Difference between revisions of "J''hanja'kwanzi"

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(New page: '''J''hanja'kwanzi''' is a game that was introduced by two CTYers as a pastime during CAR.10.2. Since then, it has become popular as a Meet-Market activity, as well as having competitive t...)
 
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'''J''hanja'kwanzi''' is a game that was introduced by two CTYers as a pastime during CAR.10.2. Since then, it has become popular as a Meet-Market activity, as well as having competitive tournaments during free time.
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'''J'hanja'kwanzi''' is a game that was introduced by two CTYers as a pastime during CAR.10.2. Since then, it has become popular as a Meet-Market activity, as well as having competitive tournaments during free time.
  
 
The game is played using a chessboard with raised edges, using two players. If a player takes too long during a single turn (roughly ten seconds or longer), that player will lose a turn. Additionally, the player whose turn it is must state their actions, including piece names, or that player will lose a turn.
 
The game is played using a chessboard with raised edges, using two players. If a player takes too long during a single turn (roughly ten seconds or longer), that player will lose a turn. Additionally, the player whose turn it is must state their actions, including piece names, or that player will lose a turn.
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'''RULES'''
 
'''RULES'''
  
These are the rules of J''hanja'kwanzi:
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These are the rules of J'hanja'kwanzi:
  
1. The players play an special edition of J''hanja'kwanzi-esque game of rock-paper-scissors using the following names: J''hanja'kwanzi (crossing fingers); Buela (palm on top of fist); and Denise (cupping both hands). J''hanja'kwanzi acts as rock, Buela paper, and Denise scissors, each having the same abilities as their respective regular counterparts. The person who wins automatically becomes white.
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1. The players play an special edition of J'hanja'kwanzi-esque game of rock-paper-scissors using the following names: J'hanja'kwanzi (crossing fingers); Buela (palm on top of fist); and Denise (cupping both hands). J'hanja'kwanzi acts as rock, Buela paper, and Denise scissors, each having the same abilities as their respective regular counterparts. The person who wins automatically becomes white.
 
2. The person who has the white pieces begins, setting up the board so that the pawns form a circle around the other pieces, with the two bishops occupying the adjacent King/Queen spots. The knights remain on either side of the bishops, with the rooks in front of them. Finally, the King is placed in the left-hand corner, and the Queen in the right. The piece names and movements are as follows:
 
2. The person who has the white pieces begins, setting up the board so that the pawns form a circle around the other pieces, with the two bishops occupying the adjacent King/Queen spots. The knights remain on either side of the bishops, with the rooks in front of them. Finally, the King is placed in the left-hand corner, and the Queen in the right. The piece names and movements are as follows:
 
Queen (Denise/Buela)- moves any direction up to five spaces, can hop other pieces.
 
Queen (Denise/Buela)- moves any direction up to five spaces, can hop other pieces.
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Knight (Kyle)- can move up to four spaces in any direction, cannot hop other pieces, and after moving, must move one space in a different direction.
 
Knight (Kyle)- can move up to four spaces in any direction, cannot hop other pieces, and after moving, must move one space in a different direction.
 
Rook (Sean)- can move up to two spaces, can hop other pieces.
 
Rook (Sean)- can move up to two spaces, can hop other pieces.
Bishop (Rondah)- can move any number of spaces in any direction, can hop other pieces. Considered the most valuable of all J''hanja'kwanzi pieces.
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Bishop (Rondah)- can move any number of spaces in any direction, can hop other pieces, and is considered the most valuable of all J'hanja'kwanzi pieces.
 
3. To capture another piece, the attacker places their piece (or pieces, if using pawns) on the edge of the board, and the defendant theirs. Pieces must be at least one square away from the corners of the board. The attacker then shakes the board, halting all shaking once a piece falls. The rules of shaking are as follows:
 
3. To capture another piece, the attacker places their piece (or pieces, if using pawns) on the edge of the board, and the defendant theirs. Pieces must be at least one square away from the corners of the board. The attacker then shakes the board, halting all shaking once a piece falls. The rules of shaking are as follows:
 
If the attacker's piece falls first, then the attacker moves back to their location from before the turn. Nothing happens.
 
If the attacker's piece falls first, then the attacker moves back to their location from before the turn. Nothing happens.
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'''D'brick'ashaw'''
 
'''D'brick'ashaw'''
Once a single player has only one piece left, they must yell "D'brick'ashaw". If not, they lose a turn. Once the state of D'brick'ashaw is achieved, the player with a single piece must reach the opposite side of the board to defeat the other player's last piece. On the way to the opposite side, if the person with one piece is playing against someone with multiple pieces, they can take their opponent's pieces without shaking. Additionally, if a player only has a single pawn, that pawn can capture automatically, without shaking. A player, even if it is their opponent who has achieved D'brick'ashaw, must still get all of their pieces to the opposing side before they can attack their D'brick'ashaw'ed opponent. Afterwards, generally each player has one piece left, and therefore partakes in a chase on the board, before attacking. The players place their pieces in the center of the board, then grasp opposite edges of the board and shake. The first to fall loses, becoming what is typically known as Clarisse. The winner shouts "J''hanja'kwanzi" and becomes the winner, called Jesus. The players maintain their positions for the day, with Jesus tormenting Clarisse and Clarisse doing Jesus' bidding, including cleaning up the game.
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Once a single player has only one piece left, they must yell "D'brick'ashaw". If not, they lose a turn. Once the state of D'brick'ashaw is achieved, the player with a single piece must reach the opposite side of the board to defeat the other player's last piece. On the way to the opposite side, if the person with one piece is playing against someone with multiple pieces, they can take their opponent's pieces without shaking. Additionally, if a player only has a single pawn, that pawn can capture automatically, without shaking. A player, even if it is their opponent who has achieved D'brick'ashaw, must still get all of their pieces to the opposing side before they can attack their D'brick'ashaw'ed opponent. Afterwards, generally each player has one piece left, and therefore partakes in a chase on the board, before attacking. The players place their pieces in the center of the board, then grasp opposite edges of the board and shake. The first to fall loses, becoming what is typically known as Clarisse. The winner shouts "J'hanja'kwanzi" and becomes the winner, called Jesus. The players maintain their positions for the day, with Jesus tormenting Clarisse and Clarisse doing Jesus' bidding, including cleaning up the game.
  
 
'''Variations on Spelling'''
 
'''Variations on Spelling'''
Although some variations on the spelling of the game include Jahanjakwanzi, J'hanjakwanzi, Jhanjaqwanzi, J'hanja'kwanzi, Jahajakwazi, J'anjakwanzi, or, most uncommonly, Johanjakwanz, the spelling of the game is agreed upon to be J''hanja'kwanzi, using two apostrophes after the "J", not a quotation  mark- there is a distinction. However, the fun of the game is the rapidly changing ways to spell it, or pronounce it.
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Although some variations on the spelling of the game include Jahanjakwanzi, J'hanjakwanzi, Jhanjaqwanzi, J'hanja'kwanzi, Jahajakwazi, J'anjakwanzi, or, most uncommonly, Johanjakwanz, the spelling of the game is agreed upon to be J'hanja'kwanzi, using two apostrophes after the "J", not a quotation  mark- there is a distinction. However, the fun of the game is the rapidly changing ways to spell it, or pronounce it.
  
 
'''Supporters of the Game'''
 
'''Supporters of the Game'''
 
The game has become a somewhat popular activity during Meet-Market, especially by Rebecca Trickey.
 
The game has become a somewhat popular activity during Meet-Market, especially by Rebecca Trickey.

Revision as of 16:13, 7 August 2010

J'hanja'kwanzi is a game that was introduced by two CTYers as a pastime during CAR.10.2. Since then, it has become popular as a Meet-Market activity, as well as having competitive tournaments during free time.

The game is played using a chessboard with raised edges, using two players. If a player takes too long during a single turn (roughly ten seconds or longer), that player will lose a turn. Additionally, the player whose turn it is must state their actions, including piece names, or that player will lose a turn.

RULES

These are the rules of J'hanja'kwanzi:

1. The players play an special edition of J'hanja'kwanzi-esque game of rock-paper-scissors using the following names: J'hanja'kwanzi (crossing fingers); Buela (palm on top of fist); and Denise (cupping both hands). J'hanja'kwanzi acts as rock, Buela paper, and Denise scissors, each having the same abilities as their respective regular counterparts. The person who wins automatically becomes white. 2. The person who has the white pieces begins, setting up the board so that the pawns form a circle around the other pieces, with the two bishops occupying the adjacent King/Queen spots. The knights remain on either side of the bishops, with the rooks in front of them. Finally, the King is placed in the left-hand corner, and the Queen in the right. The piece names and movements are as follows: Queen (Denise/Buela)- moves any direction up to five spaces, can hop other pieces. King (Adolf/Fidel)- can only move into the corners of the board Pawns (sometimes called Jew Pawns)- can move one space, but require two pawns adjacent to each other to diagonally capture another pawn. Knight (Kyle)- can move up to four spaces in any direction, cannot hop other pieces, and after moving, must move one space in a different direction. Rook (Sean)- can move up to two spaces, can hop other pieces. Bishop (Rondah)- can move any number of spaces in any direction, can hop other pieces, and is considered the most valuable of all J'hanja'kwanzi pieces. 3. To capture another piece, the attacker places their piece (or pieces, if using pawns) on the edge of the board, and the defendant theirs. Pieces must be at least one square away from the corners of the board. The attacker then shakes the board, halting all shaking once a piece falls. The rules of shaking are as follows: If the attacker's piece falls first, then the attacker moves back to their location from before the turn. Nothing happens. If the defendant's piece falls first, then they must remove their piece from the board. If both fall, both are removed. If using pawns, if any fall, even if they are the attacker's, they are automatically removed. QUICK GAME: Any pieces that fall on any part of the board, even if they are not in attack/defend position, are removed for a quicker game.

D'brick'ashaw Once a single player has only one piece left, they must yell "D'brick'ashaw". If not, they lose a turn. Once the state of D'brick'ashaw is achieved, the player with a single piece must reach the opposite side of the board to defeat the other player's last piece. On the way to the opposite side, if the person with one piece is playing against someone with multiple pieces, they can take their opponent's pieces without shaking. Additionally, if a player only has a single pawn, that pawn can capture automatically, without shaking. A player, even if it is their opponent who has achieved D'brick'ashaw, must still get all of their pieces to the opposing side before they can attack their D'brick'ashaw'ed opponent. Afterwards, generally each player has one piece left, and therefore partakes in a chase on the board, before attacking. The players place their pieces in the center of the board, then grasp opposite edges of the board and shake. The first to fall loses, becoming what is typically known as Clarisse. The winner shouts "J'hanja'kwanzi" and becomes the winner, called Jesus. The players maintain their positions for the day, with Jesus tormenting Clarisse and Clarisse doing Jesus' bidding, including cleaning up the game.

Variations on Spelling Although some variations on the spelling of the game include Jahanjakwanzi, J'hanjakwanzi, Jhanjaqwanzi, J'hanja'kwanzi, Jahajakwazi, J'anjakwanzi, or, most uncommonly, Johanjakwanz, the spelling of the game is agreed upon to be J'hanja'kwanzi, using two apostrophes after the "J", not a quotation mark- there is a distinction. However, the fun of the game is the rapidly changing ways to spell it, or pronounce it.

Supporters of the Game The game has become a somewhat popular activity during Meet-Market, especially by Rebecca Trickey.