ASALTO VS MAKRUK
ASALTO
Asalto, also known as the Assault Game, German Tactics or Officers and Sepoys, is a board game for two players in which one player, playing as the officers, attempts to defend a fortress from their opponent's invading rebels. The game is a variant on the Fox and Geese theme, and is commonly played in Germany, France, and England. Asalto is an asymmetric game in which the players take on two very different roles: the rebels and the officers. The rebels' objective is to capture the two officers, surround them so that they cannot move, or occupy all of the points within the "fortress". The officers' objective is to capture enough rebels that these tasks become impossible. Asalto is played on a grid of 33 intersection points in the shape of a cross, with a specially denoted arm known as the fortress at the top of the board. The total number of pieces in an Asalto game is 26, composed of 24 rebels and two officers. Before play begins, the rebels are arranged so that they sit on the 24 intersection points outside the fortress, while the officers may be arranged at the player's discretion inside the fortress. The game begins once the rebel player takes the first turn.
Statistics for this Xoptio
MAKRUK
Makruk or Thai chess, is a board game that is descended from the 6th-century Indian game of chaturanga or a close relative thereof, and is therefore related to chess. It is classified as a chess variant. The word "ruk" (Thai: รุก) in Thai is thought to derive from "rukh" which means "chariot" in the Persian language (and is also the common origin of the name for a rook in western chess). The Persian traders came to the Ayutthaya kingdom around the 14th century to spread their culture and to trade with the Thai kingdom. It is therefore possible that the Siamese Makruk, in its present form, was directly derived from the Persian game of Shatranj via the cultural exchange between the two people in this period. This is because the movement of Makruk Thai's queen, or the "seed" (Thai: เม็ด), is essentially the same as the ferz in Shatranj. The disadvantaged player announces the counting of his fleeing moves, starting from the number of pieces left on the board, including both kings. The winning player has to checkmate his opponent's king before the maximum number is announced, otherwise the game is declared a draw. During this process, the count may restart if the counting player would like to stop and start counting again. For example, if White has two rooks and a knight against a lone black king, he has three moves to checkmate his opponent (the given value of 8 minus the total number of pieces, 5). If Black captures a white rook, the count does not automatically restart, unless Black is willing to do so, at his own disadvantage. However, many players do not understand this and restart the counting while fleeing with the king.