Gambo

(2 players, from 12 yo)

MATERIAL

- An game board, with 2 rows of 9 squares, on both sides of a central line of 18 squares, the « line of battle».

- 2 X 9 pawns of 2 colors; in each color, you have 3 elephants, 3 cats, 3 mice, with 3 force levels in each category, level 1, 2 or 3 .

PURPOSE OF THE GAME

To eliminate all your opponent’s pieces.

BEGINNING

The 9 pieces of one color are distributed at random on a same row of 9 squares, and the 9 others on the opposite.

Then a player chooses his side; in compensation, his opponent will play the first move.

THE GAME

It consists of one or several series of duels.

To engage a duel, you move a piece to the line of battle, on the square just in front of your « from » square.

The opponent must chose either the nearest piece on his right, or the nearest piece on his left; he moves it to the line of battle, on the square just in front of his « from » square.

As the squares are emptied, dueling pieces which confront will be further and further from each other.

Sometimes a player will have no choice, if he has no (more) pieces to play on his left, or on his right.

THE DUELS

When the 2 pieces confront on the line of battle, you must consider their masks to know which one wins.

The elephants scratch the cats, the cats eat the mice, the mice frighten the elephants: so any elephant beats any cat, any cat beats any mouse, any mouse beats any elephant.

Between the same masks, the level of force tells who wins: a level 3 mouse-man beats a level 2, who beats a level 1.

Between two masks of the same force, for example two force 3 cat-men, by convention the attacker wins.

The loser piece is taken out of the board by the player who has won, and put among his prisoners.

The winner piece withdraws near the inside edge of the map, in front of its from square ; it will remain out of play for the next duels, until it joins its from square, at the beginning of another series of duels.

Te next duel is engaged by the player who has captured the less prisoners: so sometimes you have an interest in sacrificing the gain of one or several duels to maintain the initiative, then engage and win a duel you consider more important.

By convention, if both players have as many prisoners, the one who had the initiative keeps it.

PERMUTATIONS

The player who has the initiative can, instead of engaging a duel, permute 2 of his own pieces; in this case the duel must be engaged by the opponent.

By convention, you cannot permute if your opponent has just done so.

NEXT SERIES OF DUELS

At the end of a series of duels, the qualifying pieces are replaced on their from squares, and the player who has captured less prisoners (or, if so many, the one who had the initiative) engages the next series of duels, and so on, until the elimination of all the pieces of a camp.

A player in numerical advantage will keep one or several not played pieces at the end of a series: by convention, they automatically qualify for the next series.

VARIANT FOR MORE ADVANCED PLAYERS

In that variant, the not played pieces at the end of a series qualify only if the last duel has been won by their camp; otherwise, they are automatically eliminated.

So you can win the game with one surviving warrior, against many opponents: if he beats one of them, he automatically eliminates all the others!

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