Games to be played at Mudthaw include:

Barter-bag Game

The 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.
  1. Anyone of any age above toddler may play.
  2. Participants will be charged $1.00 for their bag.
  3. There will be approxmately 20 bags.
  4. Each bag will have the same number of items, but there will be different types of items in each bag.
  5. Trading can be done only with the contents of the bag. Items may not be added to the bags. (There will be a master list of all the items distributed among the bags in case of any questions.)
  6. It is suggested that participants carry or display their bags prominently so others may be provided with the opportunity to trade.
  7. Within all the bags there will be some more common and some less common items. The idea is to trade objects with other participants until the end of the trading day (3:00 PM).
  8. Participants need to return to the Troll table at 3:00 PM to make an accounting of their bags.
  9. Prizes will be awarded to the person who possesses the greatest number of items in their bag, and to those who have collected some of the least common items.
  10. Winners will be announced at Court and prizes will be awarded at that time. All participants may keep their bags and contents after the game.

Alquerque

Alquerque 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 game

Set 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.

Examples:
If a player moves without jumping, the opponent may take as a penalty any one man, which could have jumped. He says "forfeit" as he removes the man, and shows how the man could have jumped.

If a player jumps with a man, but that man could have jumped more opponents than it did, it may be taken as a forfeit.

If a player jumps with one man, but another if his men could have jumped more, than that other man may be taken forfeit.

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.


Return to the Mudthaw announcement Return to the Mudthaw 2002 main page