Journal of the Straits Branch of the Royal Asiatic Society/Volume 80/Notes on Malay Indoor Games

4335445Journal of the Straits Branch of the Royal Asiatic Society, Volume 80,
Notes on Malay Indoor Games
1919O. T. Dussek

———The Acheh Game.——

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Diag. I.

Notes on Malay Indoor Games.

While reading Dr. C. Snouck Hurgronje's book, 'The Achehnese' (the late Mr. O'Sullivan's translation), I came across some notes on a game called 'main pacheh,' and on enquiring I found that the game is well known among Penang Malays. The board used, however, and the scoring are so different as to be worthy of record.

I attach diagrams and short notes in order to point the con- trast.

Main Pacheh.

THE ACHEH GAME.

This game can be played by 2, 3, or 4 persons, each player sitting at one extremity of the cross-shaped board, (see Diagram 1).

Each player has four pieces which at the commencement of the game he places in the central circle i.e. opposite A, B, C, D, respectively.

The idea of the game is similar to our children's race-games, all the pieces having to career round the board, and the player all of whose pieces reach home first wins the game. [The course to be taken by one of C's pieces is dotted in the diagram].

The players throw by turn with seven cowrie shells, which must fall with the opening either upward or downward, and score as follows:—

7 shells opening upwards = 14*
6 shells opening upwards = 30*
5 shells opening upwards = 25*
4 shells opening upwards = 4
3 shells opening upwards = 3
2 shells opening upwards = 2
1 shells opening upwards = 10
7 shells opening downwards = 7*

* Secures an extra throw.

After each throw a player moves any one of his pieces (at his own selection) over a number of squares equal to the number of his throw.

A great point of the game is to try and 'pukul' an opponent i.e. to reach a square on which an opponent is already standing, in which case the opponent's piece has to go back to the starting point.

The only squares on which two or more pieces are allowed to stand at one and the same time are those marked X. On such squares no penalties are incurred by any piece.

[Note.—I find that the game is too slow, and to brighten things up a bit we use 8 shells, score as above, with the addition of

8 shells opening upwards = 50*
8 shells opening downwards = 40 ].

Main Pacheh.

THE PENANG GAME.

This game can be played by 2, 3, or 4 persons, each player sitting at one of the four points A, B, C, D (see diagram 2).

Each player has four pieces which at the commencement of the game he places in the crossed square facing his position: these four squares opposite A, B, C, D, are the respective starting points.

The course to be taken by one of B's pieces is dotted in the diagram. It seems rather confusing in its twists and turns, but the Malays do not seem to find it so.

The players throw by turn with four cowrie shells and score as follows:—

4 shells opening upwards = 4*
3 shells opening upwards = 3
2 shells opening upwards = 2
1 shells opening upwards = 1
4 shells opening downwards = 8*

* Secures an extra throw.

The method of procedure is exactly the same as in the Achehnese variety, a square marked (X) has the same meaning, and a piece which is caught (pukul) must go back to its starting point.

[Note.—I find that this game also is tedious, and hasten things by introducing 5 shells, scoring as before with the addition of

5 shells opening upwards = 12*
5 shells opening downwards = 12 ].

———The Penang Game.——

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Diag. II. The dotted line shows the course traversed by one of B's pieces.

———Main Tapak ĕmpat.——

———A Menangkabau Game.——

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Diag. III.

———Main Tapak ĕmpat.——

———A Menangkabau Game.——

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Diag. IV.

Main Tapak Ĕmpat.

A MENANGKABAU GAME.

This is a type of 'fox-and-geese' or 'main harimau kambing,' which so far as I know has not yet been recorded.

The pattern of board used is represented in diagrams 3 and 4 which show the usual opening move and the 'harimau' beaten respectively.

The game is played by two players, one (A) taking the 'kambing' (24 pieces), while the other (X) representing the 'harimau' has two pieces.

The players move in turn, A commencing. A generally places his first piece as in diagram 3, it being considered worth while to separate the 'harimau' at the sacrifice of a piece.

A is allowed to place his pieces one by one at any of the points. on the board, endeavouring all the time to enclose the two 'harimau' completely.

In order to try and avoid being hemmed in, X is allowed to move either of his pieces any distance he pleases along any of the parallel or diagonal lines passing through that piece's position, provided that none of the intervening spaces are occupied.

e.g. in diagram 3, X may move one of his pieces from P to any one of Q, R, S, T, etc.:—

X is further allowed to take the 'kambing' and this is done exactly as in draughts (English variety, not Malay). The dotted line in diagram 2, shows X ('harimau') capturing A ('kambing'). The 'kambing,' of course, is removed from the board.

If A's 24 pieces are exhausted and the 'harimau' are not hemmed in, then A has lost.

Diagram 4 shows a defeat of the 'harimau.'