Pachisi - Informative & researched article on Pachisi
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Pachisi
Known as the mind game, we can trace Pachisi`s origins as early as the 4th Century A.D.

Pachisi is one of the oldest entertainment games and is also known as the "Mind Game". It is the ancestor for several modern games like the ludo, and Parchisi, which is an American adaptation of Pachisi. Pachisi`s origin can be traced back to as early as 4th century AD. All classes, the royalty, the noble men and the common masses played it during leisure. There are no standard rules and so the instructions are simply typical of a number of existing variants. These rules are comprehensive instructions for friendly play. They are not a complete set of standard regulations encompassing all situations that might be encountered. If in doubt, players should always abide by locally-played or house rules.

PachisiThe game of Pachisi is played on a board in the shape of a cross, each arm being divided into three adjacent columns of eight squares. The four arms/limbs of the Pachisi board are conjoined at the center called `Char Koni`. Each arm has three marked squares in orange colour called `castles` to distinguish them from the maroon squares. The pawns are 16 in number, generally shaped like a beehive and are in colors of yellow, black, red, and green. The players throw cowrie shells on the Char Koni. The number of shells that fall with the face upwards determines the moves of the pawns. The objective of each player is to get all his allocated four pawns complete the round of the board as fast as possible. 6 small cowry shells, provide the element of chance that, when thrown, indicate an amount according to the following rules:

2 cowries with mouths up - 2
3 cowries with mouths up - 3
4 cowries with mouths up - 4
5 cowries with mouths up - 5
6 cowries with mouths up - 6 + grace
1 cowries with mouths up - 10 + grace
0 cowries with mouths up - 25 + grace
A grace is a special allowance of additional chance to throw the shells.

Four players, with two players teaming up as partners, can play the game. Partners sit opposite each other like in a game of carrom. Yellow and Black play against Red and Green. Two players can also play this game, however it is played in the same manner as a four-player game, where one player plays Yellow and Black and the other plays Red and Green.

Moves are decided by throws of the cowry shells. To begin a turn, the player throws the cowries. The player moves a piece the number indicated. Only when a grace a thrown, the piece moved can be played out of the Charkoni onto the board, if desired and the player is allowed another throw and so on until a 2, 3, 4 or 5 is thrown. The first piece to leave the Charkoni for each player can depart using any number. All subsequent pieces are only allowed to start or re-enter the game using a grace throw. More than one piece from the same side can occupy the same square. A piece is not allowed to finish on a castle square that is occupied by one or more enemy pieces. If a piece finishes on a non-castle square inhabited by one or more enemy pieces, the enemy pieces are captured. Captured pieces are returned to the Charkoni from where they must start again with a grace. A player making a capture is allowed another throw of the cowries to be taken immediately.

Moving is not compulsory and a player may decide not to move after he throws the shells. This is done in order to remain safely within a castle square or to help a partner. A common strategy is for a piece to remain upon the castle square at the end of the third arm until a 25 is thrown, thus allowing that piece to finish without risk. It is possible for a piece, upon completing its circuit, to carry on around the board for a second time. This is often done in order to assist a partner who is lagging behind. Pieces finish the game by re-entering the Charkoni, having completed a circuit of the board. However, a player is only allowed to move a piece into the Charkoni by throwing the exact number required.

(Last Updated on : 16/12/2008)
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