Tibetan Gundru

Gundru (Gun-dru, Mig-mang, Ming-mang) is a
traditional game from Tibet. It is played on a 9x9 grid with 16 pieces initially
placed on the board, and equally many are kept in the reserve. The object is to
capture the enemy stones. Stones slide orthogonally in any direction, like the
chess rook. Capture is done by enclosing a row of enemy stones between two of
one's own. Many stones can be captured at the same time, both vertically and
horizontally. Capture can occur over corners, when a line of stones makes a
perpendicular turn anywhere on the board. Captured stones are immediately
removed and replaced with friendly stones. When a player has only one stone
left, it acquires the capability to capture by the short leap, one jump at a
time. Capture is not mandatory. If a player builds an impenetrable fortress and
only moves pieces within it, then the other party shall be regarded as the
winner. It is important to gain space, thus leaving the enemy with fewer move
freedoms. As this game uses the ancient interception capture, it is probably
quite old. (There seem to exist other references to Mig-mang or
Ming-mang where the rules described are not the correct ones.)
Capture can also occur of rows of pieces that turn
perpendicularly. Captured pieces swap colour.
In this example all black pieces are captured (swapped). Is Gundru a precursor of Go?
Reference
Rin-chen Lha-mo (1926). We Tibetans. London: Seeley Service &
Co. Limited.
You can download G. Schmidt's
free Tibetan Gundru program
here,
but you must own the software
Zillions of Games to be able to
run it (I recommend the download version). Alternatively, you can download
the fully free standalone version
here. |
© M. Winther
(March 2010).