Pariah

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Pariah
Part of a Garangol pariah set

Left to right: black column, black king, black capstone, white column, white capstone, white king
Other namesBurj (Gondwana), Spiel (Concord)
Years activec. 13th century to present (predecessors c. 900 years earlier)
Genres
  • Board game
  • Abstract strategy game
  • Mind sport
Players2
Playing time10-20 minutes
ChanceNone
SkillsStrategy, Tactics

Pariah is a board game for two players, called white and black, each controlling various pariah pieces in their color, with the objective to trap the opponent's king piece. It is sometimes called burj or spiel depending on the continent. The rules of pariah, as they are known today in Yasteria, emerged in the 13th century, with general standardization in the 19th century.

Pariah is an abstract strategy game that involves no hidden information and no elements of chance. It is played on a checkered 16 square grid arranged in a 4x4 grid. At the start, each player has 3 pieces on the board: their player piece in a corner of the board (with their opponent's piece in the opposite corner), and two of their column pieces placed in front of their opponent. Black moves first, followed by white. The game is won by trapping the enemy king, i.e. leaving it with no squares to move toward. There are also a few ways in which a game can end in a draw.

Competitive pariah arose in the 19th century. Pariah competition today is governed internationally by IPF (the International Pariah Federation).

Etymology and Terminology

Rules

The rules of pariah are published by IPF in its Handbook. Rules published by naitonal governing bodies, or by unaffiliated pariah organizations, may differ in some details. The IPF's most recent revision to the rules was in 2020.

Setup

Setup at the start of a pariah game

The game starts with the two players' king pieces placed on opposite corner squares of the 4x4 square grid board and two opposite color column pieces placed in front of the kings. Conventionally, the kings are placed on the dark square corners rather than the light ones. Outside of the board, each player has 10 extra column pieces of their color, aside from the two already on the board, and a capstone piece of their color.

In competitions, the colors of each player are decided by who is stronger. The stronger player will usually play as white because white offers a slight disadvantage, and reversely, the weaker player will play as black because black offers a slight advantage due to going first. In informal games, the color of the player is usually decided randomly.

Movement

Black moves first, after which players alternate their turns, moving one piece per turn (with the exception of moving stacks). The capstone piece can be moved and placed on any space on the board using a player's turn. Similarly to the capstone piece, the column piece can be placed anywhere on the board, but once it is placed it is bound by a set of movement rules. The king and column pieces, once it is placed, can only move one square orthogonally, and one piece's length upward and downward. Pieces can move onto either unoccupied squares, or on top of other pieces. Any piece can be placed on top of a column piece, including other column pieces. Kings and capstones cannot have anything placed on top of them. Whenever another piece is placed on top of a column piece, it is known as a stack. When moved, a stack moves everything on top of it with it, including when the stack jumps up to another piece.

Trapping

The Endgame position of the Munazza v Bakibal match. In this position, white is victorious as black's king has no spaces left to move.

When a king piece no longer has any spaces to orthogonally move to, and no moves left on its turn to give itself a space to move toward, it is considered trapped.

The object of the game is to trap your opponent's king. Two common ways to do this is to surround the enemy king with either stacks that are at least two pieces high or with impassable pieces, or with the spire method, in which the enemy king in trapped on top of a stack with no way to get down.

End of the Game

Win

A game can be won in various ways:

  • Trapping: When either king piece in placed in a position with no spaces left to move
  • Resignation: When either one of the players resigns, conceding the game to the other player.
  • Flagging: When the other player runs out of time. This can only happen in time controlled matches, which is usually the standard for competitive pariah.
  • Foul: When the opposing player cheats or violates the rules, they automatically loose.

Draw

There are several ways a game can end in a draw:

  • Dead position: A dead position is a position in which both king pieces are left with no spaces left to move on the same turn. These positions are usually reached due to a mistake on either one of the players, in which their move cuts their own king off from having any safe spaces left while doing the same to the enemy king.
  • Draw by Agreement: At any point in a pariah game, either one of the players can offer a draw. If the other player accepts, then the game automatically ends in a draw.
  • Draw by Repetition: A draw is reached when both players repeat the same sequence of moves 3 times each.

Notation

Organized Competition

Tournaments and Matches

Governance

Titles and Rankings

Theory

Opening

Midgame

Tactics

Strategy

Endgame

History

Pre-13th century

13th century Variation

Competitive Pariah

Variants