Difference between revisions of "Emona"

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==See also==
==See also==
* [[Emona games]]
* [[Emona games]]
* [[Hca Ur]]
* [[Qolturbulma]]
* [[Qolturbulma]]
* [[Qandeez]]
* [[Qandeez]]

Latest revision as of 17:31, 11 September 2022

Emona
File:Emona.png
Years activeat least 600
Genre(s)Card game
Abstract strategy game
Mind sport
Players3+
Setup time<1 minute
Playing time10 minutes – 30 minutes
Random chanceModerate
Skill(s) requiredTactics, observation, memory, adaptive strategies
Synonym(s)Keminga

Emona (Dhwer: TBD; Bebiro: kemiŋã [kɛ̃ŋ͡mʷɪ̃ŋã́] "wind game") is a card game from the emona family of games, and is the family's namesake. It is a popular card game in Dhwer with its origins in the country's Thyakw Islands, commonly played as a form of gambling. An ancestral form of the game - Myng He - emerged among Ngerupic Thyakw Islanders following increased contact with Qonklese dynasties and merchants between the 11th and 13th Centuries CE and the subsequent introduction of kai to the local population. The game can be described as a hybrid between kai and traditional Ngerupic nguniral gambling games, and bears a mechanical resemblance to the Awatese game of kwąt in particular. While suitable for any number of players, Emona is typically played by larger groups of 3-6 players.

Rules

Cards

Emona makes use of a standard Qonklese maunwẽ deck (Bebiro: ekemigpá), though local design variations are more frequently used. A standard deck contains four copies of each card, these being 1-9 in four suits (Graphs, Crosses, Toothpicks, Triangles) as well as a special devil (Bebiro: eca ~ yca) card.

[image]

Additional equipment

Two dice are additionally used to play emona - an action die (Bebiro: erecẽ) and a count die (Bebiro: eresĩ), collectively known simply as the action dice (Bebiro: ñerecẽ).

Setup

At the start of a new game, the deck is shuffled, and each player is dealt a hand of 8 cards. Typically the eldest player goes first, but this is dependent on house rules.

Game flow

Players take their turns in clockwise order. There are three phases in a player’s turn, occurring in a strict order:

  • Taking an action
  • Playing a set (optional)
  • Levelling out hands

Taking an action

At the start of their turn, a player rolls the two action dice, either one after the other or simultaneously. The player must then perform the action indicated by the dice; these actions are given below. All transfers of cards between players happen in a counter-clockwise direction; cards are given to the right and taken from the left.

Action die
Symbol Meaning Description
g
pluck
(-gwr)
The player draws the specified number of cards from the deck.
p
throw
(-pe)
The player discards the specified number of cards.
d
give
(-dan)
The player gives the specified number of cards to the person on their right.
f
take
(-p̈eap̈)
The person takes the specified number of cards from the person on their left.
k
trade
(-káŋ)
Every player gives the specified number of cards to the person on their right.
[blank]
sleep
(-beam)
The player does nothing; play resumes without action.
Count die
Symbol Meaning Description
1
one
(ép)
One card.
2
two
(ra)
Two cards
3
three
(y)
Three cards.
4
half
(baŋ)
Half of a player’s hand, rounded down if an odd number is halved.
1000
all
(cĩ)
The entirety of a player’s hand.
[blank]
nothing
(dáŋ)
No cards; play resumes without action.

Playing a set

After they have performed the action indicated on the action dice (including no action if specified), and no sooner, a player may choose to play a valid set if they have one in their hand. It is not mandatory to play a set as soon as it becomes available. Only the player whose turn it is may play a set.

There are four types of sets which can be played in Emona, listed below:

Playable combinations
Set Composition Point value Example
Triple
(epáry)
Either:
  • A set of three cards of the same numeric value
  • A sequence of three consecutive cards

Not necessarily belonging to the same suit.

2 [image]
Pure Triple
(epáry eñaŋ)
Same as a Triple, but with every card belonging to the same suit. 4 [image]
Quadruple
(epáky)
Either:
  • A set of four cards of the same numeric value
  • A sequence of four consecutive cards

Not necessarily belonging to the same suit.

4 [image]
Pure Quadruple
(epáky eñaŋ)
Same as a Quadruple, but with every card belonging to the same suit. 8 [image]
Count die
Symbol Meaning Description
1
one
(ép)
One card.
2
two
(ra)
Two cards
3
three
(y)
Three cards.
4
half
(baŋ)
Half of a player’s hand, rounded down if an odd number is halved.
1000
all
(cĩ)
The entirety of a player’s hand.
[blank]
nothing
(dáŋ)
No cards; play resumes without action.
Devil cards

A player may choose to play a set with an additional devil card, which doubles the point value of the set. Following this, the player who played the devil card rolls both action dice; every player, including the player who played the devil card, must subsequently perform the action indicated by the dice. This entire sequence of events is still part of the set playing phase, so the player may continue to play additional sets after playing a devil card so long as they have not started to level out their hand.

An example of a Quadruple being played with a devil card can be seen below.

[image]

Levelling out hands

As the last phase of a player’s turn, every player must ensure that their hand comprises exactly 8 cards (unless there are no cards left in the deck), either drawing or discarding cards until their hand returns to this size. Only once all players have levelled out their hands in this manner may the next player begin their turn. No further sets can be played by a player once they start to level out their hand.

Ending the game

The game ends on the completion of the current turn once all cards have been drawn from the deck. Upon this emptying of the deck, all players may play any remaining valid sets in their current hand; devil cards will still double the point value for these sets, but no player will be made to take any actions as a result of their use at this time.

Winning the game

Once the game is over, each player’s point total is calculated based on the combined point value of all the sets they managed to play in the course of the game. The player with the most points once counting has finished is declared the winner. In the event of a tie, each tied player rolls the count die; the person who rolls the highest value wins the game.

Etymology

History

Variations

Gambling

Emona is popularly played as a form of gambling among the Emẽ people and other ethnic groups on the Thyakw Islands. Though specific arrangements may vary between groups and sessions, players typically place their bets into a pot in the middle of the table at or before the start of a game, with the winner of the game taking the entire pot as their winnings.

See also