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Nai-an'tzai-an'har: a Game for Two Players

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@------------------------@
| Nai-an'tzai-an'har |
| |
| A Game for Two Players |
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Contents:
Basic Commands ......... 2
Summary Rules .......... 3
Detailed Rules ......... 4
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Basic Commands for Nai-an'tzai-an'har
-------------------------------------
TOUCH BOARD -- view the game board
SHAKE BOARD -- roll the dice
PUSH BOARD <1-5> -- advance the specified qui
PUSH BOARD PASS -- end turn
------------------------- -------------
|\ | /|O | O|o o|O | O| ^ |\ | /| --- |
|- * -|--+--| o |--+--| ^ ^ |- * -| |X| |
|/ | \|O | O|o o|O | O| |/ | \| --- |
-------------------------------------------------
|:: ::|o o|X X|\ | /|o o|X X|O | O|o o|
|:::::| o | |- * -| o | |--+--| o |
|:: ::|o o|X X|/ | \|o o|X X|O | O|o o|
-------------------------------------------------
|\ | /|O | O|o o|O | O| |\ | /| --- |
|- * -|--+--| o |--+--| |- * -| |X| |
|/ | \|O | O|o o|O | O| |/ | \| --- |
------------------------- -------------

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Summary of Rules for Nai-an'tzai-an'har
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Each player is in charge of five 'qui', which are raced around the
fourteen spaces of the board until all five 'qui' have reached the
finishing square.
To move the 'qui', players must roll three pyramidal dice.
The objective is to get all five of your 'qui' on the board, around the
path, and out of the game before your opponent is able.
The start squares for each player are located on the bottom and upper
left. Each player follows the outer path eastward around the board until
he or she reaches the centre path at the far right, then proceeds
directly west along the central path to the exit square, which is marked
with a star and is located between the two starting squares.
A 'qui' may be moved off the exit square with a roll of five. The person
to get all five 'qui' off the board is the winner.
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Detailed Rules for Nai-an'tzai-an'har
-------------------------------------
Each player begins with five 'qui,' or men, and three pyramid-shaped
dice.
The objective is to place each of your five qui on the board, advance
them along their designated path, and finally remove them from the
board.
At the beginning of the turn, the player rolls the dice.
Only certain combinations of colours appearing on the vertices of the
dice count for points. Each time the dice are rolled, one of two
colours, white or blue, will be present at the top of the uppermost
vertex.
- If three blue vertices are pointing up, the score combination is equal
to five points.
- If three white vertices are pointing up, the score combination is
equal to four points.
- If one white vertex and two blue vertices are pointing up at the same
time, the score combination is equal to one point.
- If two white vertices and one blue vertex are pointing up, the score
combination is equal to zero points.
Each of the five qui may only be introduced to the gameboard, and only
on the starting square, with a roll of four or five. The starting
squares are designated by rosettes in the upper and lower left corners
of the board.
A qui may be advanced with any score, but only one qui may occupy a
given square on the board. If you advance a qui and it lands in a square
occupied by another qui, the original qui is considered attacked, and
must return to the start and be re-introduced to the game.
The exception to this rule: five squares are decorated with red
rosettes, including the starting square, and represent safe havens where
any number of qui may rest without fear of being knocked out of place by
an incoming qui.
Occasionally there will be no possible moves when the dice are rolled;
the player may pass his or her turn at any time.
When a qui has reached the exit square, which is white and located
between the two starting rosette squares, it may be removed from the
board with a dice roll of five. The white exit square, like the
rosettes, is not limited to one qui.
When one player has removed all five qui from the board, he or she is
declared winner!

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