Malaysian board game
Rimau-rimau is a two-player abstract strategy board game that belongs to the hunt game family. This family includes games like bagh-chal, main tapal empat, aadu puli attam, catch the hare, sua ghin gnua, the fox games, buga-shadara, and many more. is the plural of which is an abbreviation of the word , meaning 'tiger' in the Malay language. Therefore, means 'tigers'. The several hunters attempting to surround and immobilize the tigers are called , which is the plural of , meaning 'man'. Therefore, means 'men' and there are twenty-two or twenty-four of them, depending on which version of the game is played. The game originates from Malaysia.
Rimau-rimau is specifically part of the tiger hunt game family (or tiger game family) since its board consists in part of an alquerque board. In contrast, leopard games are also hunt games, but use a more triangular-patterned board and not an alquerque-based board. Fox games are also hunt games, but use a patterned board that resembles a cross.
Two versions of this game are described below: Version A and Version B. Both use two (two tigers). The main difference is that Version A uses 24 while Version B uses only 22 .
There is also a single version to this game, aptly called rimau, with very similar rules.
Stewart Culin in his book "Chess and Playing Cards: Catalogue of Games and Implements for Divination Exhibited by the United States National Museum in Connection with the Department of Archaeology and Paleontology of the University of Pennsylvania at the Cotton States and International Exposition" (1898) briefly describes the game with an illustration and refers to it as "Dam Hariman or tiger game, the Malayan game of fox and geese". Culin does not actually describe the rules, but since he compares it to fox and geese, then it can be assumed to be a hunt game; moreover it is in the section of the book that deals with hunt games.
There are many names and variants of the game (see Variants section).
From here on, the or will be simply referred to as "tiger" and "tigers" respectively. The same also applies to the and , and they will be referred to as "man" and "men" respectively.
Setup.
The game consists of a standard alquerque board, but flanked on two of its opposite sides are triangular boards called , which means 'mountain'. There are two black pieces called tigers, and 22 or 24 white pieces called men. Version A has 24 men, and version B has 22 men.
Rules.
Two versions of this game are described.
Version A.
If the man player has been reduced to 10 or 11 remaining "orang" pieces, the man player will usually resign as there is not enough "orang" pieces left to effectively immobilize the "rimau" pieces.
Version B.
Version B has a slightly different opening phase. Otherwise, gameplay is exactly the same in both Version A and Version B for movement, capturing, and winning conditions.
Variants.
A similar game to rimau-rimau, especially Version A, is played by the Iban tribe in Borneo, called . There are a few differences, however; one of which is that there are 28 ('children') in as compared to 24 or 22 ('men') in rimau-rimau. Children are playing the role of the men in this case. Furthermore, instead of ('tigers'), the two pieces are called ('women') in . Lastly, the can jump over an using the short leap method as in draughts, but the piece is not captured. There may be more variations of the game with differences in rules, board design, and number of pieces. An piece can capture an odd number of pieces as in rimau-rimau, and the board used is the same as in rimau-rimau.
Another account from the book "The Achehnese" (1906) states that these type of games were referred to as or the 'tiger game' in Java, but referred to as ('tiger game') among the Acehnese. is described slightly differently from both versions of Rimau-rimau. It consists of the usual two tigers, but with 23 sheep (as opposed to 22 or 24 men). It is most similar to Version B as the game begins with eight sheep on the eight intersection points surrounding the central point of the board. But instead of the central intersection point being left empty, the two tiger pieces are placed on it. It does not specifically mention if the two tigers are stacked on top of one another on the central point, or if the second tiger is entered separately and after the first tiger has moved away from the central point. Moreover, the remaining 15 sheep are only entered if a sheep on the board is captured. This means that only at most eight sheep are allowed on the board at any time, but can eight sheep effectively block the two tigers? Whether this is an accurate description of the game is questionable. The tigers are allowed to capture an odd number of sheep as in rimau-rimau, and the same board is used.
The Acehnese live in northern Sumatra, but on the island of Simeulue (or Simaloer or Simalur) which is just west of Sumatra, the inhabitants play a similar game and may fill in some of the rule deficiencies found for , the previous game described above. It is similar to Version B of rimau-rimau. Edw. Jacobson wrote in (1919), a collection of articles written in Dutch, and spelled the name of the game as (which sounds like ), and Jacobson states that it is the Malay or the tiger game. The game was also described by H.J.R. Murray in "A History of Board-Games Other Than Chess" (1952), and references Edw. Jacobson's work as his source. The game uses the same board. There are 24 pieces called (which means child in some Austronesian languages, which the inhabitants of Simuelue speak) played by one player. There is also one or two or (depending upon the version) played by the other player. In the beginning only eight are placed on the eight intersection points surrounding the central point of the board. If playing with the version with one , then that one is placed on the central intersection point. If playing with the version with two , then both are placed on the central intersection point, hence two pieces are occupying one intersection point. In both versions, the start first with each player alternating their turns. The , having been completely surrounded by pieces, jumps over one along a marked line and landing on a vacant intersection point immediately beyond as in rimau-rimau, and removes the from the board. In the version with two , the player may choose any one of the two to jump over an . Only one may be used in a turn throughout the game. In both versions, the person playing with the pieces must first enter the remaining 16 pieces (one piece per turn) before they can move any of the pieces on the board. After all 16 pieces have been dropped, the pieces may be moved to any adjacent vacant intersection point along a marked line. Only one piece may be moved in a turn. pieces cannot capture or perform jumps. The person playing with the piece or pieces may move a piece following a marked line onto a vacant adjacent intersection point. In the single version, the may jump over an adjacent odd number of pieces as in rimau-rimau. If playing with the version with two , the may capture no more than one per turn. The person playing the pieces may only perform a move or a capture in a turn, but not both. The objective of the person playing the pieces is to hem in or trap the piece or pieces as in rimau-rimau. The objective of the person playing the piece or pieces is to capture all the pieces. Jacobson writes that is a favorite pastime among the inhabitants of Simuelue, and are found on the plank floors of many homes or incised (a is a place where religious instruction is given, or serves as a lodge for foreigners, especially in Simeulue). Game boards (that are separate from the floor or wall) are never to be found. The two triangle board sections are called among the inhabitants of Simeulue, and it means 'beach', but among the Malay it is often referred to as a forest (or mountain).
Another variant which is briefly described in "The Achehnese" (1906) is the game (or ) which is called "four tigers and sixteen sheep". The same board is used in / which is the rimau-rimau board, but it is not explicitly mentioned whether a tiger can capture an odd number of sheep. Perhaps a similar game is described by Walter William Skeat in his work "Malay magic" (1900) which he refers to as ("Tiger" Game) or ("Tiger and Goat" Game) as this game usually consists of four tigers and a dozen goats. However, the design of the board is not described or referenced, nor whether or not the tiger is permitted to capture an odd number of goats.
 is also the name for a game played in the state of Kelantan in Malaysia, and it was described by A.H. Hill in the "Journal of the Malayan Branch of the Royal Asiatic Society" (1952) under the article "Some Kelantan Games and Entertainments". But unlike Rimau-rimau and the other variants, the standard Alquerque board is only used; the two triangular boards that normally flank it on opposite sides are missing. There are two and twenty ('cattle'), and they are traditionally represented by fruits or pebbles. The game starts with some of the pieces on the board already. The two are placed on two opposite outer rows (or columns) of the board, and specifically on the middle point of the row or column; this part of the setup is essentially the same as that of Rimau-rimau. Four are placed on the four points diagonally adjacent to the central point of the board. Although not explicitly described in the article, the remaining may be assumed to be entered one piece per turn as in Rimau-rimau and the other variants. But unlike Rimau-rimau and the other variants, the may possibly be placed onto a point already occupied by one or more . The move and capture similarly as in Rimau-rimau except it can only capture one in a turn; the cannot capture a line of an odd number (greater than one) of as in Rimau-rimau. The turn ends after the capture of the one . As mentioned earlier, more than one may occupy a point, and the is allowed to leap over them, but only capture one of the . The move similarly as in the of Rimau-rimau but it can also move onto a point already occupied by one or more . The are not allowed to move onto the same point occupied by a . The cannot capture. The objective for both parties is the same as in Rimau-rimau.
"Rimau-rimau (as described by Plischke)".
A Czech ethnographer, Dr. Karl Plischke (Czech: Karel Plischke), published an article in 1890 in German "Kurze Mittheilung Ueber Zwei Malayische Spiele" (English: Short Message About Two Malay Games) describing a slight variant of Version B. It was described to him by a 19 year old Malay man from Singapore of the name "Saman" in 1889. Plischke states that in the beginning of the game the 8 orang-orang are placed according to Version B, but that each of the 2 rimau are placed on any two vacant points on the board, or that possibly the 2 rimau can be both placed together on the central point of the board (as in the 2 rimau version of Rimoe). The only other difference from Version B is that a rimau can only capture one orang in a turn; it cannot capture a multiple number of orang-orang (not even an odd number except one).
Asymmetry.
Rimau-rimau is an asymmetric game in that the pieces controlled by one player are different from the pieces controlled by the other player. Tiger pieces can capture, whereas men can only block the tigers. Furthermore, the number of pieces is different for each player. The tiger player controls the two tiger pieces, and the man player controls the 22 or 24 man pieces. Lastly, the goals of each player are different. The goal of the tigers