Jarmo

Traditional

Players
2
Age
7+
Time
20+
# abstract strategy board game
# Tartarian
# Polish legend
# Batu Khan
# Genghis Khan
# Jasir
# Race

How to set-up

1. Jarmo is played on an asymmetric board consisting of multiple intersections. Lines indicate permitted moves.

2. Each player selects 5 BEADs the colour of their choice.

3. BEADs are placed on the 5 intersections closest to the player.

4. Players decide who begins the game by rolling a die.

How to play

1. In turns, players can move 1 BEAD in any direction to an empty intersection along the lines indicated.

2. If the intersection is occupied by an opponent’s BEAD, the opponent’s BEAD is captured and removed from the board.

3. The BEAD that made the capture should be marked, with a dot on the top of the BEAD. BEADs are only marked once during a game, but the same BEAD can make multiple captures.

4. Captures are not mandatory.

5. Once a BEAD makes it across the board and to the opponent’s starting position they cannot be moved.

6. If a marked BEAD makes it to the opponent’s starting position, the player can reclaim 1 of their captured BEADs, return the BEAD to an open space along their starting row, and start the BEAD across the board again.

7. BEADs sitting at the opponent’s starting position can be captured.

8. A player cannot move a BEAD back and forth between the same 2 points in consecutive turns.

9. The round ends when a player brings all their BEADs still on the board across the board to their opponent’s starting position.

10. At the end of a round a player is awarded 2 points for every BEAD that makes it completely across the board and 1 point for every BEAD still on the board.

11. The game is repeated with players switching ends because the board is asymmetrical.

How to win

To win, a player must have the most number of points after an even number of games.

History

1. Jarmo is a two-player abstract strategy board game. According to Tartarian and Polish legend, Batu Khan, the grandson of Genghis Khan, carried this game (or a variant of it) around during his military campaigns. Supposedly, he would play at least one game before a battle in order to prepare himself.

2. In this game, a player attempts to place as many of their pieces onto the other player's first row. At the same time, the player tries to capture as many of the other player's pieces on the way. A Jarmo variant called Jasir is played in parts of Poland, and in some eastern European countries. In fact, several variants of Jarmo and Jasir exist, but they are all fundamentally similar. Jasir means "archer" in Tartar, and the pieces used in the game are called archers. The games are sometimes collectively referred to as Halma. However, Jarmo and Jasir are not related to the Halma family of games which include Halma, Chinese Checkers, Conspirateurs, and Salta.

3. An interesting aspect of Jarmo and Jasir is that the board is asymmetric. Each player has a different view of the game from their side of the board. The lines connecting the holes are not the same for each side of the board. To make the game more fair, it is suggested that players play two games and switch sides in between. As a note, most board games have a symmetric board.