Board Game Playing Guide

How to Play

Singhasan Sangram, Teen Goti and Chowka Bara. Pick a game below the video.

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Singhasan Sangram

01 · THE GAME

Players and pieces

Two players, Light and Dark. Each player has three pieces.

  • Prince: large, the strongest
  • Commander: medium
  • Soldier: small, the weakest

The first player to bring all three pieces home to their End square wins.

Prince Commander Soldier Dark player has the same three pieces in dark colour
02 · THE BOARD

The path

  • The path is the loop of squares around the board.
  • Each player has one Start square and one End square. Start and End are not part of the path.
  • Both players move in the same direction: from Start, along the path, to End.
  • Each piece completes one round only.
  • The green squares have no special meaning.
12345678910111213141516171819202122232425 STARTSTARTENDEND Start → right side → top → left side → End One Start and one End per player
03 · SETUP

Build the pyramid

Each player places all three pieces on their own Start square, stacked as a pyramid: Prince at the bottom, Commander in the middle, Soldier on top.

Light · Start Dark · Start
04 · THROWING THE COWRIES

Count the open shells

Throw four cowrie shells. Count the shells that land with the open side up. There is no limit on extra throws. Complete the move before throwing again.

Open side up
Closed side up
1 open
Move 1
2 open
Move 2
3 open
Move 3
4 open
Move 4
+ throw again
0 open
Move 8
+ throw again
05 · TAKING A TURN

Throw, move, repeat

1
Throw the cowries
Count the open shells to get your number.
2
Move one piece
Move by the exact number. If any legal move is possible, you must make one.
3
No move? Throw is lost
If no legal move is possible, your throw is lost.
06 · WHICH PIECES CAN MOVE

Only the top piece moves

  • A piece on Start enters the path with any throw. Count the first square of the path as square 1.
  • On the path, only the top piece of a stack can move. A piece with any piece on top of it is blocked.
  • A piece may jump over any square, occupied or not. Only the landing square matters.
  • Exception: the Rule of 8.
Soldier: can move Commander: blocked Prince: blocked
07 · LANDING ON A SQUARE

Three steps, always in this order

When your piece lands on a square that already has pieces, apply these steps in order. Colour does not matter, except in the Sandwich step. A captured piece goes back to its owner's Start and must enter the path again with a fresh throw.

Step 1 · Sandwich

If one of your pieces is already in the stack, all opponent pieces between that piece and your landing piece are captured. Their size does not matter. This is checked on every landing, so a stack never holds opponent pieces between two of your pieces.

BEFORE AFTER back to Start
Step 2 · Capture

Your landing piece captures every piece below it that is smaller. Your own smaller pieces are captured too.

  • Prince captures Commanders and Soldiers
  • Commander captures Soldiers
  • Soldier captures nothing
BEFORE AFTER back to Start
Step 3 · Block

Your landing piece sits on top of whatever remains. All pieces below it are blocked until it moves away. A smaller or equal piece can block a bigger one.

BEFORE AFTER Prince blocked
08 · GOOD TO KNOW

What these rules mean in play

A bigger piece never sits on a smaller piece. In any stack, the largest piece is always at the bottom.
A Prince can be captured only by a sandwich, never by size.
Your pieces can block your own pieces. This is why your Prince is blocked at the start, under your own Commander and Soldier.
You cannot free your own blocked piece by landing a bigger piece on the stack. Your bigger piece will capture the blocker and your own blocked piece together.
09 · THE RULE OF 8

Free a piece from under your own pieces

When you throw 8, you may move the top piece of a stack 8 squares as usual. Or, you may move a lower piece of your own by exactly 1 square:

  • Look at the pieces of your colour lying together at the top of the stack. Only the lowest of these may take this move.
  • The pieces above it drop down and stay on the square.
  • It works with any pieces, not only a Soldier on top.
  • It only frees your piece from your own pieces. An opponent's piece under your pieces can never use it.
Your own full stack
THROW 8 +1 square
Soldier moves 8, or Prince moves 1. The Commander cannot use this move.
Your pieces on the opponent's Prince
THROW 8 +1 square
Soldier moves 8, or Commander moves 1. The opponent's Prince stays blocked.
10 · REACHING END

Exact throw, strict order

  • A piece must land on End by the exact number. If the number is more than the distance, that piece cannot move.
  • Pieces reach End in order: Prince first, then Commander, then Soldier.
  • The 1-square move from the Rule of 8 may be used to enter End.
  • End is safe. Pieces on End cannot be captured, blocked or sandwiched.
1 2 3 END
11 · WINNING

Claim the throne

The first player to bring all three pieces to their End square wins. Because of the arrival order, the pieces stand at End exactly as at the start: Prince at the bottom, Commander in the middle, Soldier on top.

Teen Goti

TEEN GOTI · THREE IN A ROW

The game and the board

A fast thinking and strategy game for two players. Each player has only 3 tokens, so every move matters.

Goal: place or move your three tokens in a straight or diagonal line before your opponent.

  • The board has 9 circles joined by lines: 3 rows, 3 columns and 2 diagonals.
  • Each player has 3 tokens of one colour (green or red).
  • Players take turns.
TEEN GOTI (Three-in-a-Row)

How a game goes

1 · Place
Take turns placing one token at a time on any empty circle, until both players have placed all 3 tokens.
2 · Move
If nobody has won yet, move one token one step along a drawn line to an empty circle. No jumping.
3 · Win
Three of your tokens in one line wins: straight horizontal, straight vertical or diagonal.
TEEN GOTI · FULL RULES
  1. Placing. Players take turns placing one token at a time on any empty circle. Keep placing until both players have placed all 3 tokens. If you make three in a line while placing, you win.
  2. Moving. If nobody has won yet, on your turn move one of your tokens to an empty circle.
  3. One step at a time. A token moves only one step, to the next circle.
  4. Only along the lines. A token may move only along the drawn lines.
  5. No jumping. A token cannot jump over another token, and cannot move where there is no line.
  6. Winning. The first player to get all three tokens in a straight horizontal, straight vertical or diagonal line wins.
WINNING LINES
Straight horizontal
Straight vertical
Diagonal
MOVING RULES
One step at a time
Only along the lines
No jumping, no moves without a line

Chowka Bara

THE BOARD

Know the squares

A race game for up to four players on a 5 × 5 board. Each player has 4 tokens.

1Central square: marked with an X in the centre. This is the goal.
2Home squares: 4 squares marked with X, one for each player.
3Arrow squares: entry points to the inner path, just left of each home square.
4Outer square path: the 16 squares around the edge of the board.
5Inner square path: the ring of 8 squares leading to the central square.
1 2 2 2 2 3 4 5
SETUP AND TURNS

Start at home

  • Each player places all 4 tokens on their own home square.
  • Players take turns in anticlockwise order: Player 1, Player 2, Player 3, then Player 4.
  • On your turn, take the 4 cowrie shells and throw them on the floor.
Player 1 Player 2 Player 3 Player 4
THROWING THE COWRIES

Points from the shells

The number of points depends on how the cowrie shells land. Count the shells with the open side up.

1 Point
2 Points
3 Points
4 Points
+ extra turn
8 Points
+ extra turn
Extra turn limit
If you roll a 4 or 8 three times in a row during your turn, you get no more extra rolls after the third one. You may still use all the points from those rolls.
TOKEN PATH

From home to the centre

Start: begin on your home square.
Outer path: travel anticlockwise around the outer square path.
Entry to inner path: enter the inner square path from your arrow square, just left of your home square.
Inner path: travel clockwise around the inner square path.
Goal: enter the central square to complete the token's journey.
Each token must follow this complete path to reach the central square.
MULTIPLE ROLLS

Share your points

If you earn extra rolls in your turn (by rolling 4 or 8, or by capturing tokens), you can share the points from different rolls among your tokens in any way you like. But you cannot divide the points of a single roll between tokens.

Example: you roll
8
then
4
then
1
= 13 points
+8+4+1
Allowed
8 on one token, 4 on a second token and 1 on a third token.
+13
Allowed
All 13 points on one token, or any other mix of whole rolls.
+5+3
Not allowed
Splitting the single roll of 8 into 5 and 3.
HOW TO CAPTURE

Land on them

You capture an opponent's token by landing on the same square as that token. When you capture a token:

  • The captured token goes back to its owner's home square.
  • You earn an extra roll as a bonus.
BEFORE AFTER + extra roll back home
SAFE SQUARES

Where tokens cannot be captured

Home squares
All 4 home squares (marked with X) are safe. Nobody can capture tokens on X squares.
Stacked tokens
When two or more tokens of the same player are on one square, they cannot be captured. Another player may still place their token on that square.
INNER PATH ENTRY REQUIREMENT

Capture first, then go inside

You must capture at least one opponent token before any of your tokens can enter the inner square path. Until you make your first capture, all your tokens must stay on the outer path.

WINNING AND LOSING

All four to the centre

The first player to move all four tokens to the central square wins. The player whose tokens reach the central square last loses.