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Dablot prejjesne is a Sami game from the nineteenth
century. It recalls historical struggles between nomadic Sami warriors
and Finnish settlers farming the land. One side has a king, prince
and warriors, while the other has a landlord, his son and tenant
farmers. Despite the differences in names, the sides are completely
equal in number and power, making this an even-handed game of war.
History of Dablot Prejjesne
The nomadic Sami people from Lapland have been quite innovative over
the centuries when it comes to board games. An example of this is
dablot prejjesne, which has some resemblances to other games, but in
combining them becomes a pure Sami invention. The game has been in
existence since at least 1892, when it appears in a museum catalogue in
Stockholm. However, it took until 1973 before it was introduced to
English-speaking people by the game historian R. C. Bell. Dablot
prejjesne recalls historical struggles between nomadic Sami warriors and
Finnish settlers farming the land. One side has a Sami king, prince
and warriors, while the other side are known as the landlord, his son,
and their tenant farmers. Despite the differences in names the sides
are completely equal in number and power, making this an even-handed
game of war. A traditional board was made of pine, with the Sami side in yellow and the Finnish side in red.
Rules for Dablot Prejjesne
Dablot prejjesne is played by two people on a board of 72 points,
arranged as two overlapping grids: one of six rows of five points, and
one of five rows of four points, all connected by lines (see the
diagram). One side consists of a king, a prince and twenty-eight
warriors, while the other has a landlord, his son and twenty-eight
tenant farmers.
1. The Sami player’s pieces are set out with the
warriors on his back ranks, the prince in front to the right, and the
king in front, as shown in the diagram.
2. The Finn’s landlord, son and tenant farmers are set up in the same way at the other end of the board.
3. Players decide at random who is to move first. After each player moves, play passes to his opponent.
4. A player in his turn may move one piece along a marked line in any direction.
5. All pieces have the same power of move.
6. Only one piece at a time may occupy a point on the board.
7. Instead of moving, a piece may capture an enemy by jumping over it and landing on the empty space beyond.
8. Captures in this game are optional; players are never forced to capture.
9. No piece may capture above its station, specifically:
(i). the king and the landlord may capture any enemy;
(ii). the prince and the landlord’s son may capture anything except the king or landlord;
(iii). warriors and farmers may only capture each other.
10. If the piece, having made a capture, is in a position to make further captures, it is free to do so in the same turn.
Ending the Game
11. A player loses the game if he cannot move because:
(i). he has lost all his pieces, or
(ii). he has pieces left but they are surrounded by the enemy and unable to move.
12. A player may resign if he feels his position is hopeless.
13. The game is a draw if only the king and the landlord remain on the board.
Some players have introduced new rules to counter drawish play.
14. Warriors and farmers may only move forward, either directly or diagonally. They may, however, capture in any direction.
15. Captures for warriors and farmers are compulsory, though for pieces of higher station they are still optional.
16. The game can be declared over when the king or landlord is taken, that piece’s owner losing the game.
If
rule 16 is not used, it is sometimes possible to beat a player whose
most powerful piece remains when yours is lost. Since it is possible to
win by immobilising the enemy, minor pieces may block major ones in
even if they cannot capture them.
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