PLAYING THE GAME METAPONTUM
In this chapter you can find the following pages:
On this page you can find the following subjects:
Rules of the game
The game board is placed in such a way that both players have a white hexagon on their lower right hand side.
For the placement of the mp, the mobile parts, (the pieces), see the diagram below.
In so doing they now aver officially to become allies in peace making and then they commence playing.
The possibilities of movement of the moving parts, mp for short, (the pieces)
The pioneer (pi) may move forward only 1 hexagon at a time in 2 directions with a ‘v’ or ‘y’ motion at 60°. In his first move however, he may double this distance. He is not allowed to move back or sideways. He may be elevated to become a laureate when he is moved to the last row on other side of the board by the ally. He receives a coronet on his head to distinguish him from the pioneers and he me may move as a magister.
The templar or guardian (te) moves in 4 directions, horizontally and vertically across the entire board. Vertically he may pass between the mp. He reaches only the horizontal rows 1,3,5,7 or 2,4,6,8 skipping every other horizontal row. He is unable to realise himself on the other side of the board without help of the ally. This handicap makes him dependent on the ally’s aid for his realisation or home-coming.
The wise or sage or scientist (wi) is colour-bound and must move himself always to same colour hexagon in 6 directions, exept horizontally, thus to the nearest hexagon of the same coulor. Because of this handicap, this colour-problem, one of the two wise is dependent on the help of an ally so he can realise himself.
The minister (mi) moves in 8 directions over the entire board, except horizontally and vertically. He uses two pairs of diagonal lines at 30°& 60°.
The magister (ma) moves in 12 directions across the entire board. An elevated pioneer or laureate receives the same power of movement.
The regent (re) moves in 6 directions only one (1) space at a time to the adjacent hexagon. The regent must make the last move of the game by returning on the white hexagon on the other side of the board. Without restrictions he may exchange position once only with any one of his own mp in what is called the guardian move or do so with the magister in the key move of friendship, the final peace move. Both moves belong to his special powers.
General rules governing the moves of the mobile parts
The exchange is made with the movement of the mp initiating the move only. In order to have the two groups of 16 mp proceed to their end position as efficiently as possible, the allies should collaborate, discuss and negotiate each move and reach consensus. They manoeuvre their group of 16 athletes of peace, mp, through each other in opposite direction, exchanging place, helping to solve each other’s handicaps and redeeming each other as allies. They alternate moves according to the rules above, (see: The possibilities of movement of the moving parts). The fewer the moves the more efficient and beautiful the game. These qualities are practically synonymous with peace and harmony.
Only mp having different colours are allowed to exchange place with each other. Both sides must agree to the move in advance, the move must be considered advantageous for both sides. In this way efficient moves are made. During the negotiations players may touch an mp or field with their staff without obligation to move it. Playing in this manner leads to a pleasant, harmonious and balanced game encounter.
NB. When an mp has been touched by hand it must moved; do not forget to count / write your move. Players are also advised to record their moves enabling them to analyse their game and make corrections and improvements later.
Is an exchange-move between two mp of different colours. This move is intended to improve the position of both allies. In the exchange (=ex) players take first their own colour and then the mp of the ally of a different colour.
As soon as an mp arrives on its final destination on the other side it is realised (r) or home and remains fixed during the rest of the game.
To potentiate means to empower one self. In a simple potentiation move (p) one mp moves to a vacant place from which it is able to exchange place with the mp of the ally and bring it home in a future move. In a double action potentiation move two mp of different colours exchange place in order to be able to bring home each other’s mp in a future move.
The laurelling move is a long distance exchange between one mp from the back row (hexagons 1-8 or 57-64) with a pioneer of the ally standing elsewhere or on row 2 or 7 of the ally. (see Master Pi Game for instance) The pioneer is elevated to laureate on the other side and receives a coronet entitling him to move as a magister.
In an exchange of 2 mp, when one places an ally’s mp on his destination or home place on the other side in accordance with the end diagram, this is called a redemption move. This move is rewarded with an honour point (h)*. The rebound is an honour point, given to the redeemer by the ally whose mp is redeemed. Players shake hands congratulating each other with this excellent achievement and co-operation. (* h = honour point, point d’honeur)
When a redemption and a realisation move are combined in one move, it is called a simultaneous bypass; two mp come home; both mp are fixed in place. This is the most efficient move in the game.
The guardian move allows the regent during any point in the game to exchange one time only with any one mp of his own colour. The guardian move is counted as a regular move.
The key move of friendship or peace move (key) is performed when both players have managed to bring home on the other side of the board all their mp except for the 2 regents and 2 magisters on condition that they have fulfilled the following requirements.
They should have:
Only then the allies are allowed to turn each other’s regents and magisters, now standing in front of them, around simultaneously, like a key of peace so that both regents will occupy a white hexagon again.
This double move of four mobile parts exchanged simultaneously is called the key move of friendship or the peace move. This purely symbolic move is not counted.
With the key move, or Royal Peace Move, the game of co-operation ends in complete balance and both players have achieved the crown of the "Olympic Victory", and receive laurel wreath. Players may make a facsimile of a laurel wreath and actually crown each other with it. This is a cause for celebration indeed and they shake hands again, but now they have become, in addition to allies for peace, friends for life, perhaps for all eternity. When they part they say: "May this friendship radiate to all other people of peace and goodwill over the entire World".
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