Top 9 Indian Board Games You Should Know - RolltheDice
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1. Chausar Board Game Manual
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Introduction
Chausar is a traditional Indian board game that can be played by 2 to 4 players. This manual will guide you through the rules and gameplay.
Components

- Board: The Chausar mat has four arms and a central square called the "Home."
- Pawns: 4 each of yellow, green, red, and black.
- Cowrie Shells: 6 cowrie shells used as dice.
Setup
- Teams: Yellow and green form one team, while red and black form the other.
- Initial Position: Place two pawns on the 4th block in your home stretch and two on the 5th block from the top on the right-hand side of your arm.

How to Play
Rolling the Cowrie Shells
- Each open mouth of the cowrie shell denotes 1 point.
- The back of the cowrie shell denotes 0 points.
- If all 6 cowries fall on their open mouths showing only their backs, then itâs a full 12 points.
- Possible scores: 1, 2, 3, 4, 5, 6, 12.

Moving the Pawns
- Pawns move anti-clockwise along the edge lanes.
- Pawns do not enter the mid-lane or the home stretch of other players.
- There are no safe places except your own home stretch.
Special Moves
- Juda: Reach the 17th block to form a "juda" pair, which grants special abilities.
- Get another chance to roll if you throw a doublet (6 or 12).
- Can move only on even numbers.

Taking Out Opponent's Pawns
- If you land on a block with an opponent's pawn, the opponent's pawn goes back to the home square.
- Single pawns cannot take out "juda" pairs.

Winning
- Individual Play: The first player to get all pawns to the home square wins.
- Team Play: The first team to get all their pawns to the home square wins.

Team Play Rules
- Team members cannot take out each other's pawns.
- If all 4 pawns of one team member reach home, they can play on behalf of their teammate after skipping 4 turns.
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A detailed tutorial
The Roll the Dice - Chausar mat has four arms and one square space in the centre referred to as the âHomeâ. The path (in the middle of each arm) from the âHomeâ to the end of the arm is the home stretch of the player. While two to four players can play the game, it is generally recommended that all four players play, so that teams of two can be formed for an exciting match.
The pawns for the game are 4 each of yellow, green, red, black. Typically yellow and green form a team, while red and black form the other. Six cowrie shells are used to play the game. Each player takes turns to roll the cowries and make their moves. Each open mouth of the cowrie shell denotes 1. The back of the cowrie shell denotes 0. However, if all 6 Cowries fall on their open mouths showing only their backs, then itâs a full 12 points. So the scores can be 1, 2, 3, 4, 5, 6, 12.
Initially, two pawns are placed on the 4th block in the home stretch, two are placed on the 5th block from the top on the (playerâs) right hand side of the arm. The pawns are moved anti-clockwise and on the edges of the arms. The pawns do not go into the mid lane or the home stretch of the other players, but stay on the edge lanes. In Chausar, there are no safe places along the main routes. The only places safe are the home stretches of the respective players.Â
Chausar game rules
A chosen player rolls the cowrie shells. He can move any pawn along itâs path as per the score he has rolled. His first target would be to move a pair of pawns to the 17th block or the first block on the right side arm, thus making it âjudaâ.
Moving thus will provide him super powers listed below
- If he throws a doublet, heâll get another chance to throw the dice.
- He can create a âjudaâ pair anywhere along the pathÂ
Also, an individual pawn (of the same player) has to cross this first âjudaâ pawns, in order for the âjudaâ pair to move further than the 17th block.
If the player gets a 6 or a 12, then itâs called a doublet and the player gets another chance at the cowries as mentioned. The âjudaâ pairs can move only on even numbers. If they chose to move separately, then they stop being âjudaâ or the pair.
Taking out opponentâs pawns
During the course of play, if the player rolls a score which gives him a chance to place his pawn in the same block which has his opponentâs pawns, and he exercises that option to place his pawn there. Then the opponentâs pawn goes back home (central square block). The opponent during his next turn, has to place this pawn itself whatever the score.
Single pawns cannot take out âjudaâ pair. Only other âjudaâ pairs can take them out. Once taken out, both the pawns go back home (central square block).
Unlike in many other games, thereâs no extra turn on taking out opponentâs pawns.
All pawns that enter the home stretch after completing the entire round are placed horizontally so that it is distinguishable from those that are starting at that time.
Winning (Playing individually)
The first player to place all his pawns in the central home square is the winner.
Playing as a teamÂ
The rules for playing as a team are the same as that for individuals, except for the following steps
- The team memberâs cannot take out the other team memberâs pawns.
- If all the 4 pawns of a team member has reached the home, then the team member can skip 4 turns and from the 5th turn, play on behalf of his team mate as well. Whatever number he rolls can be applied to the team mateâs pawns.
Winning (Playing in a team)
The first team to place all their pawns in the central home square is the winner.
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2. Vamana Guntalu / Pallanguzhi / aLaguLi maNe / channe maNe
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Introduction
Vamana Guntalu is a traditional board game popular in Andhra Pradesh and Telangana, played using strategy, counting, and skill. It features a board with 2 rows of 5 pits each (10 pits total) and 50 seeds/pellets as counters. The game is typically played between two players.
Game Setup
-
Board Layout:
- The board has 2 rows with 5 pits in each row (10 pits total).
- Each player controls one row of 5 pits.
-
Seeds/Pellets:
- The game uses 50 seeds (e.g., tamarind seeds, pebbles, or shells).
- Place 10 seeds in each pit as the starting setup.
-
Using Roll the Dice Channe Mane:
- If you are playing with the Roll the Dice Channe Mane, place a coloured stone (provided with the set) into 4 of the pits to convert the board into a 5x2 pits Vamana Guntalu setup.
How to Play
1. Starting the Game
- Player 1 picks up all the seeds from any one of their pits and distributes them counterclockwise into subsequent pits, dropping one seed per pit.
2. Continuation of Play
- The player continues distributing seeds until the seeds in hand run out.
- If the final seed lands in a pit that already contains seeds, the player picks up all the seeds in that pit and continues distributing them counterclockwise.
- The turn ends when the final seed lands in an empty pit.
3. Capturing Seeds
- If the last seed lands in an empty pit on the playerâs side and the opposite pit in the opponent's row contains seeds, the player captures all the seeds in the opposite pit.
- The captured seeds are set aside as the playerâs winnings.
4. Passing the Turn
- If no seeds are captured, the turn passes to the opponent, who repeats the same process.
5. Winning the Game
- The game ends when one playerâs row becomes completely empty.
- The other player collects any remaining seeds from their row.
- The player with the most captured seeds at the end wins the game.
Game Variations
- Some variations start with fewer seeds per pit (e.g., 8 seeds per pit).
- Multiple rounds can be played, and captured seeds are redistributed for extended gameplay.
Using Roll the Dice Channe Mane for Vamana Guntalu
If you are playing Vamana Guntalu with the Roll the Dice Channe Mane board, place a coloured stone provided with the set in 4 pits. This easily converts the board into the 5x2 pits setup required for Vamana Guntalu.
Benefits of Playing Vamana Guntalu
- Enhances counting skills, strategic thinking, and fine motor coordination.
- Promotes family bonding while preserving the rich cultural heritage of Andhra Pradesh and Telangana.
3. Taabla or Tabul Fale
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Introduction
Taabla (also known as Tabulfale or Tablan) is a traditional race game from the Uttara Kannada, Malnad, and coastal regions of Maharashtra and Goa. Players use semi-cylindrical wooden dice called "Taabla Kocchu" to move their Green and Red Birds strategically across the board, aiming to capture opponent birds and lock squares in the opponentâs home row.
Game Setup
-
Players:
- The game is played by 2 players or multiples of 2 in teams.
- Each player/team starts with 12 Birds (pawns).
- Player 1 controls Red Birds.
- Player 2 controls Green Birds.
-
Board Layout:
- The board consists of 4 rows of 12 squares (48 squares total).
- The bottommost row (1â12) is Red Birds' Home Row.
- The topmost row (48â37) is Green Birds' Home Row.
- The two middle rows (13â24 and 25â36) are shared for movement and captures.
Objective:
- Occupy the maximum squares in the opponent's Home Row to win.
- Capture as many opponent Birds as possible.
Game Board Reference
- Birds move in a zigzag pattern:
- Red Birds: 1 â 12 â 13 â 24 â 25 â 36 â 37 â 48.
- Green Birds: 48 â 37 â 36 â 25 â 24 â 13 â 12 â 1.
Board Layout:
| Green Home Row | Middle Rows | Red Home Row |
|---|---|---|
| 48â37 (Green) | 25â36, 24â13 | 1â12 (Red) |
Game Elements
-
Dice:
- Use 4 Taabla Kocchu (semi-cylindrical wooden dice) or 4 cowrie shells.
-
Scoring:
- Tabl (1+1): 2 (split as 1+1 or move 2 together) â Throw again.
- Eight (4+4): 8 (split as 4+4 or move 8 together) â Throw again.
- Twelve (6+6): 12 (split as 6+6 or move 12 together) â Throw again.
- Dogam (2) and Tigam (3): Move exactly 2 or 3 (no splitting allowed).
- Invalid throw: Pass the turn to the opponent.
Bird Movement
-
Starting:
- A Tabl (1+1) is required to move a Bird out of the Home Row.
-
Movement Directions:
- Red Birds: Move 1â12 â 13â24 â 25â36 â 37â48.
- Green Birds: Move 48â37 â 36â25 â 24â13 â 12â1.
-
Movement Rules:
- All dice scores must be used. If no move is possible, skip the turn.
- Birds can only capture opponent Birds in the middle rows or the opponentâs Home Row.
- Once a Bird reaches the opponentâs Home Row, it locks its position and cannot move further.
- No doubling: Two Birds cannot occupy the same square.
Capturing Opponent Birds
- Birds capture opponent Birds by landing on their square using an exact throw.
- A Bird can capture more than one Bird in a single turn if the score allows (e.g., splitting a Tabl or Eight).
- Captured Birds are permanently removed from the game.
- Example:
- A Red Bird with a Tabl (2) can capture two Green Birds consecutively by splitting the move (1+1).
Winning the Game
- The game ends when both players have locked as many Birds as possible in the opponentâs Home Row.
- The player who locks the most squares in the opponentâs Home Row wins.
- Capturing the opponentâs Birds contributes to the overall strategy and advantage.
Rolling the Dice
- Shake the Taabla Kocchu or cowries in your hands and tap them on the ground 2â3 times.
- Toss them into a designated area or marked circle.
- Calculate the score based on the dice fall and move Birds accordingly.
Key Rules Summary
- Use Tabl (1+1) to move a Bird out of its Home Row.
- Birds must follow a zigzag pattern across rows.
- Captures occur in the middle rows and the opponentâs Home Row.
- A Bird locks its square when it reaches the opponentâs Home Row.
- No two Birds can occupy the same square.
- All valid dice scores must be used during a turn unless no moves are possible.
4. Chowka Bara (7 House)
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The âRoll-the-Dice How Toâ play Chowka Baara, Katte Mane, Ashta Chamma, Gatta Mane, Chakka, Pakidakali, Daayum, Kavidi Kali, Kach kangri, Changa po, Cheeta (7 Houses)
There are many variants of this game across India. This âHow-Toâ follows a variant played mostly in southern parts of Karnataka.
The 7 House Chowka Baara board has 7X7 blocks. Upto four players can play the game. Each player has a home block â marked â â and has four pawns each. Optionally, players who sit opposite to each other are paired as a team.
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Chowka Bara Basics
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The players have to take turns to roll the kavade set (set of 6 cowrie shells). Based on the number the player gets, she moves a chosen pawn by that many blocks as described in the play script below. Each kavade has 2 values (0 and 1). The hump of the kavade denotes 0, while the mouth of the shell denotes 1. All four mouths (1s) denote a Chowka (6). If the player gets all six humps (0s), that is a Baara (12).

 The player who starts, rolls the set of 6 kavades. Based on the total of the kavades (1s + 0s) or 6 or 12, the player gets to move a pawn. If the player gets a chowka or baara, she can roll the kavades again. If the player has multiple turns (because she has rolled 6 or 12), she can move multiple pawns with the multiple numbers she has rolled. She can move the pawns along the perimeter in the anti-clockwise direction.
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The pawn enters the inner squares through the square â, that is to the left of the home square. But the pawn can enter the inner squares only if the player has âtaken outâ an opponentâs pawn. If the player gets numbers moving by which she enters a block which has the opponentâs pawns, she can âtake outâ the opponentâs pawn (is placed back in the home square). If the opponentâs pawn is in a home block, then it cannot be âtaken outâ.

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In the inner squares, if two pawns of the player are in the same block, then he can âtoughenâ (gatti) them by rolling a â2â. Until the pair becomes âgattiâ, theyâre known as âtolluâ pawns (of hollow strength). Such pawns can only be moved forward by 1 block for every 2 rolled (2 -> 1, 4 -> 2, 6 -> 3, 12 -> 6,). Opponentâs pawns cannot move beyond the âgattiâ pawns unless with their own âgattiâ pawns. Gatti pawns can be âtaken outâ by the opponentâs gatti pawns only. Only then, can the opponentâs pawns move further in the inner circle.
Winning the game
If a player can get all her 4 pawns into the center block first â, then that player wins.
Use these to make the play more exciting *
âitta-mane-chithâ â
an opponent player has to call out/shout âitta-mane-chithâ quickly when a pawn is placed in a particular square. Then the player cannot revert or change her move if this is called out, else they can modify their play. Useful when player has missed using some advantageous moves.
âmuttidd-kai-chithâ â
Opponent player has to call out/shout âmuttidd-kai-chithâ quickly as soon as a pawn is lifted, so that player has no other option, but to move the same pawn. The player might have lost a chance for a good move.
âmoor aar shyam / moor hannerad shyamâ â
If a player throws 6 or 12 consecutively then the opponent player can call out/shout âmoor aar shyam or moor hannerd shyamâ. If the opponent calls out first, then the numbers are nullified for the player. If a player calls out first, then she can use all the 6s or 12s she has rolled.
*Â Â These are phrases in the kannada language.
Check out how to play 5 House Chowka Bara.
5. Navakankari: Nine Men's Morris
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How to Play Navakankari (Nine Menâs Morris)
Navakankari is a strategy board game for two players, known by many names worldwide and often seen etched into temple floors in Karnataka. Itâs a game of skill and planning, with the goal to outwit your opponent by forming "sequences of three" pieces while capturing their pieces.
Game Overview
- Board Design: The Navakankari board is made up of three nested squares connected by intersecting lines. There are 24 points where pieces can be placed, marked by discs.
- Game Pieces: There are 18 pieces in total â 9 orange and 9 coffee brown.*
- Objective: The goal is to reduce your opponent to just two pieces or block all their moves.
(In the classic game set, the pieces are boy figurines in red and girl figurines in green.)
Step-by-Step Guide
1. Setting Up the Game
- Place the empty board between the players.
- Divide the pieces so each player gets 9 pieces of the same color.
- Decide who goes first.
2. Opening Phase: Placing Pieces
- Players take turns placing one piece on any vacant point on the board.
- The aim is to form a sequence of three pieces (a mill) in a straight line (horizontal or vertical).
-
When a mill is formed:
- Remove one of your opponentâs pieces from the board.
- You must prioritize removing a piece that is not part of a mill unless all their pieces are in mills.
- Continue placing pieces until all 18 pieces are on the board.
3. Midgame Phase: Moving Pieces
- Once all pieces are placed, players take turns moving one piece at a time.
- A piece can only be moved to an adjacent vacant point connected by a line.
- The aim is to form new mills and remove more opponent pieces.
-
When a mill is formed during this phase:
- Remove one opponent piece as per the rules.
- The game continues until one player cannot move or forms a mill.
4. Endgame Phase: Flying Moves (Optional)
- If a player has only three pieces left, they enter the flying phase:
- A piece can "fly" to any vacant point on the board, not just adjacent ones.
- This rule allows more freedom and can help players make strategic comebacks.
5. Winning the Game
- The game ends when one player is left with only two pieces, making it impossible for them to form a mill.
- Alternatively, the game ends in a draw if players block each other or repeat the same moves endlessly.
Simplified Gameplay Flow
- Set Pieces: Players alternate placing pieces, aiming to form mills. Capture opponent pieces when a mill is formed.
- Move Pieces: Slide pieces to adjacent points, again forming mills to capture more opponent pieces.
- Fly Pieces (if applicable): When down to 3 pieces, move freely to any vacant spot.
- Win Condition: The game ends when one player has 2 pieces left or cannot make a valid move.
Example Gameplay in Words
- Opening Phase: Orange places a piece in a corner. Coffee Brown places one on the opposite corner. Orange forms a mill on the top line and removes one of Coffee Brownâs pieces.
- Midgame Phase: Players now move their pieces to adjacent points. Coffee Brown forms a mill and captures one Orange piece. Orange retaliates by forming another mill and removing a Coffee Brown piece.
- Endgame Phase: Coffee Brown has only 3 pieces and enters the flying phase. They move a piece from one corner to the opposite side of the board. Orange blocks them, leading to a win.
Navakankari combines strategy and foresight, making it a timeless game for all ages. Itâs not just a gameâitâs a cultural heritage passed down through generations!
6. Pagade
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The âRoll-the-Dice How Toâ play Pagade, Pachisi, Indian Cross and Circle Board Game, Thayam, Ludo, Chaupar, Aksha Kreeda, Dayakattam, Chokkattan, ParchĂs
There are many variants of this game played across India. This âHow-Toâ follows a variant played mostly in southern parts of Karnataka.
Pagade Basics
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Pagade can be played by 2 â 4 players. Occasionally, two players sitting opposite each other form teams.
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The Pagade Board has four arms (marked â) and one square space in the centre (marked â) referred to as the âHomeâ. Each arm has three âGhattasâ â the blocks which are crossed. The path from the âHomeâ to the end of the arm â is the home stretch of the player. At the start of the game, the pawns are placed on the two âghattasâ as shown. One in the home stretch and the other, on the right side of the home stretch. For each player, the objective is to roll the âdaaLaâ (long dice) and move all her pawns to the âhomeâ in the center. The path to be taken is illustrated in this picture â.
The dice has to be rolled against each other and left gently on the floor. The dice has 4 four faces â 1, 3, 4, 6. The numbers on the top face are the current score. A single pawn can be moved as per the total of the two dice along the direction as shown, or two pawns moved as per the number on each dice. Eg. On rolling the dice, the player gets 3 and 6. She can move one pawn 3 blocks further, second pawn 6 blocks further. Or she could move one pawn 9 blocks further. At no point of time, can an individual block contain more than 2 pawns of the same player.
During the play, if there is a chance that the playerâs pawn can be placed in a block which already has an opponentâs pawn, then the opponentâs pawn needs to go back home and start afresh. This is called âtaking outâ the opponentâs pawn. At no point of time, can an individual block contain 2 different pawns. The exception is when the opponentâs pawn is in a âGhattaâ.
âjOdiâ: When two pawns (of the same colour) come together in a single block, then they become a âjOdiâ (pair). They can then be moved together, for which the dice needs to roll same numbers on both i.e (1,1) called âdugaâ, (3,3) called âitthigeâ, (4,4) â âentuâ, (6,6) â âhanneraduâ. The âjOdiâ cannot be taken out by a single pawn, but only from the opponentâs âjOdiâ.
Teams: Two players can form a team. In this case the pawns belonging to one player in the team would not be taking out the teammateâs pawn if she has to move to the same block in which the teammateâs pawn already exists.
Winning the game
When playing individually, whichever player gets her 4 pawns to the âhomeâ first after moving through the entire path wins.
When playing as two teams, whichever team gets all 8 pawns to the âhomeâ first wins.
7. Chowka Bara (5 House)
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The âRoll-the-Dice How Toâ play 5 House Chowka Baara; Also known as Katte Mane, Ashta Chamma, Gatta Mane, Chakka, Pakidakali, Daayum, Kavidi Kali, Kach kangri, Changa po, CheetaÂ
There are many variants of this game across India. This âHow-Toâ follows a variant played mostly in southern parts of Karnataka
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Chowka Baara Basics
The 5 House Chowka Baara board has 5X5 blocks. Upto four players can play the game. Each player has a home block â marked â â and has four pawns each. Optionally, players who sit opposite to each other are paired as a team.

The players have to take turns to roll the kavade set (set of 4 cowrie shells). Based on the number the player gets, she moves a chosen pawn by that many blocks as described in the play script below. Each kavade has 2 values (0 and 1). The hump of the kavade denotes 0, while the mouth of the shell denotes 1. All four mouths (1s) denote a Chowka (4). If the player gets all four humps (0s), that is a Baara (8).
The player who starts, rolls the set of 4 kavades. Based on the total of the kavades (1s + 0s) or 4 or 8, the player gets to move a pawn. If the player gets a chowka or baara, she can roll the kavades again. If the player has multiple turns (because she has rolled 4 or 8), she can move multiple pawns with the multiple numbers she has rolled. She can move the pawns along the perimeter in the anti-clockwise direction.
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The pawn enters the inner squares through the square â, that is to the left of the home square. But the pawn can enter the inner squares only if the player has âtaken outâ an opponentâs pawn. If the player gets numbers moving by which she enters a block which has the opponentâs pawns, she can âtake outâ the opponentâs pawn (is placed back in the home square). If the opponentâs pawn is in a home block, then it cannot be âtaken outâ.
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In the inner squares, if two pawns of the player are in the same block, then he can âtoughenâ (gatti) them by rolling a â2â. Until the pair becomes âgattiâ, theyâre known as âtolluâ pawns (of hollow strength). Such pawns can only be moved forward by 1 block for every 2 rolled (2 -> 1, 4 -> 2, 8 -> 4). Opponentâs pawns cannot move beyond the âgattiâ pawns unless with their own âgattiâ pawns. Gatti pawns can be âtaken outâ by the opponentâs gatti pawns only. Only then, can the opponentâs pawns move further in the inner circle.Â
Winning the game
Use these to make the play more exciting *
âitta-mane-chithâ â
an opponent player has to call out/shout âitta-mane-chithâ quickly when a pawn is placed in a particular square. Then the player can not revert or change her move if this is called out, else they can modify their play. Useful when player has missed using some advantageous moves.
âmuttidd-kai-chithâ â
Opponent player has to call out/shout âmuttidd-kai-chithâ quickly as soon as a pawn is lifted, so that player has no other option, but to move the same pawn. The player might have lost a chance for a good move.
âmoor naak shyam / moor ent shyamâ â
If a player throws four or eight consecutively then the opponent player can call out/shout âmoor ent shyam or moor naak shyamâ. If the opponent calls out first, then the numbers are nullified for the player. If a player calls out first then she can use all the 4s or 8s she has rolled.
8. Sholo Gutti (Bead 16)
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Board Setup
- The game begins with Orange soldiers and Black soldiers placed at their starting positions on the board.
- Soldiers are placed on designated spots (nodes), and the board lines act as movement paths.
- Both players will have an equal number of soldiers.
Movement Rules
- Players take turns starting with a randomly chosen player.
- In a single turn, a player can either:
- Move one of their soldiers, OR
- Capture an opponentâs soldier.
- A soldier can move to an adjacent empty position by following the lines on the board.
- Movement is restricted to:
- Straight (forward along the line).
- Sideways.
- Soldiers cannot move backward.
Taking Out Opponents
- To capture (eliminate) an opponent's soldier:
- The playerâs soldier must be adjacent to the opponentâs soldier.
- There must be a vacant position immediately beyond the opponentâs soldier in a straight line.
- The playerâs soldier leaps over the opponentâs soldier and lands on the vacant position.
- The captured soldier is removed from the board and considered "dead".
Claiming the Dead
- If a player successfully moves one of their soldiers to the opposite edge of the board (the opponentâs starting edge), they can:
- Revive a dead soldier (bring it back to life).
- The revived soldier can be placed on any vacant position on the board, chosen by the player.
- This rule adds a strategic layer, encouraging players to aim for the opposite edge to reclaim lost soldiers.
Winning the Game
- The game continues until one player captures/eliminates all the soldiers of the opponent.
- The player who eliminates all of the opponentâs soldiers wins the game.
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Strategies
Here are a few strategies to win Sholo Gutti (Bead 16 / Sixteen Soldiers):
-
Control the Center:
- Occupy central positions early to maximize movement options and control the board.
-
Block Opponent's Moves:
- Position your soldiers strategically to block the opponent from advancing or capturing.
-
Force Captures:
- Lure the opponent into positions where they are forced to make moves that expose their soldiers for capture.
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Focus on Sideways Movement:
- Use sideways moves to position soldiers safely and create opportunities for future captures.
-
Avoid Early Captures:
- In the beginning, focus on movement and defense rather than rushing to capture, to avoid overexposure.
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Target Isolated Soldiers:
- Look for opponent soldiers that are alone or poorly defended, making them easy to capture.
-
Advance Toward the Opponent's Edge:
- Reach the opponentâs starting edge to revive captured soldiers, maintaining your advantage.
(Tutorial is in Kannada with English subtitles)
9. Tiger and Goats - Level 1, 2, 3 and 4
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The âRoll-the-Dice How Toâ play Indian Goats & Tigers Board Game, Aadu Huli, Puli Meka, Bagh Chaal, Bagh aur Bakri, Huli Gatta, Pulijudam
There are many variants of this game across India. This âHow-Toâ follows a variant played in some parts of Karnataka.
Basics
The game starts by placing the tiger on the top corner point and with no goats on the board.
As the Goats, your goal is to corner all the tigers on the board.

- You have to place the goats on the board individually at the beginning.
- You can move the goats only after you place all the goats on the board.
- The goats can only move along the lines of the board and must be placed in the intersections.
- You can only make the same move back and forth three times in a row.
- A goat cannot be captured if there is no empty intersection for the tiger to jump.
As the Tigers, your goal is to âeatâ a given number of goats.
- All the tigers are present on the board right from the beginning.
- You can move only one tiger with each turn.
- The tigers can only move along the lines of the board to the next intersection.
- You can only make the same move back and forth three times in a row.
- Tigers cannot leap over two or more goats along a connected line.
There can be differences in the number of Goats and Tigers in each level.
| Â Roll-the-Dice Levels |
Level 1
|
Level 2
|
Level 3
|
Level 4
|
|
Goats
|
5 | 12 | 15 | 20 |
|
Tigers
|
1 | 3 | 3 | 4 |
| Goat's Goal |
Corner 1 tiger to win | Corner 3 tigers to win | Corner 3 tigers to win | Corner 4 tigers to win |
| Tiger's Goal | âEatâ 3 goats to win | âEatâ 5 goats to win | âEatâ 5 goats to win |
âEatâ 5 goats to win   |
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