The Traditional Board Game Series Leaflet #45: Four Field Kono
FOUR FIELD KONO
by Damian Walker TRADITIONAL BOARD GAME SERIES The Traditional Board Game Series is a collection of sixty leaflets about games that have amused the world over thousands of years. Leaflet #15 contains a list of games covered in the first fifteen leaflets, leaflet #30 con- tains a list of the next fifteen, and here is presented a list of the present fif- teen. Leaflet #60 contains the rest of the catalogue.
Though pieces can move in all four directions, many of the directions are Board Games at CYNINGSTAN blocked. Traditional Board Game Series (Second Edition) 4 Leaflet #45 The Traditional Board Game Series Leaflet #45: Four Field Kono The Traditional Board Game Series Leaflet #45: Four Field Kono
are not allowed. his opponent’s
INTRODUCTION & HISTORY 9. Only one pieces, then he has Four field kono, also called nei-pat- played there in the latter half of the capture can be won the game. ko-no, is a small but interesting stra- twentieth century. made at a time; 12. In practice, tegic game from Korea. It was first The game requires careful there are no mul- if a player has re- described in English by the ethno- strategy, and is one of a number of tiple jumps as in duced his opponent grapher Stewart Culin in 1895, and interesting strategic games which some other games. to one piece then he according to the more recent board have been invented in Korea over 10. A player has already won the game historian R. C. Bell it was still the centuries. cannot jump over game, as the oppon- an enemy piece to ent can make no fur- HOW TO PLAY make a capture; the ther captures. piece jumped over Illustration 2: the board starts full of 13. If a player Four field kono is played on the in- game. pieces, so only capturing moves are tersections, or points, of a board of 5. As the board begins full of must be his own. possible. has pieces left but no four lines by four, as shown in Illus- pieces, and there are no empty legal moved, he is Ending the Game tration 1. It is for two players, each points, the first move of the game blocked in and has lost the game. of which starts with eight pieces. must necessarily be a capture. 11. If a player has captured all
Beginning the Game Capturing Enemies FURTHER INFORMATION
1. The game begins with each 6. A player captures an enemy Information on Four Field Kono in common books is scant. The following player having filled his half of the piece by jumping one of his pieces books contain information on the game: board with his pieces (see Illustra- over an adjacent friendly piece, to Bell, R. C. Board and Table Games from Many Civilizations, vol. 2, p. tion 2). land on the enemy 42. New York: Dover Publications, Inc., 1979. 2. Black takes piece immediately Bell, R. C. Discovering Old Board Games, p. 31. Aylesbury: Shire the first move. beyond (see Illus- Publications Ltd., 1973. tration 3). Culin, S. Korean Games, p. 101. Philadelphia: University of Moving the Pennsylvania 1895. 7. To make Pieces Loader, J. & Loader, J. Making Board, Peg & Dice Games, pp. 38-41. such a capture, all 3. A piece three pieces must Lewes: Guild of Master Craftsman Publications Ltd., 1993. moves by sliding be in a straight Murray, H. J. R. A History of Board-Games Other Than Chess, p. 92 along a marked line of three, with (note). Oxford: Oxford University Press, 1952. line to an empty the enemy at the adjacent point (see end. Illustration 3). 8. As is the 4. Diagonal case with non-cap- moves are not al- Illustration 1: an empty four field kono turing moves, di- board. Play is on the sixteen points, not in lowed in this the nine squares. agonal captures
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