or on the verge of winning.
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□ Pawns can be converted into "super pawns". If two from the same player are
placed in the same square, they can move as a single pawn and can only be eaten
by another super pawn.
The strategies like
1. Entering the game only by rolling nine
2. The rules about re-rolling doubles
3. Conversion to super pawn
4. Principle of blockading
o two pieces of the same color occupying the same space can move
together on a single throw and two aligned pieces (of a single
player or partners)in a single space form a blockade which an
opposing piece cannot pass
o capture of multiple pieces occupying the same space must be by an
equal number of opposing pieces (which necessitates either the
capturing pieces moving as a block or
a single piece being able to move on to a square occupied by multiple
aligned pieces,
to be followed by another piece later accomplishing the multiple
capture.
The rules and strategies demonstrated in the game make King’s pachisi more adept,
absorbing and complex.
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5.8 Tiger & goat game
This is a hunt game and game between the extravagant Tigers and the
deceitful Goats.
The general rule of this interesting strategy game is the number of tigers varies
from 1 to 4, and the number of goats from 11 to 12 to 23 or 24. The general aim is to
hem in the tigers so that they cannot move, but the arrangement of pieces, the method
of play and the rules of capture vary from game to game.
The game is one player has a tiger and the other many goats. The tiger is
usually placed on the apex of the triangle and the second player enters his goats, once
at a time in alternative moves with the moves of the tiger. All the pieces move in the
same way, one step along a marked line, but the goats cannot be moved until all are
entered. The tiger, which alone can capture, takes goats by the short leap. The tiger
wins if he takes so many goats that they cannot confine him, the leopards if they
succeed in reducing the tiger to immobility.
Bagh in Nepali means "tiger", and chal means "move",
hence you could translate it as the "Tiger Moving Game" or
"Move the Tigers". It is Nepal's national game. This game is
called Adu-Puli atam in tamil, Puli-Judam in telugu and Huli
gatta in Kannada. This is played as a gambling game even to
this day in telugu speaking region.
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The game is asymmetric in that one player controls three tigers and the other
player controls up to fifteen goats. The tigers 'hunt' the goats while the goats attempt
to block the tigers' movements. The game is particularly popular during the winter
season-is often seen scratched into the dry earth, since the game is played outside in
the sun to keep warm!
How to Play the Game?
Game piece consists of 3 tigers, or large stones, and 15 goats, or smaller
stones.
Two people play the game, one using the tiger pieces and the other, the goat
pieces. The goal is for the tigers to capture the goats by jumping over them, while the
goats seek to encircle and trap the tigers.
Place the three tigers in each of the board’s four comers.
Place one goat at any intersection of lines, anywhere on the board. (At the next
“goat” turn, another goat will be placed on the board, at any intersection of lines.)
Next, move one tiger one step, moving along any straight line, from one
intersection point to another.
Goats: Once a goat is placed on the board, it cannot be moved from its
position until all 15 goats have been placed on the board. Once this happens, any goat
may move one step by following the straight line from one intersection to another.
Goats may move in any direction, to wherever there is an open intersection. Goats
never jump over tigers or other goats.
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Goats defend themselves from tigers by being moved into such a position that
a tiger cannot jump over them. This means the goats must not leave an open space
behind them into which a tiger can jump.
Tigers: As the first goat, and each succeeding goat, is placed on the board,
one tiger can move one step, following a straight line from one intersection point to
another.
Whenever the opportunity exists, a tiger may jump over one goat by following
the line on the board to the intersection point on the other side of the goat. A tiger can
only jump over a goat and land in an intersection that is empty. Tigers cannot jump
over tigers.
When a tiger jumps over a goat, it captures the goat; the goat is then removed
from the board.
Winning: When a tiger has captured five goats, the tiger wins, since it is impossible
for the other ten goats to survive once they have lost five of their number!
But if the goats can encircle the tigers so that no tiger can make any move
to an empty point, then the goats win.
Note: A stalemate cannot be created by having one goat (that is safe from the tigers)
move back and forth between intersections. The goats must actively try to
encircle the tigers, rather than simply trying to keep from getting captured
themselves.
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