Nyout

Nyout.

The Nyout, also called Nyout-nol-ki, old Korean cross-board game. The players play their pieces after three rolls with four wooden dice, called pam-nyout. The Nyout is a Korean racing game for two, three or four players. The Nyout story, board, rules and everything you need to know to play in one place. Also known as Yunnori, Nyout and Yoot, Yut Nori is a traditional board game played in Korea, especially during the Korean New Year.

Old Corean Boardgame Nyout

Nyout, also referred to as Nyout-nol-ki, old korea cross-board-play. Mostly made of hardcopy, the Nyout-Board is made up of 29 markers, which represent a circled X. They are made of timber, rock or canvas. After three rolls, the player plays his figures with four cubes, named pam-nyout.

Aim of the board is to get out a given number of ponies around the circuit and at a certain point. Like nyout, matches have been playing in Korea since the third world war. It is a favorite gamble casino in Korea.

Nyout.

The Nyout is a racing match for two, three or four people. Every gamer rushes around a course with his plays or "horses" to try to be the first to carry the horse off the boar. What distinguishes Nyout from some matches is that there are a number of shortcuts to the finishing line that can take the checkers when they arrive on the corresponding hex.

South Korea is full of interesting old-fashioned boardgames. However, even those with a more modest backgrounds and basic training have their own computer and nyout is one of them. The name Nyout is a racing card that is often used as a betting bet. nyout's era and story is not known. In the third time a similar boardgame was brought from China to Korea.

She has since vanished from China, but her story in Korea was not followed until 1895 when the famous US anthropologist and boardgame expert Stewart Culin made her internationally known. Here the regulations are derived from those of the boardgame expert R. C. Bell. The nyout is performed on the ship, with the play surfaces arranged in a circular pattern, with more than one X inside, as shown in the figure.

There are two musicians, each with four plays named four horse, three have three horse, and four musicians are playing as partners, with two each. There are four batons to steer the horse's movements. On one side the cast bars are labeled and on the other side plain. You toss the castingsticks to determine the order of the game, with the highest scorer making the first move.

Players start their turn by rolling the cubes. When a 4 or 5 is rolled, the rolls are rolled a second times and the results of both rolls are noted. As soon as the batons are rolled, the players can take one of the following steps: The number of points on the outside circumference of a toss (i) a steed may be recorded on the course at points 1-5 (see point note diagram) according to the value of the cast; (ii) a steed which is already on the outside circumference may be counter-clockwise by the number of points indicated in the chart; a steed which moves past N has completed its run and is carried on the plank (no precise cast is required to take off); (iii).

moving ahorse to the middle on either side of one of the branches of the crucifix, turning to the middle as shown in the figure; (iv) moving ahorse that is already on the crucifix to the middle, turning to the middle and being carried by the plank as shown in 6(ii) above as it crosses No. 7.

When one of a player's foals ends up on the same field as another player's foal, they can later be paired. In this way, three or four ponies can be connected when so many are involved. If the poles are rolled twice, both litters can be used to move the same animal or to move different animals as the players wish.

In the event that a player's own horseman land on the opponent's horse(s), the opponent's horsemen are taken prisoner, taken off the plank and must start their races again. Players or partnerships win the match when all their ponies have finished and finished the competition. As an option, a two-player match can be won when the first person places his first one.

New checkers are most likely to be cut off again if there are other checkers, especially if there are three or more checkers on the field.

Stones cannot be protected, so more stones are more goals for the opponent. The entry of the middle crossing is a bonuses, especially from the entries east and north. It is sometimes advantageous to enter the intersection even from the east doorway, which gives the tracks a longer distance than directly around the circuit, as this removes the track from the opponent's tracks that move around the outside circuit.

The figure on the crucifix can stand still for a while until an enemy steps onto the other. Upward paired tracks tend not to strongly influence the game. Usually it should not be a strategical goal to do this, but if the chance comes and the tracks are not in immediate jeopardy, then mating is of course an advantage, as the tracks will end the course much faster.

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