Games to be played at Mudthaw include:Barter-bag GameThe object of the game is to barter with the other players, using the items in your bag, in order to collect some of the least common items, and to try to collect the most items.
AlquerqueAlquerque is an Arabian game of ancient lineage. It was first brought to Europe by returning Crusaders, but as Europeans did not have Alquerque boards, they played the game on a board they had - a chessboard. Thus it became checkers.Alquerque is an easy game to learn (even if you don't know checkers). And it is easy to make an improvised Alquerque set. The board can be hand written in paper; and the pieces can be anything you have, that can be told apart into two groups (checkers, coins, light vs. dark colored rocks, etc.)
Rules of the gameSet up: Each player has 12 men. These men start the game as in the diagram. Note that the men are on the intersection of lines. These 25 spots where two or more lines meet are the "spaces" on the board.Moves: Each player, in his turn, may move one man. The normal move is from one spot to an adjacent spot along the line. Moves can only be along a line. They can be forwards, backwards, sideways or at an angle, so long as there is a line to follow. Instead of moving, you may jump (see below). Jumps: As a move, you can jump over an opponent. A jump must be in a straight line, along a lime of the board. You can only jump over an adjacent man. You must land on an empty space on the other side of the man you jump. The whole jump (where you start, the man you jump over, and where you lane) must be in a straight line (no mid-air turns, please). And the jump must be along one of the lines on the board. If you jump an opponent, you capture that opponent (it is removed from the game). Compound Jumps: A man can jump several opponents in one turn. If when you jump, your man lands in a space where he can jump again, he may do so. You can do this without limit in one turn, provided each jump is legal, and that you only jump each man once. You capture all the men you jump. This is called a compound jump. "Must jump" Rule: If a player can jump in a turn, he must jump, and jump as many opponent men as possible, or pay a penalty. If (by accident or intentionally), he does not jump, then the opponent may declare forfeit and capture any one man who could have jumped (or done a larger jump) then the player did.
Only one man may be taken as a forfeit in a turn. If more than one man is takeable, then the player declaring forfeit may choose which one to take. You must declare forfeit at the end of the opponent's move before making your own move. If you move without taking a forfeit on the opponent's last turn, then the chance is gone. Of course, if he makes the same violation on a later turn, you may declare the forfeit then . . it is for that later turn.
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