In the Old Tongue 新士 or 신사, this two-person game is popular in all regions and subcultures of Qish. It is played on a board divided into six-sided hexes, initially with the pieces (sa) laid out thus:
They are shown here with their Shaaluy names: elsewhere in Qish, the names are less ecclesiastical, but the allowed moves are identical. Board sizes vary, and some variants include wyzands at fixed board locations, but the most popular form is that described here. Capture is similar to chess and checkers: land on a hex occupied by an enemy sa, which is then removed from the board. Landing on a hex occupied by one's own side is forbidden. As with the king in chess, victory ('doom') requires trapping the enemy Archflamen. At most one sa can occupy a hex. Unlike chess and checkers, most sa face in a particular direction, and a sa can turn six ways in its hex. A player can rotate it, but this counts as a separate move: it cannot revolve during transfer to a new hex. Players take turns to make one move at a time, with no extra-turn rules as in some checkers variants. The allowed moves of the sa are as shown below.An archflamen can move to any neighbouring hex.
If you make physical shinsa sets to sell, we will add a market place to this site to help you.
'Where do you get your ideas?' department
This was not revealed by thinking "What exactly are the Deacon and his Chaplain playing?".
Tim was reading a wonderful book on Indian history, and thinking about the original 'four players and dice' form of the game of chess. With syntei in mind, the syntelic game sprang into a first view: the names of pieces, and the hexagons, then came from the novel text that Ian had written much earlier.