Skip to product information
1 of 2

Open Play

Chowka Bara + We-Dyuta

Chowka Bara + We-Dyuta

Regular price Rs. 450.00
Regular price Sale price Rs. 450.00
Sale Sold out
Quantity

Shipping and Packaging

- Weight: 150gm

- Dimensions: pouch 6 x 6 inches | Mat 8.5 x 8.5 inches

- Contents: 1 pouch consisting of a game printed on the back, 1 game mat, tokens, a game rule card with a QR code

- Shipping Timeframe: 5-7 business days 

- Shipping Cost: included in MRP

- International Shipping: No

The packet weighs 150 grams, and the product price includes shipping and handling. The estimated shipping time is 5–7 days business days.


Chowka Bara

“Chowka Bara” is a 'race game' wherein two, three or four players race their respective markers on a board of 5x5 squares to reach the innermost square (marked with a black circle).  The game is very similar in design to 'Dayakattai' played in Tamil Nadu.  It is variously known as 'AshteKashte', 'Thaayam', 'Chakaara', 'Changa Po', 'ChomalIshto', 'Teri Chowk', etc., and is among the most ancient engagements of Indian people.

The movement of markers is controlled by the throw of four sliced seeds which simulate cowrie shells. Since each player has four markers, she can decide which one to move. The play simulates elements of chance in the context of strategy.

Contents

1 game board. 

4 sets of 4 markers each in different colours. 

4 cowrie shell-like dice

How to play

I. The board is always kept in the centre during the game.

II. Each player has a different starting point and initially keeps all her markers just outside the center cell on her side of the mat (marked with a black square).

III. Each player takes turns to throw all four “shells” on the floor and moves one of her markers according to the number indicated by the count of the shells facing up or the number shown on the top face of the dice.  If all shells are facing down, then a count of eight or “atthi” is represented.

IV. The movement of markers is in an anti-clockwise direction in outer squares and then in a clockwise direction in inner squares as shown by the arrows in the diagram.

V. If a player's marker lands on a square occupied by one or more of the opponent's markers, then the opponent's marker/s is/are cut and the player gets an extra turn to play.  A player can land on a square occupied by her own marker.  In such a case, the pair or triple or quad set of markers may be treated as one marker for future throws.  The player can choose to break the pair, triple or quad and just move a single marker on any of her throws.

VI. The “cut” marker returns to its starting home square and has to go around all over again.

VII. The “marked squares” are safe places and no markers present here can be cut.

VIII. When a marker reaches the square left of its home square, it further moves up into the inner squares and now moves in a clockwise direction. Each marker finishes its race when it manages to get into the innermost square with the “circle” icon.

IX. The first player to get all her markers into the “circle” square wins the game.

Extra Turn

I. Whenever a chauka or an atthi (four or eight) is got during a throw of “shells”, the player gets a bonus turn to throw the shells again and move her markers.

II. When a player cuts an opponent's marker, she gets an extra turn and must throw the “shells” again.

III. During an extra turn, either the same marker or some other marker can be moved.

Points to remember

I. A player should have cut an opponent’s marker at least once in order to be able to move any of her markers into the inner squares. Otherwise, she has to move another marker on the outer square or forfeit her turn until she has cut an opponent.

II. There is no limit on the number of times a player can cut an opponents’ marker.

III. If a player throws either a chauka or an atthi three times consecutively during her turn, she must forfeit all her throws of that turn and may not move any of her markers on the board.

Optional Rule

One can have an optional rule to make the game a little more challenging wherein each player has to throw either a chauka or an atthi before she can start moving her markers, it may be not necessary to throw chauka or an atthi for each marker.


We-Dyuta

We-Dyuta is a two-player strategy game where players race to move all six of their pieces across the board to the other side. The game incorporates elements of chance and strategy through dice rolls, stacking mechanics, and player interactions.

Contents

1 game board

12 playing pieces (6 red, 6 yellow)

2 six-sided dice

Objective

The goal is to move all six of your pieces from the starting side of the board to the other side before your opponent.

How to Play

I. Rolling the Dice

Players take turns rolling two dice:

a. The small die determines movement.

b. The big die modifies movement as follows:

i. 6 and 1 count as zero, resulting in the player losing their turn.

ii. Odd numbers are negative (-), requiring the value to be subtracted from the value on the small die.

iii. Even numbers are positive (+), requiring the value to be added to the value on the small die .

II. Who Goes First?

a. The player who rolls the highest number goes first.

b. The highest possible roll is +6, and the lowest is -6.

c. Note: -4 is greater than -6 in ranking.

III. Moving Pieces

a. A roll of 1 allows the player to introduce a new piece onto the board.

b. A roll of 3 allows the player to introduce two pieces.

c. The big die is ignored when introducing new pieces.

d. If the player has no new pieces to introduce, they pass their turn.

e. Rolls of 2 to 6 allow the player to move existing pieces.

f. A roll of 6 can be split among multiple pieces (e.g., three pieces moving two spaces each).

IV. Stacking Pieces

a. Players can stack their own pieces to move them as a unit.

b. Stacks can be broken apart and moved individually, but each separated piece must move at least one space.

c. A stack of 4 pieces can only be broken and moved separately if the roll is 4 or more.

d. A stack of 6 pieces cannot be split into uneven stacks (e.g., 1 & 5 or 2 & 4)—it must be treated as six separate pieces.

V. Attacking

a. A player can attack by landing on a space occupied by an opponent’s stack.

b. Both players roll the dice, and the higher roll wins.

c. The losing player’s pieces are removed from the board and must restart from their starting position.

VI. Passing

a. A player may pass their own or their opponent’s pieces only if their stack is equal to or larger than the number of pieces they are passing.

b. Passing is allowed for both forward and backward movement.

View full details