Thursday, September 3, 2009

Challenge Resolution

When a player challenges another player's claim, the challenge is decided by a game befitting the monarchs the players represent.

A game of Five Men's Morris is played to decide the winner of the challenge.

The game is played on the square field on the side of the map made up of two concentric squares connected by intersecting lines in the center of each of the square's sides.



Each player takes with five pins from his bowl and places them near the field. If a player does not have five pins to play, he loses the challenge.

The challenger decides who starts first. The player then take turns placing one pin at a time on any unoccupied point on the field. There are 16 points (marked with dots in the illustration) on which pins may be placed.

Once both players have placed all of their pins on the field, they take turns in moving their pins around the field one at a time. Pins can only be moved to adjacent points along the marked lines. Only one pin may be placed on any point. If a pin is already on a point, another cannot be moved there.

The object is to form mills. A mill consists of a straight row of three of the player's own pins along a straight marked line. If a player succeeds in making a mill, he may capture an opponent's pin. This is done by removing an opponent's pin from the field. The pin is returned to the opponent's bowl. Once captured, pins cannot be brought back into play.

Whenever possible the captured pin should NOT be taken from an opponent's existing line of three (mill).

Players must move a pin if they can, even if it would be to their disadvantage. A player who cannot move a pin loses the game.

It IS allowed to move a pin out of a mill, then move back the following turn.

Once a player has been reduced to two pins, and therefore is unable to form a mill which lets him capture his opponent's pins, he loses the challenge.

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