Sholo Guti · Cows and Leopards
Sri Lanka’s Hēwākam Keliya — still played every day across Bangladesh and India

THIRTY-SEVEN POINTS

An alquerque lattice with a six-point triangle splaying out from the middle of each end. Sixteen soldiers a side fill the two rows nearest them plus their own triangle; the whole middle row stays open.

NO FORWARD RULE

Soldiers step and leap in every direction from move one — no promotion, no backing away. Captures are optional and chain freely; chop all sixteen to win.

Opponent strength
Wins: 0
Losses: 0
Games: 0
SIXTEEN SOLDIERS
Sholo guti on 37 points — leap any way you like. Difficulty: Medium.
You 16/16
North army 16/16
Turns without a chop: 0 / 60 (at the limit, most soldiers wins)

Your move. Step or leap — captures are never forced.

HOW TO PLAY
Sixteen Soldiers — sholo guti, 16 Guti, Bead 16

THE BOARD

A standard alquerque lattice of 25 points — orthogonal lines everywhere, diagonals through half the points — with a triangular extension on two opposite sides, six points each. Thirty-seven points in all. Each triangle hangs from one attachment point at the middle of the lattice edge and widens outward; its slanting sides are the short alquerque diagonals carried straight on, so you can leap across the join in either direction.

SETUP & MOVING

Each side has sixteen soldiers filling the two lattice rows nearest to it plus its own triangle. The lattice’s middle row — all five points — starts empty, so nobody has a capture on move one. On your turn you use one soldier and either move or capture — never both. A move is one step to a vacant adjacent point along a line.

THE CHOP

Capture by the short leap: hop an adjacent enemy into the empty point directly beyond it, in a straight line following the pattern. The leapt soldier is chopped. Captures are not compulsory, and after one leap the same soldier may keep leaping — stop whenever you like with End turn. There is no forward-only rule and no promotion: every soldier moves and captures in all directions from the start.

WINNING

Capture all sixteen of your opponent’s soldiers. Two Arcadia house rules keep the game finite: a player with no legal move loses by blockade, and after 60 turns with no capture the side with more soldiers wins.

YOU WIN
0
Wins
0
Losses
0
Games