Thayam(Dayakattai)
Sympkyn of the Moor
Number of players: 2-4
Type of game: Boardgame
Period:
Thayam is a traditional South Indian board game, especially popular in Tamil Nadu. It is a race game similar in concept to Pachisi or Ludo, involving strategy and chance, where players race their tokens around a track based on dice rolls.
History of Thayam
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Origins: Played in South India for centuries, with roots in traditional folk culture.
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Cultural Significance: Often played during festivals and family gatherings.
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Gameplay Similarity: Comparable to other Indian race games like Pachisi, but with local rule variations.
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Legacy: Continues to be popular in rural and urban areas as a social and competitive pastime.
Traditional Equipment
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Board: Usually a cross-shaped or square grid marked on cloth, wood, or floor, sometimes drawn with chalk.
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Pieces: Each player has a set of tokens (often 4) in distinct colours.
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Dice: Traditionally six cowrie shells or two four sided dice are used to determine movement.
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Markers: To indicate special squares or home positions.
Objective
To be the first player to move all of their tokens around the board and into their “home” area by exact dice rolls.
Basic Rules
Setup
- Each player places their tokens in their respective starting areas.
- Players decide the playing order.
Movement
- Players throw the six cowrie shells (or two dice) which can yield values from 0 to 6 based on how many shells land open side up. If all shells, or both dice, show 0 then the play can move 12 squares.
- Tokens enter the board based on a roll of 1.
- Players move tokens forward along the track according to the dice total.
- If a player can move they must do so.
- Only one token can be on a space, except the safe squares.
- Movement must be exact to enter the home zone.
- On a roll of 1,5,6 or 12 the player gets another go, even if they were unable to move a token.
- Movement round the board is as follows The path is rotated for each player.
Capturing
- Landing on a square occupied by an opponent’s token sends that token back to its starting area.
- Some squares are be “safe” where tokens cannot be captured.
Winning
The first player to move all their tokens around the board and into the home zone wins.
Optional and Regional Variations
1. Progress in to board
- In some variants you must take an opposing token before you are allowed to move from teh outside track
Summary Table
Rule Area | Details |
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Players | 2 to 4 |
Board | Cross-shaped or square track |
Pieces | Usually 4 tokens per player |
Dice | Six cowrie shells or two 4 sided dice |
Objective | Race tokens around the board to home |
Movement | Dice roll determines spaces moved |
Capturing | Landing on opponents sends them back |
Winning | First to bring all tokens home |