Mesoamerican & South American Board Games/Gambling Games/Party Games
Patolli
Patolli (Nahuatl: [paˈtoːlːi]) or patole (Spanish: [paˈtole]) is one of the oldest known games in America. It was a game of strategy and luck played by commoners and nobles alike. It was reported by the conquistadors that Moctezuma Xocoyotzin often enjoyed watching his nobles play the game at court.
Patolli as depicted in Bernardino de Sahagún's General History of the Things of New Spain. Skilled players had their own game mats and their own playing pieces that they brought in tied cloth bundles.
Players
Patolli is a race/war game with a heavy focus on gambling. Players would meet and inspect the items each other had available to gamble. They would bet blankets, maguey plants, precious stones, gold adornments, food or, in extreme cases, their homes, family or freedom. Agreeing to play against someone was not done casually, as the winner of the game would ultimately win all of the opponent's store of offerings.
Each player must have the same number of items to bet at the beginning of the game. The typical number of items to bet is six, because each player has six markers (each time a marker successfully completes a circuit around the board, the opponent is required to hand over one of their items); although any number would be acceptable as long as each player agreed.
Once an agreement is made to play, the players prepare themselves by invoking the god of games, .
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Article
https://en.wikipedia.org/wiki/Patolli
Bul
Bul (game)
Bul (also called Buul, Boolik or Puluc) is a running-fight board game originating in Mesoamerica, and is known particularly among several of the Maya peoples of Belize and the Guatemalan highlands. It is uncertain whether this game dates back to the pre-Columbian Maya civilization, or whether it developed in the post-colonial era after the arrival of the Spanish conquistadores.
Rules for two players
There are a variety of ways to play the game, as Verbeeck's account shows. The game could be played by two people, or by two equal-sized teams. The overall objective is to capture and subsequently kill the playing pieces of the opposition, so the game is in essence a war game.
The playing area is divided into equal spaces using rods placed parallel to each other. The two players have control of a base at either end of the play area. The players take an even number of stones or figurines (or any suitable playing piece) and place them in their respective bases.
The movement of the stones is determined by the roll of four dice or bul (corn kernels). These are marked black on one side (typically with charcoal) so that they land showing either a yellow or black face. The number of marked faces showing determines how many spaces a stone can move:
- 1 black – 1 space
- 2 black – 2 spaces
- 3 black – 3 spaces
- 4 black – 4 spaces
- 0 black (all yellow) – 5 spaces
Alternating turns, players roll the bul and move any of their stones the corresponding number of spaces toward the enemy base. A stone cannot move to a space already occupied by a friendly stone. If there is no other option but to do this, a player must pass.
When a stone lands on the same space as an enemy stone, the enemy stone is captured and is no longer controlled by the enemy player. The enemy stone is placed beneath the capturing stone to reflect its captured state. Every time the capturing stone moves, its prisoners are moved with it. If a stone lands on an enemy stone that already has prisoners, it captures that stone and its prisoners, and these are placed beneath it.
When a stone captures an enemy stone, it immediately reverses direction and begins heading back to the home base. Once a stone and its prisoners reach home, any enemy stones are removed from the game, or killed. Friendly stones are liberatedor returned to the set of stones that can be played.
A player wins once they kill every enemy stone.
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Article
Dudo ( Perudo )
Dudo (Spanish for I doubt), also known as Cacho, Pico, Perudo, Liar's Dice, Cachito or Dadinho is a popular dice game played in South America. It is a more specific version of a family of games collectively called Liar's Dice, which has many forms and variants. This game can be played by two or more players and consists of guessing how many dice, placed under cups, there are on the table showing a certain number. The player who loses a round loses one of their dice. The last player to still have dice is the winner.
Game play
Each player starts having five dice and a cup, which is used for shaking the dice and concealing the dice from the other players. Players roll a die in order, to determine where and in what order they sit. Highest first, then next lowest and so on. In the event of a tie between 2 players, they simply re-roll until one gains a higher score.
After deciding who starts the game (this can be done by making each player roll one die, for example), the players shake their dice in their cups, and then each player looks at their own dice, keeping their dice concealed from other players. Then, the first player makes a bid about how many dice of a certain value are showing among all players, at a minimum. Aces (dice showing a one) are wild, meaning that they count as every number. For example, a bid of "five threes" is a claim that between all players, there are at least five dice showing a three or an ace. The player challenges the next player (moving clockwise) to raise the bid or call dudo to end the round.
- Raise
- also known as "bid" in most versions, a player can increase the quantity of dice (e.g. from "five threes" to "six threes") or the die number (e.g. "five threes" to "five sixes") or both. If a player increases the quantity, they can choose any number e.g. a bid may increase from "five threes" to "six twos".
- Bidding aces
- a player who wishes to bid aces can halve the quantity of dice, rounding upwards. For instance, if the current bid is "five threes" then the next player would have to bid at least three aces. If the current bid is aces, the next player can call dudo or increase the quantity (e.g. "four aces") or bid a different number, in which case the lower bound on the quantity is one more than double the previous quantity—for instance, from "three aces", a player wishing to bid fours would have to bid "seven fours" or higher.
- Call
- also known as dudo, if the player calls, it means that they do not believe the previous bid was correct. All dice are then shown and, if the guess is not correct, the previous player (the player who made the bid) loses a die. If it is correct, the player who called loses a die. A player with no dice remaining is eliminated from the game.[1]After calling, a new round starts with the player that lost a die making the first bid, or (if that player was eliminated) the player to that player's left.[1]
- Spot on
- also known as "calza" in some versions, the player claims that the previous bidder's bid is exactly right. If the number is higher or lower, the claimant loses the round; otherwise, the bidder loses the round. A "spot-on" claim typically has a lower chance of being correct than a challenge, so a correct "spot on" call sometimes has a greater reward, such as the player regaining a previously lost die.
When a player first reaches one dice (i.e. loses a round and goes from two dice to one), a Palifico round is played. During this round, the player makes an opening bid and their choice of die number cannot be changed. Aces are not wild during the round. For instance, the player who is down to one die may bid "two fours", and the next player's only options are to raise the quantity (to "three fours" or higher), or to call.
The game ends when only one player has dice remaining; that player is the winner.
Rule variants
Some versions of the game have players lose a number of dice equal to the difference between the challenged bid and the correct number of dice.[2]
Article
https://en.wikipedia.org/wiki/Dudo
Picaria
Picaria is a two-player abstract strategy game from the Zuni Native American Indians or the Pueblo Indians of the American Southwest.[1] It is related to tic-tac-toe, but more related to three men's morris, Nine Holes, Achi, Tant Fant, and Shisima, because pieces can be moved to create the three-in-a-row. Picaria is an alignment game.
There are two variations to Picaria. The first version is simpler with 9 spaces or intersection points, and the second version uses 13 spaces or intersection points. The rules are the same.
Goal
To create a three-in-a-row of one's pieces either horizontally, vertically, or diagonally.
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Article
https://en.wikipedia.org/wiki/Picaria
Stick gambling
Stick gambling is a traditional hand game played by many indigenous people, with the rules varying among each group. It would typically be played when diverse groups met on the trail. Games could last for several days during which prized matches, shot, gunpowder, or tobacco would be staked. Traditionally, only men would take part. However in modern games, both genders are able to play.[1][2] The Yukon Territory First Nations in Canada holds many annual hand games, or stick gambling tournaments, in which both genders play.[3]
Game Rules
Two equally sized teams kneel on the ground facing one another. On one side, the players hide a token (idzi) in their fist. The token is passed back and forth between fists. Drummers behind provide music and sing gambling songs. When the captain on the opposing team claps their hands, the drumming ceases and the players show their fists.[4]
The captain then uses a hand signal to guess which hand the token is in, against all opposing players at once. A correct guess eliminates that player, and each player who has not been eliminated receives a counting stick. When all opposing players have been eliminated the right to hide the idzi passes to the other team. The game ends when one of the teams have two of the three 'judge sticks'.
Yukon style
To play this game requires an even number of teams, 2 more sticks than players (i.e. 12 people need 14 sticks), three game sticks (once a team has two they have won the game), two blankets or more to assist with hiding the bead, as many beads (tokens) as people and two judges (one for each side).
The game must start with a battle between the captains. Both hide their bead and when both are ready they "shoot" (point) which hand to open. While playing the game, there are different calls a team captain must make. Whichever captain wins, their team goes down first to hide the token. A player has two options when they are ready to bring their hands up with clenched fists after hiding the bead, they may either cross hands and say "Dia" or leave their hands not crossed. Most players are very creative with how they hold their stances after coming up from hiding. Once the full team is up from hiding or whatever members remain, the opposing captain points. The options for pointing are Left, Right, Inside Split, Outside Split (there are many hand signals for these as well as double hand signals). Thumb placement when pointing is very important. If players point left or right and have their thumb up that is technically an outside split and requires specific placement between two people. Similarly, if players have their thumb up for an inside split, they are saying the person their thumb points to is opening the outside hand.
If the captain points left, the opposing team will open their right hands (whichever hand is pointed to). If the captain points right, the opposing team will open their left hands. An inside split will most likely be an open hand (like going in for a hand shake) set between two people, and wherever the split is placed it will be the inside hand for each person. An outside split usually looks like a finger gun and wherever is placed it will be all the outside hands.
Article
https://en.wikipedia.org/wiki/Stick_gambling
PARTY GAMES
Rock in Fist
For this game, you will need: one rock, three sticks about three inches long that will be used for scoring, and two players. This game was traditionally used to develop intuition and observation.
- Players should sit facing each other with the three scoring sticks in the center.
- One player will put the rock behind their back and hide it in one of their fists.
- Then, the player will bring both fists forward to present to their opponent.
- The opponent then has to guess which fist contains the rock, using their observation and intuition. If the opponent is correct, s/he gets a turn to hide the rock in their fist.
- You win a scoring stick when the opponent guesses the wrong fist. Then you get another turn to hide the rock.
- After the scoring sticks have been claimed from the center, they can be stolen/won from the other player until one individual possesses all three sticks, making them the winner of the game.
Ring the Stick
This game involves some time crafting the game piece prior to playing the game, but the fun that comes with a finished Ring the Stick piece makes the time taken worth it! For this game, you will need: a willow stick about three feet long and the width of your pinky finger, sinew (fishing line could be a good alternative), and a metal ring (or a stick tied into a ring). This game was used to develop hand-eye coordination on both sides of the body by switching playing hands.
- Once put together, as shown in image A above, the goal is to place the ring over the end of the stick.
- First, hold the stick with your dominant hand.
- Using a scooping motion, try to catch the ring with the end of your stick, as shown in image B above.
- For a challenge, use your non-dominant hand, or put a smaller or larger size ring at the end of your stick.
Guessing Sticks
For this game, you will need: a bundle of twigs, three scoring sticks, and three players. This game was traditionally used in tribes to develop estimation skills.
- One member of the group holds all the twigs in one bundle with both hands behind their back.
- Then, the holder quickly separates the twigs into two bundles, holding them out in each hand toward the other players.
- The other two players must guess how many twigs are in the hand closest to them (one player guesses the number of twigs in one hand and the other player guesses the number in the other hand). They must do this immediately, without hesitation.
- The two players who are guessing then count the twigs in the bundle in which they were guessing, and if they have guessed the amount exactly right, they get one of the scoring sticks. If neither guesses the amount correctly, then the game continues.
- After the scoring sticks have been claimed from the center, they can be stolen/won from the other player until one individual possesses all three sticks, making them the winner of the game.
Articles
https://extension.sdstate.edu/traditional-native-american-games-beat-boredom
Games & Activities
Native Americans for Kids
- The Hand Game (Nez Perce)
- Butterfly Hide and Seek (Ojibwa)
- Moccasin Game (Ojibwa)
- Lacrosse (Ojibwa)
- Sep (Ojibwa)
- Snow Snake Game (Iroquois)
- Toe Toss Stick (Apache)
- Hoop and Darts game, interactive.
Article
https://nativeamericans.mrdonn.org/games.html
Plus More.....
https://www.wnit.org/outdoorelements/pdf/408nativeamerican_ga.pdf
https://www.ndstudies.gov/sites/default/files/PDF/American%20Indian%20Games.pdf