Dablot prejjesne (Dablo)
&
Dablo Frostviken
Laplandish boardgames
Rules
This game derives from Lapland. Goal is
either to capture the enemy king or reduce his forces so that only the king
remains. All pieces move by single steps and can capture, by the short leap, in
all directions. The soldier ("dårake") can only step in the
three forward directions. Promotion does not occur. For the soldier, capture is
mandatory. For the king ("gånneka") and prince ("gånnekan
alke"), capture is optional. One can only capture a piece of the same rank
or lower. Pieces are ranked in this order: king, prince, and soldier.
A
piece moves to an empty adjacent point. If an adjacent point is occupied by an
enemy piece, of the same rank or lower, and the point directly behind is vacant,
then one may jump over it and capture it, as in checkers. Several pieces may be
captured like this in a single turn.
Dablo Frostviken follows the same rules.
Example of simple combination. Here black can win by moving the king
to the left (e5-c5). This forces white to capture the soldier, which leaves the
king en prise.
Another typical combination. Black moves the soldier to nw (f2-e3),
forcing the white soldier to capture. Thus, black can capture the enemy king in
two consecutive jumps.
Discussion
Dablot Prejjesne was played among the Sámi people (the "Lapps")
in Sweden. The name is Laplandish and means "To play Dablo on a board".
The first party represents the Lapps, and the second party represents the
Peasants. The pieces were carved in wood. Mandatory capture on part of the
soldier, its forward movement restriction, and the rule of absolute royal
pieces, are suggested in this reconstruction. The absolute king rule is
corroborated by a note on Dablot Prejjesne from 1892 by Wiklund: "Den
som först förlorat alla sina brickor, har tappat. Efter öfverenskommelse
kan äfven den tappa, hvars kung blifvit öfverhoppat och slagen af den
andres kung; vanliga brickor kunna då ej slå kungarna" ["The
party who first loses all his counters has lost the game. According to
agreement, the player also loses whose king is jumped over and thus captured by
the other king, in which case normal counters cannot capture the king." (my
transl.)]. There also seem to have existed smaller dablo variants where king
capture was sufficient for a win. Pettersson says that in certain parts of
Lapland has the rule of forward movement only been introduced, at least
for the soldiers. This is also borne out by
Dablot Prejjesne is closely
related to
Dablo Daares. An interesting fact is that the
board has the same type of pattern as the African game Kharbaga,
and the capture rules are reminiscent of the Italian checkers variant
Damone. The 'absolute king' rule is
reminiscent of Italian Damone variants, where capture of the Damones is
sufficient for a win. The suggested 'lone king' rule exists also in
Shatranj.
The notion of forward moving pieces that do not promote, but can capture in all
directions, is known from Ossetian checkers.
As
capture is mandatory for the soldier, it is sometimes possible to sacrifice one
or more soldiers to enemy soldiers, thus to create a situation where the enemy
king or prince can be captured. But it is not always adequate to make such
combinations, if it leaves the opponent with a clear majority of soldiers,
together with his remaining king. It is necessary to hunt enemy soldiers with
the royal pieces, although this exposes them to combinations. A shortage of
soldiers can lead to a lost game as it allows the opponent to continue
exchanging soldiers until he wins according to the 'lone king' rule.
In
N. Keyland's rendition of standard Dablot Prejjesne rules, the game is very
tedious when soldier capture is not mandatory, the soldier can step in all
directions (a lot of back and forth), and you must remove all enemy pieces to
win. In order to end the game, when only few pieces remain (likely to occur
after 200 moves or so) the players are expected to move straight forward with
the pieces (although the pieces can also move backwards), and the player who is
lucky enough to arrive at a position where he has the capture right can win the
game. This is a completely erratic rule that perhaps was invented in late times
to try to make sense of the game. Instead I propose that it is enough to capture
the king to win (corroborated by historical variants), and that capture by the
soldier is mandatory, so that it becomes possible to capture the royal pieces by
way of sacrificial combinations.
Mandatory capture for both king and
prince would not work, while there exists a forced royal piece win in the
initial position. With these rules the game is strategically and tactically very
interesting, and takes appropriately long time, too.
Promotion
A
suggested variant introduces the rule that Soldiers promote to Prince when they
reach the farthest rank. However, capture takes precedence before promotion.
Dablo Frostviken

Wiklund also describes a 41 square variant with, in all, 18 pieces per side, including king and prince. It is known to have been played in Frostviken, Lapland. Accordingly, I have named this Dablo Frostviken. It is also implemented.
References
Keyland, N. (1921). 'Dablot prejjesne och Dablot duoljesne'. Etnologiska
Studier. Göteborg.
Pennick, N. (1988). Games of the Gods.
Rider.
Pirak, A. (1937). En nomad och hans liv. Stockholm:
Nord.
Wiklund, K.B. (1892). Note: catalogue nr. 71978. Nordiska
Museet (Stockholm, Sweden).
This is a reworking of my earlier reconstruction, following
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© Mats Winther 2006-2010