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PLAYING THE GAME METAPONTUM

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In this chapter you can find the following pages:


 

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Rules of the game

Begin position

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.

Beginning the game

  • After the players have placed the mp in position, they begin by greeting each other with a first friendly handshake as a sign of peace.
  • Next the player sitting behind the white mp (pieces) takes in each of his or her open hands 1 pioneer of a different colour and gracefully offers both pioneers with extended hands to the other player. The other player is free to choose a colour. Both players know in advance that 'white' in the large game begins with the opening move.
  • Then they wish each other success in the business of co-operating for peace with a second hand shake.
  • Now comes the formal ceremony of the wands or staffs. Each player takes his staff in his/her right hand and places the blunt end on the vacant white hexagon directly in front of his regent.
    The player with ‘white’ lowers his/her staff first, discretely pointing or touching the base of the other’s staff as a sign of modesty and friendship. Then he raises his staff again. This beau geste (magnanimous gesture) of white is now repeated by the other player. Next both players bend their staffs half way forward and touch to form a cross as a sign of solidarity and shake hands for the third time confirming their alliance and fidelity.

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

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

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 man or scientist

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

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

The magister (ma) moves in 12 directions across the entire board. An elevated pioneer or laureate receives the same power of movement.

The regent

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

There are 2 kinds of regular moves:

  • 1. the common, single or simple access move of an mp to an open space within his radius of action,
  • 2. the interaction move whereby 1 mp exchanges place with an mp of the ally.

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.

An accommodation move

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.

A realisation move

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.

A potentiation move

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.

A laurelling 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.

  • It is recommended in order to maintain the game balance between the two sides always to elevate an equal number of pioneers to laureates. Laureates realise themselves as pioneers. Two laureates can potentiate simultaneously and this we call dancing.
  • Take care not to realise these laureates prematurely on row 2 or 7 for instance ( see end position for actual place) before they have been useful to the ally. Potentiate them to the begin positions in symmetrical games such as the Master Pi Game. To use them advantageously players should move them therefore to the end position of he ally. These laureates can become the ‘workhorses’ of the game (see potentiation move).

A redemption move

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)

Simultaneous bypass: a special combination move

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.

A guardian move

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

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:

1st an equal number of moves
2nd an equal number of honour points
3rd an equal number of laureates
4th all 32 mp should occupy their allocated places (see end-diagram).

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.

Ending the game

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".

End position


Competitions, Tournaments, Judging Peace Games

  • In peace-making game-tournaments, where the skills of individuals and or teams are exploited and tested fully, this chess competition rule applies an mp, that has been touched by hand, except for readjustment, must be moved and may not be taken back. This rule is strictly enforced unless the game commission waves this ridged regulation.
  • Umpires known as Metapontum Pacificators must be present.
  • Teams playing identical unknown game-diagram will be judged on a: time, b: game style, c: number of moves.
  • In judging freestyle games, the elegance of the game composition, its ingenuity, analogies and explanations will be rated highly.
  • In all games white makes the first move and black/red follows and must make the last move in the game in order to keep all in balance.
  • The player’s choice of colour is determined by one player offering the other a free choice.
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