Gala (board Game)
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Gala (board Game)
Mak-yek ( th, หมากแยก, ) is a two-player abstract strategy board game played in Thailand and Myanmar. Players move their pieces as in the rook in Chess and attempt to capture their opponent's pieces through custodian and intervention capture. The game may have been first described in literature by Captain James Low a writing contributor in the 1839 work ''Asiatic Researches; or, Transactions of the Society, Instituted in Bengal, For Inquiring into The History, The Antiquities, The Arts and Sciences, and Literature of Asian, Second Part of the Twentieth Volume'' in which he wrote chapter X ''On Siamese Literature'' and documented the game as Maak yék. Another early description of the game is by H.J.R. Murray in his 1913 work ''A History of Chess'', and the game was written as Maak-yek.see footnote 15 on page 114 of "A History of Chess"(1913) by H.J.R. Murray. Setup The game is played on an 8 by 8 square board by two players each having a set of sixteen pieces or ...
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Abstract Strategy Game
Abstract strategy games admit a number of definitions which distinguish these from strategy games in general, mostly involving no or minimal narrative theme, outcomes determined only by player choice (with no randomness), and perfect information. For example, Go is a pure abstract strategy game since it fulfills all three criteria; chess and related games are nearly so but feature a recognizable theme of ancient warfare; and Stratego is borderline since it is deterministic, loosely based on 19th-century Napoleonic warfare, and features concealed information. Definition Combinatorial games have no randomizers such as dice, no simultaneous movement, nor hidden information. Some games that do have these elements are sometimes classified as abstract strategy games. (Games such as '' Continuo'', Octiles, '' Can't Stop'', and Sequence, could be considered abstract strategy games, despite having a luck or bluffing element.) A smaller category of abstract strategy games manages to ...
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Intervention (board Games)
Intervention, Interventions, The Intervention or An Intervention may refer to: Entertainment Film and television * Intervention (1968 film), ''Intervention'' (1968 film), a Russian film * Intervention (2007 film), ''Intervention'' (2007 film), a British film * ''The Intervention'', a 2008 film starring Dwier Brown * The Intervention (film), ''The Intervention'' (film), a 2016 American film * Intervention (TV series), ''Intervention'' (TV series), an American documentary series * ''Intervention Canada'', a spinoff of the American series * Intervention (Buffy the Vampire Slayer), "Intervention" (''Buffy the Vampire Slayer''), a 2001 episode * Intervention (How I Met Your Mother), "Intervention" (''How I Met Your Mother''), a 2008 episode * Intervention (Stargate Universe), "Intervention" (''Stargate Universe''), a 2010 episode * ''The Intervention'', a 2008 in Australian television#Documentary specials, 2008 Australian TV documentary about the Northern Territory National Emergency R ...
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Traditional Board Games
A tradition is a belief or behavior (folk custom) passed down within a group or society with symbolic meaning or special significance with origins in the past. A component of cultural expressions and folklore, common examples include holidays or impractical but socially meaningful clothes (like lawyers' wigs or military officers' spurs), but the idea has also been applied to social norms such as greetings. Traditions can persist and evolve for thousands of years—the word ''tradition'' itself derives from the Latin ''tradere'' literally meaning to transmit, to hand over, to give for safekeeping. While it is commonly assumed that traditions have an ancient history, many traditions have been invented on purpose, whether that be political or cultural, over short periods of time. Various academic disciplines also use the word in a variety of ways. The phrase "according to tradition", or "by tradition", usually means that whatever information follows is known only by oral tradition, ...
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Abstract Strategy Games
Abstract strategy games admit a number of definitions which distinguish these from strategy games in general, mostly involving no or minimal narrative theme, outcomes determined only by player choice (with no randomness), and perfect information. For example, Go is a pure abstract strategy game since it fulfills all three criteria; chess and related games are nearly so but feature a recognizable theme of ancient warfare; and Stratego is borderline since it is deterministic, loosely based on 19th-century Napoleonic warfare, and features concealed information. Definition Combinatorial games have no randomizers such as dice, no simultaneous movement, nor hidden information. Some games that do have these elements are sometimes classified as abstract strategy games. (Games such as '' Continuo'', Octiles, '' Can't Stop'', and Sequence, could be considered abstract strategy games, despite having a luck or bluffing element.) A smaller category of abstract strategy games manages to ...
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Fox Games
Fox games are a category of asymmetric board games for two players, where one player is the fox and tries to eat the geese / sheep, and the opposing player directs the geese/sheep and attempts to trap the fox, or reach a destination on the board. In another variant, ''Fox and Hounds'', the fox merely tries to evade the hounds. There are several versions known: History The game ''Halatafl'' is known from at least as early as the 14th century, and it is mentioned in Grettis saga. It probably originated in Scandinavia, as a variant of Tafl. In fact, Halatafl is still played in Scandinavia with rules similar to Tafl; see below. Edward IV of England is known to have purchased two foxes and 26 hounds to form two sets of ''Marelles'', believed to be Fox and Hounds. As Fox and Geese, the game was a favorite pastime of Queen Victoria. Halatafl ''Halatafl'' means "tail board", in Old Norse, and "tail" presumably refers to a fox's tail. As in Grettis saga, ''rävspelet'' (modern Swed ...
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Makassar People
The Makassar or Makassarese people are an ethnic group that inhabits the southern part of the South Peninsula, Sulawesi (formerly Celebes) in Indonesia. They live around Makassar, the capital city of the province of South Sulawesi, as well as the Konjo highlands, the coastal areas, and the Selayar and Spermonde islands. They speak Makassarese, which is closely related to Buginese and also a Malay creole called Makassar Malay. History The Makassar are an ethnic group originally from the southern coast of the island of Sulawesi. Their exploratory spirits have led to successful overseas explorations. This is exemplified by the Kingdom of Gowa (14-17th century), which succeeded in forming a vast Islamic empire with a large and strong naval force. Its territory included almost the entire island of Sulawesi, eastern Kalimantan, East Nusa Tenggara, part of West Nusa Tenggara, part of Maluku and some small surrounding islands. The Makassar people made treaties with Bali and coopera ...
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Bugis
The Bugis people (pronounced ), also known as Buginese, are an ethnicity—the most numerous of the three major linguistic and ethnic groups of South Sulawesi (the others being Makassar and Toraja), in the south-western province of Sulawesi, third-largest island of Indonesia. The Bugis in 1605 converted to Islam from Animism. The main religion embraced by the Bugis is Islam, with a small minority adhering to Christianity or a pre-Islamic indigenous belief called ''Tolotang''. Despite the population numbering only around six million, the Bugis are influential in the politics in modern Indonesia, and historically influential on the Malay peninsula, Sumatra, Borneo, Lesser Sunda Islands and other parts of the archipelago where they have migrated, starting in the late seventeenth century. The third president of Indonesia, B. J. Habibie, and a former vice president of Indonesia, Jusuf Kalla, are Bugis. In Malaysia, the former prime minister Muhyiddin Yassin has Bugis ances ...
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Walter Kaudern
Walter Alexander Kaudern (March 24, 1881 – July 16, 1942) was a Swedish zoologist and ethnographer. He made research trips to Madagascar and Sulawesi. Kaudern became a Doctor of Philosophy in 1910 and in 1933 he succeeded Erland Nordenskiöld as the director of the Ethnographic collections at the Museum of Gothenburg. From 1906 to 1907 and from 1911 to 1912, he made research trips to Madagascar and 1916-1921 to Dutch India and Sulawesi (Celebes at the time), from where he returned to Sweden with rich zoological, botanical, anthropological and ethnographic collections. In addition to the scientific papers, Kaudern published several books on his travels, På Madagascar (1913) and I Celebes obygder (2 volumes, 1921). Among his ethnographic works Ethnographical studies in Celebes (4 volumes, 1925–1929) are the most known. First trip to Madagascar In 1906, Kaudern traveled to the northwest of Madagascar, where he spent 10 months to collect material for his doctoral dissertation ...
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Custodian Capture
Custodial capture is a technical term in board games referring to a particular form of capturing. It occurs when a player has placed two of his pieces on opposite sides of an opponent's piece. This mode of capture is unusual in most modern games and was most popular during the Dark Ages, particularly in Northern Europe. Some native games such as Mak-yek still retain this form of capture. Other games which use custodian capture: Hasami shogi, Ludus latrunculorum, Tafl games Tafl games (pronounced avl also known as hnefatafl games) are a family of ancient Nordic and Celtic strategy board games played on a checkered or latticed gameboard with two armies of uneven numbers. Most probably they are based upon the Rom ... Board game terminology {{Board-game-stub ...
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Board Game
Board games are tabletop games that typically use . These pieces are moved or placed on a pre-marked board (playing surface) and often include elements of table, card, role-playing, and miniatures games as well. Many board games feature a competition between two or more players. To show a few examples: in checkers (British English name 'draughts'), a player wins by capturing all opposing pieces, while Eurogames often end with a calculation of final scores. '' Pandemic'' is a cooperative game where players all win or lose as a team, and peg solitaire is a puzzle for one person. There are many varieties of board games. Their representation of real-life situations can range from having no inherent theme, such as checkers, to having a specific theme and narrative, such as ''Cluedo''. Rules can range from the very simple, such as in snakes and ladders; to deeply complex, as in ''Advanced Squad Leader''. Play components now often include custom figures or shaped counters, and distin ...
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Chess
Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to distinguish it from related games, such as xiangqi (Chinese chess) and shogi (Japanese chess). The recorded history of chess goes back at least to the emergence of a similar game, chaturanga, in seventh-century India. The rules of chess as we know them today emerged in Europe at the end of the 15th century, with standardization and universal acceptance by the end of the 19th century. Today, chess is one of the world's most popular games, played by millions of people worldwide. Chess is an abstract strategy game that involves no hidden information and no use of dice or cards. It is played on a chessboard with 64 squares arranged in an eight-by-eight grid. At the start, each player controls sixteen pieces: one king, one queen, two rooks, t ...
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Rook (chess)
The rook (; ♖, ♜) is a piece in the game of chess. It may move any number of squares horizontally or vertically without jumping, and it may an enemy piece on its path; additionally, it may participate in castling. Each player starts the game with two rooks, one in each corner on their own side of the board. Formerly, the rook (from Persian رخ ''rokh''/''rukh'', meaning "chariot") was alternatively called the tower, marquess, rector, and comes (count or earl). The term "castle" is considered to be informal, incorrect, or old-fashioned. Placement and movement The white rooks start on squares a1 and h1, while the black rooks start on a8 and h8. The rook moves horizontally or vertically, through any number of unoccupied squares (see diagram). The rook cannot jump over pieces. The rook may capture an enemy piece by moving to the square on which the enemy piece stands, removing it from play. The rook also participates with the king in a special move called castling, wherein i ...
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