This is a Barsoomian game of wagers which involves rounding small numbered spheres into numbered
holes.
There is no further description of this game by Edgar Rice Burroughs, except that this game was
played by panthans in the gambling houses of the great cities.
So we will begin some speculation.
Since Barsoomian spoken language is the same but the written language is different for each race,
we will assign a form of symbol for numbers which could be considered universal. Colors.
We will use the light spectrum as the basis of value. Graduating from red to blue with purple
as a null. Black and white will be added for modifiers.
So the values will be this:
Red 1
Orange 2
Yellow 3
Green 4
Blue 5
Purple 0
White 10 or x10
Black Free or Null
The throwing field consist of a series of seven holes, one surounded by six. Yes, I know that
this is one hole less than the number of spheres.
The holes will look like this
The center hole is white and the surrounding holes are Red, Orange, Yellow, Green, Blue, and
Purple.
The holes are surrounded by a black circle which denotes the rolling boundary, the player's hand
is not permitted to enter this circle during the roll.
Outside the rolling boundary, the distance of the width of a palm is a clear area before the rim
of the rolling field which prevents the spheres from leaving the area of play.
The player picks up all the sphers in one hand and keeping out of the circle, rolls them toward
the holes. Any spheres which roll out of the circle may be picked up and rolled again. Those
spheres which are inside the circle and not in holes are not picked up but can be struck by the
subsequent rolls.
Scoring:
Here, is the fun. Like Terran dice, there can be several ways to evaluate each throw.
The scoring will be evaluated on the color of sphere and the color of hole. Vacant holes and
stray spheres can be penalties.
If a sphere lands in a hole, it is counted.
If a sphere lands in the hole of the same color, it is doubled.
The sphere which lands in the central hole can be used as a modifier for the entire throw.
Example: All other spheres are multiplied by this sphere. Or only the color hole of this
sphere is modified, automatic double, triple or whatever.
A white sphere landing in another color could be used to multiply that color by 10. A white
sphere land in the center could be said to multiply the rest of the total by 100.
Games:
---High Score---
In this type of game, each player attempts to achieve the highest roll possible.
---Low Score----
In this game, each player attempts to achieve the lowest roll possible.
---Patterns---
In this game, each player attempts to achieve certain combinations.
Doubles---A sphere in its color hole.
Runs---A series of three or more spheres adjacent in the six surounding holes which are
of ascending or descending value. A vacant hole would be a stop and the seperated spheres
could no be considered adjacent.
Double-double--two spheres in their own color
Triad--three spheres in their own color
Quad--four spheres within their own color.
Brilliants---a series of three or more spheres of ascending or descending value in their color
and adjacent.
Natural---All the spheres in their correct holes.
Unnatural--All the spheres except for the Black are in holes but none are in their corresponding
color.
---------------------------------------------------------- APT'S EYE Any number can play. Each player rolls the spheres once to determine order of play, spheres are counted at face value and only the spheres which land in holes are counted. The player with the highest score rolls first, the next highest second and so forth. Ties are broken with re-rolls. Only spheres which land in the central(white) hole are counted. Rolls consist of a single throw. A player continues to roll only if a non-black sphere lands in the central(white) hole. If the player rolls and the central hole is empty or occupied by the black sphere, the roll is passed to the next player. Each sphere which lands in the central(white) hole is added to the rolling player's score. The first player to reach exactly 100 points wins. If the player's roll causes his score to exceed 100 points, the roll is not counted and the spheres are passed to the next player. The black sphere, the Apt's Eye, causes the player's score to be set to zero. The white sphere is considered equal to 10. A player who rolls two Apt's Eye in a row is considered a loser and removed from the play. The purple sphere is consider a good roll if it lands in the central hole, it's just equal to 0. One form of play: as each player reaches 100 points, they drop out of the game until there remains one player who must pay the night's bill. Needless to say, the one who rolls two consecutive Apt's Eyes is considered the night's loser. ------------------------------------------------------------------------- HANDS OF THE JEDDAK A game for two players, they are referred to as the Right Hand and Left Hand. The object of the game is to roll multiples of 5. The value of each sphere is added to the value of the hole it occupies. The rolling player receives one point for each multiple of 5, paid by the opposing player. The possible values are thus: Sphere Hole Total Points Red Green 1+4=5 1 Orange Yellow 2+3=5 1 Yellow Orange 3+2=5 1 Green Red 1+4=5 1 Blue Blue 5+5=10 2 Blue White 5+10=15 3 Purple Blue 0+5=5 1 Purple White 0+10=10 2 White Blue 10+5=15 3 White White 10+10=20 4 The black sphere is considered wild and it is rounded up to the nearest 5. Black Red ?+1=5 1 " Orange ?+2=5 1 " Yellow ?+3=5 1 " Green ?+4=5 1 " Blue ?+5=10 2 " Purple ?+0=5 1 " White ?+10=15 3 Each player rolls once then passes the roll to the other. The defender of the table has the first roll. Often if a player rolls an 'empty hand', no 5s, they are resposible for supplying the next round of chosen libation. This game is played as long as each player has the funds to pay. If a player does not have the correct amount to pay the opponent, the seat must be vacated for the next player. -------------------------------------------------------------------------------------- DOUBTING THOAT This is a game to test the telepathic powers of each player, of course the state of inebriation can cause a player's powers to suffer. Any number can play. Order of play is determined by a single throw. Each player has 10 betting units at the start. When the player rolls, the next player must avert or cover their eyes, usually turn their back to the table. The rolling player announces the score, this can either be true or false. The next player, without looking, either accepts or announces the true score. Here is the source of the bet. Whether the rolling player plays to deceive. If the rolling player tells the truth and the other accepts it, it becomes the other's turn. If the rolling player tells the truth and the other doubts it, the other must pay one betting unit to the purse and the original player rolls again. If the rolling player gives a false value and the other accepts it, the other must pay one betting unit to the purse and the original player rolls again. If the rolling player gives a false value and the other doubts it, the rolling player must pay one betting unit to the purse and it becomes the other's turn. If the rolling player gives a false value and the other announces the correct value, the rolling player pays one betting unit to the purse and another betting unit to the other player. It now becomes the other player's turn. When a player has placed all ten betting units into the purse, they are removed from the play and the game continues with the remaining players. The last player claims the purse. The remaining players who are not either the roller or the doubter, must not say anything. Utterances are grounds for forfeiture of all betting units and ejection from the game. --------------------------------------------------------------------------------------- FLIER Any number can play. Each player rolls the black sphere once to determine the order of play. If the sphere does not land in a hole it is considered a 0. The highest player goes first, the second highest next and so on. Ties are broken by the players re-rolling, the highest goes before the others of the tie. Each player gets five rolls. They roll all the spheres on the first roll. They first attempt to form a triangle with the six holes surrounding the central(white) hole, Red-Yellow-Blue or Orange-Green-Purple. After the first roll, the player may pick up all the spheres which do not make one of these triangles. The player may not leave any spheres which form another triangle, so choosing which triangle to make is strategic. The player then continues the remaining rolls, picking up any spheres which do not form the targeted triangle. The player may change which triangle to form at any subsequent roll. Once a triangle is formed, the player, within the alloted five rolls, then rolls the remaining spheres and attempts to roll a sphere into the central hole. If the player knocks out any spheres from the triangle, they must reform the triangle before rolling for the central hole. This all must be done within the alloted five rolls. Scoring may be done in several ways. Bonuses can be awarded for spheres within their corresponding holes. The player with the highest score wins. This game was developed by the airmen of Barsoom to be played aboard their ships. With the improbable movement of the airship, this would cause much hardship on the rolling player. --------------------------------------------------------------------------------------- NIGHT OF ROUNDS This game originated as a simple drinking game. Once the players put away a few drinks, the scoring can get quite complicated. Any number can play and any player may go first. On the first round each player rolls once and tries not to make 0. If a player scores a 0, then that player is responsible for the first round of drinks. The next score to avoid is 1. With the myriad of combinations, this game can last all night with the inebriated players enjoying the rousing arguments over what constitutes the next score. ---------------------------------------------------------------------------------------- THE SEVEN PURSES This is a house game. A player who approaches such a table must ante one betting unit to one of seven colored purses. There is no black purse. The player then rolls all eight spheres. The house pays one betting unit from each corresponding purse for each corresponding sphere which lands in its corresponding hole. The player must pay one betting unit to the corresponding purse of the hole which the black sphere lands. If the player wishes to roll again, another betting unit must be anted to the purse of choice. If the player rolls all seven spheres into their appropriate holes, the entire contents of all the purses are won. The wearing of the seven colored purses is considered a badge of honor among the betting public of Barsoom. It is common for a Panthan, upon entering a gambling house, to play The Seven Purses in order to test one's level of fortune for the night. --------------------------------------------------------------------------------------- CUT Any number can play. A player rolls first all eight spheres. If the black sphere lands in a hole, that colored sphere is removed from play. Regardless, the roll passes to the next player. Each player rolls one time and removes any sphere of the color which the black sphere lands in. Game ends when all spheres but the black are removed from play. The player who receives the solitary black sphere is cut and all the spheres are passed to the next player to start the game again. The last player at the table wins. ---------------------------------------------------------------------------------------- THE INVISIBLE WARRIOR A game for six. The players sit around the table and are referred to by the six colors. Each player rolls until one rolls the black sphere into the corresponding color of their position. This color for the Invisible Warrior. The game begins with this player and proceeds clockwise. Everytime any player rolls the black sphere into this color hole, all players must ante one betting unit to the purse of the Invisible Warrior. Any player who is unable to ante must leave the table. At the start of each roll, the rolling player must ante one betting unit. A player may pass the roll without making an ante. When a colored sphere lands within its corresponding color that player receives one betting unit from each of the other players. Any player who is unable to pay must leave the table. If that player has already left the table all of the units are paid into the purse of the Invisible Warrior. If the white sphere lands within its corresponding color and the black sphere lands within a color hole, that player receives the purse of the Invisible Warrior. If that player has left the table, the purse remains. The game continues until there is only one player and that player receives the purse of the Invisible Warrior. Anyone may join the table when a seat becomes vacant. The targeted color is usually denoted by the appropriate player wear the two feathers of a Warrior. If the player who represents the Invisible Warrior leaves the table, another color may be selected. ----------------------------------------------------------------------------------------- GREEN MAN'S REVENGE A simple game for two. Only the green sphere is rolled. Each player rolls once per turn. If the sphere lands in the green hole, the other player must down a glass of wine. The game is won when the other player either passes out or has to visit the facilities. ----------------------------------------------------------------------------------------- THREE TENS Another simple bar game. Any number of players. The first to roll a 10 picks the drink. The next to roll a 10, buys the drink. When the next rolls a 10, that player must consume the drink. ---------------------------------------------------------------------------------------- BELOW AND ABOVE This is a house game. The house rolls and players bet whether the next roll will be Below, Above or Equal. The house pays 1:1 for bets won on Above or Below. The house pays 5:1 on the bets won for Equal. ----------------------------------------------------------------------------------------******************************
Yano can be used in conjunction with other games. Yano makes a great addition to the game of
Jetan, especially for the dueling form of the game.
I am considering making this game for distribution, if enough people are interested. So e-mail
me if you have any ideas for other types of Yano games or uses for Yano.
This site is the product of L. Lynn Smith et al.