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WETLANDS CROSSING | A Wood Elven Game

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The goal of Wetlands Crossing is to be the first player to remove all of their pieces from the board, thereby crossing the wetlands safely. The board consists of three rows of ten tiles, with each tile being known as a domain. Each player starts with five pieces, which begin on the top row in an alternated pattern.

 

Spoiler

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The game is played with throwing sticks, resulting in a number between one and five ((OOC: /roll 5)). The youngest player throws first. The pieces move from left to right in the top row, right to left in the middle row, and left to right in the bottom row, resulting in a zigzagging path across the board.

 

Spoiler

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During each turn, a piece can be moved according to how many throwing sticks land face up ((OOC: what number you get when you /roll 5)). Pieces can jump over other pieces, in a move known as Dzalar'onn's Leap. The exception to this is if a player has three or more connecting pieces in the same row, effectively creating a blockade that cannot be jumped over, even if the other player rolls the requisite number. This is known as Meracahe’s Dam. If the player has, for example, four connecting pieces, but they are split across rows, this breaks Meracahe’s Dam and their opponent can jump over it if they roll the requisite number. Players can always jump over dams created by their own pieces. 

 

Spoiler

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This is a valid dam, because there are three connecting pieces in the same row. Even if the purple player rolled a 5, they would not be able to jump over these pieces because of the dam.

 

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This is not a valid dam. Although there are four connecting pieces, they are split across two rows. There needs to be at least three connecting pieces in the same row for it to be a dam.

 

There can only be one piece per domain at any given time. A player can move their piece to a domain occupied by their opponent’s piece if they land on it; doing so exchanges the pieces, and they swap places. A player cannot move their piece to a domain occupied by one of their own pieces. If a player has two or more connecting pieces, this is known as the Protection of Tāmatu, meaning that the pieces cannot be exchanged even if the requisite number is thrown. This protection lasts until the pieces are separated through gameplay.

 

Spoiler

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Even though the purple player rolled a 3, those yellow pieces have Tāmatu’s protection and therefore cannot be swapped. The purple player will need to move another piece. For Tāmatu’s protection, it does not matter if the pieces are separated between rows.

 

There are a number of special tiles on the board, known as Mani Domains

 

Red: Siss’siru

Yellow: Wi’wun

Blue: Kwakwani

Green: Kri’ki

Light green: Llan’sae

 

The Domain of Siss’suru is a safe place, meaning that a piece in this domain cannot be exchanged, even if their opponent rolls the requisite number to land on it. Other safe domains where pieces cannot be exchanged are the Domains of Wi’wun, Kri’ki, and Llan’sae.

 

Pieces must first land on the Domain of Wi’wun before it can progress further into the wetlands. For example, if a piece is on the tile before Wi’wun and the player throws a three, they cannot move that piece. This is likened with the Prince of Cranes judging trespassers attempting to cross flooded lands. The Domain of Wi’wun is a safe domain, and pieces on this domain can never be jumped over, effectively blocking one’s opponent from progressing.

 

Spoiler

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If a piece lands on the Domain of Kwakwani, the Trickster Raven moves their piece back to the Domain of Siss’siru. Being taken back to the Domain of Siss’suru symbolises that the piece has a second chance to continue playing the game, even if they have been knocked back. If the Domain of Siss’siru is occupied by another piece, the knocked back piece is moved to the first empty domain before it. 

 

The very last tile on the board is not safe. If there is a piece in the final domain, and a player with a piece in the Domain of Wi’wun throws a four, they can swap their piece to the final domain. Rather than the other piece being swapped to Wi’wun, it is instead stolen by Kwakwani and moved to the Domain of Siss’siru.

 

Once a piece has passed the Domain if Wi’wun and is in the final domains, it can only leave by throwing a specific number. Pieces in the Domain of Kri’ki can only leave the wetlands with a three, pieces in the Domain of Llan’sae can only leave with a two, and pieces on the final unmarked domain can only leave with a one. For example, if a piece is in the Domain of Kri’ki and the player throws a one, the piece cannot progress to the Domain of Llan’sae, which is on the tile beside it; the piece must remain in place until the exact number is thrown.

 

If a move is possible then the player must make that move. For example, if the player has only one piece remaining and they roll to land on the Domain of Kwakwani, they must make that move even though it is disadvantageous. If no move is possible, the player forfeits their turn.

 

The first player to move all of their pieces off the board wins the game, having successfully crossed the wetlands.

 

Spoiler

Thank you very much to Tav for feedback on this post, and to Tav and Bloodstalk for being the first players of this game on the server! Wetlands Crossing is based on the ancient Egyptian game of Senet, if you wanted to research it or play a few online games to get the hang of the rules.

 

This board is located in the far western part of Nevaehlen, in the fairgrounds to the left of the Campitol. Happy playing!

 

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