YANO
(MARTIAN DICE)



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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

[email protected]




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