Wigwam
Wigwam Rulebook
Table of Contents
Table of Contents
Contents
1 game board, 7 warriors and 1 chief in each of 2 colours, and 3 tents in each of 2 colours.
Setup
The players decide by drawing lots who receives the light-coloured pieces and tents. The starting positions are marked on the game board by a light centre dot. The players decide for themselves in which arrangement they place their warriors, tents and chief on these points.
Gameplay
The players move in turn, one piece at a time; the player with the light-coloured pieces has the first move. Pieces move along the connecting lines in any direction from point to point, and only onto free, i.e. unoccupied, points. Only one piece may stand on any point at any time.
Opposing pieces are captured by jumping over them and are removed from the board.
The Pieces and Their Moves
The tents move only one point at a time. They can neither capture nor be captured. They are obstacle pieces, which serve to block the opponent's moves and to provide cover for one's own pieces.
Warriors also move only one point at a time, as long as they are not capturing. They can capture opposing warriors and also the opposing chief. A warrior captures when it stands directly in front of an opposing piece and the next point in a straight line behind that piece is free. The opposing piece is jumped over; the capturing move therefore spans two points. It is possible to capture several pieces one after another in a continued capturing move. The individual capturing moves must be in a straight line, but the direction may change between the individual moves at an obtuse angle. Examples are shown in Figure 1 on page 12.
The chief has the choice, as long as it does not capture, of moving one or two points (long move). On a long move it may move either in a straight line or around a corner at an obtuse angle; in addition, it may jump over one of its own warriors or one of its own tents. Examples are shown in Figure 2 on page 12.
To capture, the chief, like the warrior, must stand directly in front of the opposing piece and land behind it; when capturing it therefore does not get further than on its normal move. However, the chief can also, as in its normal move, jump over a corner at an obtuse angle when capturing. In addition, it may continue the capturing move at an obtuse angle or straight on, when the opportunity arises.
Compulsory capture applies in this game. If an opportunity to capture arises, a capture must be made. One may insist that the opposing piece which could capture carries out this capture and that another move made instead is taken back. One may also simply remove from the board the opposing piece that failed to capture. Before the game, the players should agree on one of these two options.
If a player has several capturing possibilities, the compulsory capture rule is satisfied when he uses one of these possibilities; none of his pieces may then be taken. If the player uses none of the capturing possibilities, the opponent may decide which of the pieces that did not capture he removes or requires to capture.
End of the Game
- The game is clearly decided and ends immediately when the opposing chief has been captured. This win scores two points.
- A 2-point win is also achieved when the remaining warriors and the chief of the opponent are enclosed so that they can no longer move or capture.
- One point is scored when one has captured all of the opponent's warriors and still has warriors left, which the opponent together with his chief cannot completely capture on his reply. (If he could do so, the result would be a draw, as described in point 4.)
- The game ends in a draw (remis) when a move is made after which only the chiefs remain for both players, and when on the next move the opposing chief cannot be captured immediately. (If such a reply were possible, the result would be a clear win, as described in point 1.)