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surr

Surr (Hindi: सुर्र) is a sport played in the areas


around Ayodhya in northern India.[1][2]
Surr is played between two teams, each of which
needs to have a minimum of four players. A
rectangular ground is divided into four equal
quadrants. One team gathers in the first quadrant,
while the other team gathers along the lines of
defence at the borders of the adjoining quadrant.[3]
Rules[edit]
Surr is organised by a set of tightly defined rules:[4]
1.There are two teams in a game. Each
game has at least four members. Both
teams should have an equal number of
players.
2.Surr is played on a rectangular ground,
which is divided into four equal quadrants.
Two perpendicular lines of defence run
through the middle of the ground, as
illustrated in the accompanying picture.
3.At the beginning of the game, Team A
gathers in the first quadrant, while Team B
gathers along the lines of defence
bordering the adjoining quadrant.
4.The objective of Team A is to enter the
other three quadrants without being
touched by any player of Team B. The aim
of Team B is to stop Team A from doing
so by touching them. Any Team A player
who gets touched by a Team B player has
to step out of the game.
5.The surviving Team A players have to
enter each quadrant one at a time, and
then be together in that quadrant before
entering the next quadrant.
6.Once all the surviving Team A players
gather in a new quadrant, they shout "Bol
Den Goivan Surr!" together.
7.If Team A members survive and reach the
final quadrant, then Team A wins the
game. Otherwise Team B wins.

chaturanga
The Sanskrit word "chaturanga" means 'four-
limbed', referring to ancient army divisions of
infantry, cavalry, elephantry, and chariotry.
The origin of chaturanga has been a puzzle
for centuries. It has its origins in the Gupta
Empire, with the earliest clear reference
dating from the sixth century of the common
era, and from north India. The first substantial
argument that chaturanga is much older than
this is the fact that the chariot is the most
powerful piece on the board,
although chariots appear to have been
obsolete in warfare for at least five or six
centuries.
Rules[edit]
The initial position is as shown. White moves first. The objective in chaturanga, the same as
modern chess, is to checkmate the opponent's Raja (king).[citation needed]
Pieces and their moves[edit]
Chaturanga pieces

Images Name

Raja (king)

Mantri or Senapati (counselor or general; ancestor of ferz; early form of queen)

Ratha (chariot; rook)

Gaja (elephant; later called fil; early form of bishop)

Ashva (horse; knight)

Padàti or Bhata (foot-soldier or infantry; pawn)

 Raja (king) (also spelled Rajah): moves one step in any direction (vertical,


horizontal or diagonal), the same as the king in chess. There is no castling in
chaturanga.
 Mantri (minister or counsellor); also known as Senapati (general): moves one
step diagonally in any direction, like the fers in shatranj.
 Ratha (chariot) (also known as Śakata): moves the same as a rook in chess-
whereby the rook moves horizontally or vertically, through any number of
unoccupied squares.
 Gaja (elephant) (also known as Hastin): three different moves are described in
ancient literature:
1. Two squares in any diagonal direction, jumping over the first
square, as the alfil in Iranian shatranj, Ethiopian senterej,
Mongolian Tamerlane chess and medieval courier chess. This is
a fairy chess piece that is a (2,2)-leaper.
 The same move is used for the boat in Indian chaturaji, a
four-player version of chaturanga.[7]
 The elephant in Chinese xiangqi has the same move, but
is not able to jump over an intervening piece or pawn.
 The elephant in Korean janggi has a very similar move,
also without the ability to jump over an intervening piece
or pawn.
2. One step forward or one step in any diagonal direction.
 The same move is used for the khon (nobleman) in
Thai makruk and the sin (elephant) in Burmese sittuyin,
as well as for the silver general in Japanese shogi.
 The move was described c. 1030 by Biruni in his
book India.

3.Two squares in any orthogonal (vertical or horizontal) direction, jumping over the


first square.

 A piece with such a move is called a dabbābah[8] in


some chess variants. The move was described by the
Arabic chess master al-Adli[9][10][11][12] c. 840 in his (partly
lost) chess work. (The Arabic word dabbāba in former
times meant a covered siege engine for attacking walled
fortifications; today it means "army tank").
 This is reminiscent of the aforementioned chaturaji,
where the elephant moves as a rook.
 The German historian Johannes Kohtz (1843–1918)
suggests, rather, that this was the earliest move of the
Ratha.
 Ashva (horse) (also spelled Ashwa or Asva): moves the same as a knight in chess.
 Padàti or Bhata (foot-soldier or infantry) (also spelled Pedati); also known
as Sainik (warrior): moves and captures the same as a pawn in chess, but without a
double-step option on the first move.[13]
Additional rules[edit]
Al-Adli mentions two further differences:

 Stalemate was a win for a stalemated player. This rule appeared again in some
medieval chess variants in England c. 1600. According to some sources, there was
no stalemate, though this is improbable.
 The player that is first to bare the opponent's king (i.e. capture all enemy pieces
except the king) wins. In shatranj this is also a win, but only if the opponent cannot
bare the player's king on his next turn.
Gillidanda
Gillidanda (also spelled Gulli-Danda) is a sport in
which the game is played with two sticks, a large
stick and a small stick. The large stick is called a
danda and the small stick is called gilli. It is played
in many rural areas and small towns all over the
world. Other than using a smaller target stick,
rather than a ball, it bears many similarities to bat
and ball games such as cricket and baseball.
Gillidanda is played with two pieces of sticks, the
larger stick is called a danda, being a long wooden
stick, and a smaller stick called gilli, a small oval-
shaped piece of wood. It is played with four or
more players of even numbers.
Standing in a small circle, the player balances
the gilli on a stone in an inclined manner
(somewhat like a see-saw) with one end of
the gilli touching the ground while the other end is
in the air. The player then uses the danda to hit
the gilli at the raised end, which flips it into the air.
While it is in the air, the player strikes the gilli,
hitting it as far as possible. Having struck the gilli,
the player is required to run and touch a pre-
agreed point outside the circle before the gilli is
retrieved by an opponent. There are no specific
dimensions of gillidanda and it does not have a
limited number of players.
The gilli becomes airborne after it is struck. If
a fielder from the opposing team catches the gilli,
the striker is out. If the gilli lands on the ground,
the fielder closest to the gilli has one chance to hit
the danda (which has to be placed on top of the
circle used) with a throw (similar to a run out in
cricket). If the fielder is successful, the striker is
out; if not, the striker scores one point and gets
another opportunity to strike. The team (or
individual) with the most points wins the game. If
the striker fails to hit the gilli in three tries, the
striker is out. After the gilli has been struck, the
opposing players need to return to the circle or, in
the best case, catch it in mid-air without it hitting
the ground – this was believed to have later
evolved into a Catch Out in cricket and baseball.

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