Zohn Ahl facts for kids
Zohn Ahl is a fun "roll-and-move" board game played by the Kiowa people in North America. Its name means "creek wood." Many people think Zohn Ahl is a great example of traditional Native American games. It is sometimes confused with another Kiowa game called Tsoñä, which means "awl game."
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What the Words Mean
The name "Zohn Ahl" is interesting. "Zohn" means "creek," which is a part of the game board. "Ahl" means "wood," and it refers to the special stick dice used in the game.
Another game, "Tsoñä," means "awl game." This name comes from the two awls (small pointed tools) used as playing pieces. It's important to know that "ahl" (the Kiowa word for stick dice) and "awl" (the English word for the tool) sound similar but mean completely different things. So, while you might hear "Zohn Ahl" or "the Awl Game," saying "Zohn Awl" would be incorrect.
What You Need to Play
To play Zohn Ahl, you need a few special items:
- Board: The game is played on a board with 40 spaces. This board was usually drawn on a cotton cloth or a blanket.
- Stick Dice: You need four special stick dice, called ahl. These sticks are flat on one side and round on the other. They are usually 4 to 10 inches long. Three of the sticks have red marks on their flat sides. The fourth stick has a blue, black, or green mark. This special stick is called sahe, meaning "green."
- Ahl Stone: A flat stone is placed in the middle of the board. Players bounce the stick dice against this stone when they throw them.
- Playing Pieces: Each player or team uses an awl to move around the board. There are two awls in total.
- Counters: Eight small sticks are used to keep score. You can use any even number of sticks for scoring.
How to Play the Game
Zohn Ahl can be played by two players or two teams. Each side starts with half of the scoring sticks and places their awl on their starting space (space 1). The awls move in opposite directions around the board. One player moves clockwise, and the other moves counterclockwise.
A player throws the four stick dice. The way the dice land tells them how many spaces to move their awl. Sometimes, a player gets to throw the dice again!
The four stick dice, including the special sahe (green) stick, can land in different ways. Here's how to figure out your move:
| Flat Sides Up | Value | Value with sahe |
|---|---|---|
| 0 | 10+ | Not possible |
| 1 | 1 | 1+ |
| 2 | 2 | 2 |
| 3 | 3 | 3+ |
| 4 | Not possible | 6+ |
The "+" sign means you get to throw the dice again. "Not possible" means the dice cannot land in that combination.
Special Spaces and Rules
Some spaces on the board have special rules:
- The Creek: If a player lands on their own space 20, which is like the "near bank" of a creek, they "fall in." This means their team loses one scoring stick, and their awl goes all the way back to space 1. Be careful! An opponent's space 20 is on the "far side" of the creek and is safe.
- Whipping an Opponent: If a player lands on the same space as their opponent's awl, the opponent is "whipped." This means the opponent's awl goes back to their starting space 1, and their team loses one scoring stick.
- Dry Branch Spaces: Some spaces are called "dry branch" spaces. These spaces don't have any special rules. They are just like any other space on the board.
Completing a Circuit
When a player moves their awl all the way around the board and completes a full circle, their team wins one scoring stick. They keep moving in the same direction on their next turn.
However, if a player's throw makes them land exactly on their own space 40, they "fall into the creek" again. Their awl goes back to space 1, and their team loses one scoring stick.
Winning the Game
The game ends when one team wins all of the scoring sticks. That team is the winner!