Rimau-rimau

Rimau-rimau is a two-player abstract strategy board game that belongs to the hunt game family.[1] This family includes games like Bagh-Chal, Main Tapal Empat, Aadu puli attam, Catch the Hare, Sua Ghin Gnua, the Fox games, Buga-shadara, and many more. Rimau-rimau is the plural of rimau which is an abbreviation of the word harimau which means "tiger" in the Malay language. Therefore, rimau-rimau means "tigers". The several hunters attempting to surround and immobilize the tigers are called orang-orang which is the plural of orang which means "man". Therefore, orang-orang means "men" and there are twenty-two or twenty-four of them depending on which version of the game is played. The game originates from Malaysia.

Rimau-rimau is specifically part of the tiger hunt game family (or tiger game family) since its board consist in part of an Alquerque board. In contrast, Leopard games are also hunt games, but use a more triangular pattern board and not an Alquerque-based board. Fox games are also hunt games, but use a patterned board that resembles a cross.

Two versions of this game are described below: Version A and Version B. Both use two rimau-rimau (two tigers). The main difference is that Version A uses 24 orang-orang while Version B uses only 22 orang-orang.

There is also a single rimau version to this game aptly called Rimau with very similar rules.

Stewart Culin in his book Chess and Playing Cards: Catalogue of Games and Implements for Divination Exhibited by the United States National Museum in Connection with the Department of Archaeology and Paleontology of the University of Pennsylvania at the Cotton States and International Exposition (1898) briefly describes the game with an illustration and refers to it as "Dam Hariman or Tiger Game, the Malayan Game of Fox and Geese".[2] Culin does not actually describe the rules, but since he compares it to Fox and Geese, then it can be assumed to be a hunt game; moreover it's in the section of the book that deals with hunt games.

There are many names and variants of the game (see Variants section).

From here on, the rimau or rimau-rimau will be simply referred to as tiger and tigers respectively. The same also applies to the orang and orang-orang, and they will be referred to as man and men respectively.

Setup

The game consists of a standard Alquerque board, but flanked on two of its opposite sides are triangular boards called "gunung" which means mountain. There are two black pieces called tigers, and 22 or 24 white pieces called men. Version A has 24 men, and version B has 22 men.

Rules

Two versions of this game are described.

Version A:

  • In the beginning the two tigers are placed at the vertex of the two mountains that connects to the Alquerque board.
  • Nine men are initially placed on the nine intersection points of the central square of the Alquerque board.
  • Throughout the game, pieces are always situated on the intersection points, and move along the marked lines between them.
  • The tiger player moves first and removes any three men from the board. Then, the tiger player may also pick up one of his tigers, and reallocate it on any empty point on the board, or the tigers can simply remain where they are already.
  • The man player moves next, and must drop his or her remaining 15 pieces on any vacant intersection point on the board one piece per turn before he or she can begin to move any of them. This will take 15 turns.
  • Players alternate their turns.
  • The tigers can move or capture from the beginning.
  • After the 15 men have been dropped, the men can begin to move. Only one man may be moved in a turn. A man moves (in any available direction) along a marked line onto a vacant adjacent intersection point. Men cannot perform a capture.
  • Similarly, only one tiger may be moved in a turn. A tiger moves (in any available direction) along a marked line onto a vacant adjacent intersection point. Alternatively, a tiger can perform a capturing move instead. Tigers can capture an odd number of men (e.g. 1, 3, 5, or 7). The tiger must be adjacent to the man or line of men, and leap over them onto a vacant intersection point adjacently beyond. Leaped piece(s) are removed from the board. If more than one man is captured in the leap, the men must be lined up right next to each other with no vacant points in between them. Once a man or a line of men are leaped over and captured, the tiger can no longer capture further or move. Captures are not compulsory.
  • If the men are reduced to 10 or 11 pieces, the men will usually resign as there is not enough of them to effectively immobilize the two tigers.
  • The men win if they block the movement of the two tigers (i.e. the tigers are not able to perform a legal move or capture in their turn).
  • The tigers win if they capture all the men, or capture as many men as possible so that the men cannot block their movements.

Version B:

Similar to Version A except that there are only 22 men, and 8 of which are placed on the eight intersection points surrounding the central point of the board at the beginning of the game with the central intersection point left empty. The tiger player also only removes one man in the beginning (as opposed to three men in Version A). The man player must drop his or her remaining 14 pieces before he or she can begin to move any of them. Play is exactly the same from here on.

Variants

A similar game to Rimau-rimau especially Version A is played by the Iban tribe in Borneo called Main Machan.[3] There are a few differences however one of which is that there are 28 anak (children) in Main Machan as compared to 24 or 22 orang-orang (men) in Rimau-rimau.[3] Children are playing the role of the men in this case. Furthermore, instead of rimau-rimau (tigers), the two pieces are called endo (women) in Main Machan.[3] Lastly, the anak can jump over an endo using the short leap method as in draughts, but the endo piece is not captured.[3] There may be more variations of the game with differences in rules, board design, and number of pieces.[3] An endo piece can capture an odd number of anak pieces as in rimau-rimau, and the board used is the same as in rimau-rimau.

Another account from the book "The Achehnese" (1906) states that these type of games were referred to as Machanan or the "tiger-game" in Java, but referred to as meurimueng-rimueng (tiger-game) among the Acehnese.[4] Meurimueng-rimueng is described slightly differently from both versions of Rimau-rimau. It consists of the usual two tigers, but with 23 sheep (as opposed to 22 or 24 men). It is most similar to Version B as the game begins with 8 sheep on the eight intersection points surrounding the central point of the board. But instead of the central intersection point being left empty, the two tiger pieces are placed on it. It does not specifically mention if the two tigers are stacked on top of one another on the central point, or if the second tiger is entered separately and after the first tiger has moved away from the central point. Moreover, the remaining 15 sheep are only entered if a sheep on the board is captured. This means that only at most 8 sheep are allowed on the board at any time, but can 8 sheep effectively block the two tigers? Whether this is an accurate description of the game is questionable. The tigers are allowed to capture an odd number of sheep as in rimau-rimau, and the same board is used.

The Acehnese live in northern Sumatra, but on the island of Simeulue (or Simaloer or Simalur) which is just west of Sumatra, the inhabitants play a similar game and may fill in some of the rule deficiencies found for meurimueng-rimueng, the previous game described above. It is similar to Version B of rimau-rimau. Edw. Jacobson wrote in Tijdschrift Voor Indische Taal-, Land- En Volkenkunde (1919) which is a collection of articles written in Dutch, and wrote the name of the game as Rimoe (which sounds like rimau), and Jacobson states that it is the Malay Rimau or the tiger game.[5] The game was also described by H.J.R. Murray in A History of Board-Games Other Than Chess (1952), and references Edw. Jacobson's work as his source.[6] The game uses the same board. There are 24 pieces called "ana" (which means child in some Austronesian languages, and the inhabitants of Simuelue do speak Austronesian languages) played by one player. [7] There is also 1 or 2 "rimoe" or "radjo" (depending upon the version) played by the other player. In the beginning only 8 ana are placed on the 8 intersection points surrounding the central point of the board. If playing with the version with 1 rimoe, then that 1 rimoe is placed on the central intersection point. If playing with the version with 2 rimoe, then both rimoe are placed on the central intersection point, hence two pieces are occupying one intersection point. In both versions, the Rimoe start first with each player alternating their turns. The rimoe having been completely surrounded by ana pieces jumps over one along a marked line and landing on a vacant intersection point immediately beyond as in rimau-rimau, and removes the ana from the board. In the version with two rimoe, the player may choose any one of the two rimoes to jump over an ana. Only one rimoe may be used in a turn throughout the game. In both versions, the person playing with the ana pieces must first enter the remaining 16 ana pieces (one piece per turn) before he can move any of the pieces on the board. After all 16 ana pieces have been dropped, the ana pieces may be moved to any adjacent vacant intersection point along a marked line. Only one ana piece may be moved in a turn. Ana pieces cannot capture or perform jumps. The person playing with the rimoe piece or pieces may move a rimoe piece following a marked line onto a vacant adjacent intersection point. In the single rimoe version, the rimoe may jump over an adjacent odd number of ana pieces as in rimau-rimau. If playing with the version with two rimoe, the rimoe may capture no more than 1 ana per turn. The person playing the rimoe pieces may only perform a move or a capture in a turn, but not both. The objective of the person playing the ana pieces is to hem in or trap the rimoe piece or pieces as in rimau-rimau. The objective of the person playing the rimoe piece or pieces is to capture all the ana pieces. Jacobson writes that rimoe is a favorite pastime among the inhabitants of Simuelue, and are found on the plank floors of many homes or suraës incised (a sura is a place where religious instruction is given, or serves as a lodge for foreigners especially in Simeulue). Game boards (that are separate from the floor or wall) are never to be found. The two triangle board sections are called "alas" among the inhabitants of Simeulue, and it means beach, but among the Malay it is often referred to as a forest (or mountain).

Another variant which is briefly described in "The Achehnese" (1906) is the game Madranggam (or Mudranggam) which is called "four tigers and sixteen sheep".[4] The same board is used in Machanan / meurimueng-rimueng which is the rimau-rimau board, but it's not explicitly mentioned whether a tiger can capture an odd number of sheep. Perhaps a similar game is described by Walter William Skeat in his work Malay magic (1900)which he refers to as Main Rimau ("Tiger" Game) or Main Rimau Kambing ("Tiger and Goat" Game) as this game consist of usually 4 tigers and a dozen goats.[8] However the design of the board is not described or referenced, nor whether or not the tiger is permitted to capture an odd number of goats.

Main rimau is also the name for a game played in the state of Kelantan in Malaysia, and it was described by A.H. Hill in the Journal of the Malayan Branch of the Royal Asiatic Society (1952) under the article "Some Kelantan Games and Entertainments".[9] But unlike Rimau-rimau and the other variants, the standard Alquerque board is only used; the two triangular boards that normally flank it on opposite sides are missing. There are two rimau and twenty lěmbu (which when translated from Malay to English is "cattle"), and they are traditionally represented by fruits or pebbles. The game starts with some of the pieces on the board already. The two rimau are placed on two opposite outer rows (or columns) of the board, and specifically on the middle point of the row or column; this part of the setup is essentially the same as that of Rimau-rimau. Four lěmbu are placed on the four points diagonally adjacent to the central point of the board. Although not explicitly described in the article, the remaining lěmbu may be assumed to be entered one piece per turn as in Rimau-rimau and the other variants. But unlike Rimau-rimau and the other variants, the lěmbu may possibly be placed onto a point already occupied by one or more lěmbu. The rimau move and capture similarly as in Rimau-rimau except it can only capture one lěmbu in a turn; the rimau cannot capture a line of an odd number (greater than 1) of lěmbu as in Rimau-rimau. The turn ends after the capture of the one lěmbu. As mentioned earlier, more than one lěmbu may occupy a point, and the rimau is allowed to leap over them, but only capture one of the lěmbu. The lěmbu move similarly as in the orang-orang of Rimau-rimau but it can also move onto a point already occupied by one or more lěmbu. The lěmbu are not allowed to move onto the same point occupied by a rimau. The lěmbu cannot capture. The objective for both parties are the same as in Rimau-rimau.

Asymmetry

Rimau-rimau is an asymmetric game in that the pieces controlled by one player is different from the pieces controlled by the other player. Tiger pieces can capture whereas men can only block the tigers. Furthermore, the number of pieces is different for each player. The tiger player controls the 2 tiger pieces, and the man player controls the 22 or 24 man pieces. Lastly, the goals of each player are different. The goal of the tigers is to eliminate as much men as possible which would prevent the men from blocking their movements. However, the goal of the men is to block the movements of the tigers.

References

  1. Winther, Mats. "Asian Tiger games, hunt games from Asia". Asian Tiger games. August 2006. Retrieved 2016-06-26.
  2. Culin, Stewart (1898). Chess and Playing-Cards: Catalogue of Games and Implements for Divination Exhibited by the United States National Museum in Connection with the Department of Archaeology and Paleontology of the University of Pennsylvania at the Cotton States and International Exposition, Atlanta, Georgia, 1895. Washington: Government Printing Office. p. 875. Retrieved 15 July 2016.
  3. Selin, Helaine (2001-11-30). Mathematics Across Cultures: The History of Non-Western Mathematics. Kluwer Academic Publishers Dordrecht/Boston/London (2000) pgs. 278, 280-281. ISBN 9781402002601. Retrieved 2016-06-26.
  4. Hurgronje, Christiaan Snouck; O'Sullivan, Arthur Warren Swete; Wilkinson, Richard James (1906). The Achehnese. Leyden: E.J. Brill. pp. 203–204. Retrieved 16 July 2016.
  5. Jacobson, Edw. (1919). Tijdschrift Voor Indische Taal-, Land- En Volkenkunde. Weltevreden: Albrecht & Co. pp. 8–10.
  6. Murray, H.J.R. (1978). A History of Board-Games Other Than Chess. New York: Hacker Art Books, Inc. p. 109. ISBN 978-0-87817-211-5.
  7. Tryon, Darrell T. (1995). Comparative Austronesian Dictionary: An Introduction to Austronesian. Berlin: Mouton de Gruyter. p. 159. ISBN 9783110884012.
  8. Skeat, Walter William (1900). Malay magic being an Introduction to the folklore and popular religion of the malay peninsula. London: Macmillan and Co., Limited. pp. 487.
  9. Hill, A.H. (August 1952). "Some Kelantan Games and Entertainments". Journal of the Malayan Branch of the Royal Asiatic Society. Vol. 25, No. 1 (158) (1 (158)): 20–34. JSTOR 41502930.
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