B'aht Qul challenge
A traditional Klingon game in which one contestant holds both arms forward, while the other places his or her arms between the first, wrists touching.
The first contestant attempts to press the arms together, while the second attempts to force them apart.
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1. Warriors flip a coin to see who goes first.
2. First warrior places the coin on wa' ( 1 ) or cha' ( 2 ) position and declares " wa' " or " cha' " .
3. In turn the second warrior says "wa'" or "cha'" , then moves the coin to the new total, and announces it.
4. Play goes back to the first warrior who does as in step 3.
5. Play goes back and forth, until the total is 10 ( wa'maH ) . The winner announces his or her total, " wa'maH " , and declares " Qapla'
" ! ( victory ) .
NOTE: The coin is always flipped to start.
ALTERNATIVE PLAY: Same as above, but the object is to avoid the total of 10. Loser declares wa'maH, and victor ( who forced the other player to 10 )
cries " Qapla' " . For variety the game should go back and forth between both forms.
Rules for the game Klin Zha Copyright © 1989 by Leonard B. Loyd, Jr.
Presented by The Authorized Klin Zha Homepage at
Klin Zha is one of the most popular forms of entertainment in Klingon culture, beating even
the ever-popular art of Tribble-Skinning. Similar in principle to the human game of chess, Klin Zha was introduced in John Ford's novel 'The Final
Reflection.' Since its publication many years ago, Klingon groups around the world have developed and refined the game to its current state. The
following is a treatise on the art of playing Klin Zha, written by Mhaqz EpetaI' meQpu'yay, of the Intergalactic Klingon Empire.
The Klingon Game of Strategy and Tactics
The concept of a simple, but challenging, game that will endure for generations is one that
is present in both the Human and Klingon cultures. The game is first seen and talked about in John M. Ford's book, 'The Final Reflection.' The game
itself originated long ago on Qo'noS, its true beginnings now lost among the many myths and legends of Klingon history.
The main difference between Klin Zha and the human game of Chess is that whereas Chess is more the 'civilized man's' game and reserved for those of
higher learning, every Klingon worth his salt knows the ins and outs of Klin Zha. It is considered the ultimate game of mental skill and an excellent
tactical exercise. Klin Zha is a game of war, and, for Klingons, the Perpetual Game - the Game of Life. Because Fate has decreed we must all play against
ourselves and others to succeed, survive, and conquer, this is the perfect simulation of, and preparation for, the Perpetual Game we all play.
Klin Zha Kinta, the Game with Live Pieces
The object of the game is to control the goal, either by capturing the opponents goal, or by
removing all of the opponent's pieces that can take your goal. The game ends when one captures the opponent's goal, removes the opponent's goal taking
pieces, or when a player finds it impossible to make a legal move.
When victory is noted, the winner says, "Zha riest'n, teskas tal tai-kleon." Translation: "A pleasant game. My compliments to a worthy opponent."
THE PIECES AND THEIR BOARD
Klin Zha uses a triangular board, marked with a triangular grid of nine triangles on each
side, with a total of eighty-one spaces. There is an additional division of the board which is not used except in setting up pieces. That is the division
of the playing area into three corners, or points, at the center of each side, made so as to meet in the exact center of the board. Each players arranges
his pieces within one of the board's points. Action then extends out over the entire board as play proceeds.
There are nine pieces and one goal per side, the traditional colors for each side being
green and gold. The pieces include: 1 Fencer,, 1 Lancer, 1 Swift, 2 Fliers, 3 Vanguards, 1 Blockader, and the Goal, the game's important 'non-piece.' A
pair of spindles, two hexagonal rods, white with gold lettering, numbered on the sides 1 through 6, are also used, but a six-sided cube may be
substituted for them when necessary.
MANNERS OF PLAY
The Spindles are thrown, determining first and second placement of pieces. The winner of the
throw decides who will place first and second. To set up and move first reveals your thoughts and is a disadvantage.
First, one player sets up his entire set of pieces within one of the 'points' of the board.
Then the other player does the same within one of the two remaining points, leaving the third point open. The action of the game will expand out into the
third point as play progresses.
After both sides have placed their pieces, the Goals are placed with their 'carrier' pieces.
The player who placed first, moves first.
A piece is captured when an opponent's piece moves into its square.
The game is ended when one: captures the opponent's goal with a Fencer, Lancer, or Vanguard; removes the opponent's Fencer, Lancer, and Vanguards; makes
it impossible for the opponent to make a legal move.
MOVEMENT OF THE PIECES
THE FENCER ( 1 ) : The squad leader. Quick, agile, the strongest piece on the field. Moves 1, 2, or 3 unobstructed spaces
in any direction and combination.
THE LANCER ( 1 ) : A mounted warrior with heavy shock attack, but not much maneuverability. Moves 1, 2, or 3 unobstructed
spaces straight in any direction.
THE SWIFT ( 1 ) : Moves rapidly to the attack. The Commando. A hero-type for quick strike harraying actions. It, like the
Fliers, cannot carry the Goal, but can attack the Goal-carrier. Cannot attack any adjacent square, but can move 2, 3, or 4 spaces in any direction and
THE FLIERS ( 2 ) : Warriors equipped with anti-gravitational units for long range forays on the battlefield. The only
unit that can jump over pieces. Cannot carry the goal, but may attack the Goal-carrier. Moves 3, 4, 5, or 6 spaces in any direction.
THE VANGUARDS ( 3 ) : The forward patrol - advance field troops. Stodgy, foot-slogging front line infantry. Moves 1 space
in any direction.
THE BLOCKADER ( 1 ) : A warrior carrying a field portable force-field generation of limited range, to protect areas of
the battlefield from missiles or ground assault troops. The Blockader moves 1 or 2 unobstructed spaces in any direction, and no Enemy piece can come
within 1 space of the Blockader, nor may the Blockader move within 1 space of any enemy piece. The Blockader cannot carry the Goal, nor may another piece
carrying the Goal move within its protective area. NOTE: Opposing Blockaders may not move within 2 spaces of each other.
THE GOAL ( 1 ) : The game's important " non-piece. " It does not represent a soldier, but instead stands for the Klingon's personal goal - the
spirit and ideal of military cunning and accomplishment - the Klin itself. The Goal is represented by a small disk and cannot move by itself. It can be
carried about by a warrior or even abandoned on a space by a piece that moves away. When left unattended on a space, the Goal does not pose an
obstruction to the movement of the warrior pieces.
The Goal cannot be carried by the Fliers, or Swift, nor may it be carried within the protected area of the Blockader.
Remember, this is a Klingon game. You must expose and flaunt your spirit of combat and valor, not hide it without honor. True Klingon courage and
militarism must constantly present an open challenge to an opponent.
Klingon Dice Games
A collection of dice games commonly played in the Klingon Empire
By Korloch Tai Riskadh
This is a short collection of dice games played by members of the Klingon Empire. Although
there are many Klingon dice games using dice with many different face configurations, the ones presented here so far are limited to four-sided dice,
simply because they were the easiest to get a hold of at the time, that weren't the commonly known and widely used six-sided dice. This collection was
not actually started with the intent of being a compilation of dice games. Rather, it was to simply be the rules for just a few simple games that could
be played in bars or similar environments while in uniform at cons or other events for fun. Additionally, I thought it would help add to atmosphere of
being in uniform, as that every culture we've encountered so far has had some form of dice/gambling games evolve, particularly among the warriors,
sailors, and other bar patrons. Have fun with them, and may you win lots ofbloodwineandlatinum.Qapla’!
Trefoils is another old Klingon dice game originating in bars among sailors and warriors.
This game is a basic game, using only three dice. In this game, the players all take turns rolling the dice to see who can get the most matching points
pointing up in a round. The one with the most points wins the round. If there is a tie, the tied players move on to another round, continuing in this
fashion until someone wins.
Kai, K'vin, K'peK, Korloch and Karchang are all playing Trefoils. Kai rolls first, (It's
good to be the captain!) and gets three red points up. K'vin rolls and get three blue points up and a yellow point up. K'pek rolls and gets a red point,
a green point, and a blue point up. Korloch rolls and gets three green points up. Karchang rolls and gets two yellow points and a red point up. Kai,
K'vin, and Korloch all move onto the next round. The three warriors all roll again, this time K'vin and Korloch both get one point of three separate
colors pointing up, while Kai gets two points of one color and one point of another color pointing up. Kai wins.
The dice traditionally used with this game are four-sided dice with each corner of the dice a different color. Each of the four colors used match the
four colors used in the trefoil. Two other commonly used sets of dice are actually carved in the shape of the trefoil. One set is relatively thin and
intended to land lying down, the point closest to the center being counted as 'up'. With these dice, the yellow disk is actually ignored, considered more
decoration than an actual point. The second set is a bit thicker, the idea being that it can land on any side with a point facing upwards, or lie flat
indicating the disk is pointing 'up'. These two sets are quite popular due to their novelty compared to the traditional four-sided dice used, which are
shaped like pyramids.
Hunting Party is actually a game that evolved out of the current rules of play for Arena Warriors. The rules allow more imaginative players to move
outside of the arena. It is very similar to games played on old Earth called role-playing games. In a group of players, one acts as a referee and main
antagonist. He presents imaginary situations for the other players to overcome, usually through teamwork. Originally these scenarios started out as
animal hunts, hence the name of the game, but have come to include all matter of situations. Everything from individual combat, modern combat, survival
tests, and animal hunts. Complete series of these adventures that are related by a common theme are called campaigns, and are often the focus of
tournaments. In this form of the game, instead of using the dice for attacks against each other, the players use the dice to attack foes the referee
creates for them to fight. They also use the dice to determine the result of various feats of skill, physical prowess, and pure simple luck. The rules
tend to vary from referee to referee and group to group, so no actual rules set is provided here. However, it should be enough for any group to get
started by noting that all rules know so far are nothing but variants of the original Arena Warriors game rules.
In this game, Klingons use dice to represent warriors fighting in a combat arena. In the
game, four-sided dice represent the warriors locked in combat. The four colors of the trefoil are used with the dice to represent different types of
attacks made by each warrior. Each color represents not only a different value of a warrior, but also a different type of attack the warrior can make.
Each type of attack is associated with a value.
Players would start by assigning values to each color and writing them down on their scrap
of paper. Each player could assign a value of one to four for each color, but each value could only be assigned once. Hence, only one color would have a
value of four, another would have a value of three, the third would have two, and the last color a value of one. One warrior would then roll the die and
all players would compare values for the color of the top point. Lower values lose to the higher values, while equal values don't affect each other.
When a player's warrior loses a round, it 'takes a hit'. When a player takes a hit, they
reduce the value for that color by one point. When the value for that color is reduced to zero, it can take one more hit and then is scratched off the
player's scorecard. Once a color is scratched off of a player's scorecard, their warrior takes hit on his next highest color. After all players are
finished updating their scorecards, the next round begins with another warrior rolling the die. Usually players huddle around the playing area, and the
players taking turns in a clockwise rotation to roll the die. When all of a warrior's colors have been scratched off of his scorecard, he has fallen and
is out of the game. Play continues until only one warrior is left and is declared the winner.
Example of Play: Five warriors, Kai, K'vin, K'pek, Korloch, and Karchang are playing Arena
in a bar. All five start by assigning the values of their warriors and writing them down on their napkins, since the napkins aren't being used anyhow.
When they finish, the five warriors look like this:
Kai rolls the die first; it comes up with a red point. Both Kai and Karchang have 4s for
their red values, while K'vin, K'peK, and Korloch all have lower values. All three warriors reduce their red values by one, with K'vin's red value
reaching zero. One more attack and K'vin will have to scratch red off of his scorecard completely. K'vin rolls the die next, and it comes up with a green
point. Korloch and K'peK both have fours, while Kai, K'vin and Karchang all have lower values. All three of them have to lower their green values by one.
K'peK rolls the die, and again it lands with the green point up. Again Kai, K'vin, and Karchang have to lower their green values by one point. This time,
Kai and Karchang's values are reduced to zero; one more and they have to scratch green off of their scorecard. Korloch rolls the die and it comes up with
a red point up. Again Kai and Karchang have 4s, so they have nothing to worry about. K'peK and Korloch both reduce their red values to zero. K'vin
scratches red off of his scorecard. Any further die rolls that come up red will go against his blue score, since it is the next highest score. Karchang
rolls the die and it comes up yellow. Kai, K'peK, Korloch, and Karchang all have to reduce their values by one, Korloch's going to 2 and Kai, K'peK, and
Karchang's values going down to zero.
This is an old game among Klingons, and has evolved several times. Its original form
represented arena combat and used only a single die and is the one presented above. Originally a bar game among warriors and sailors, the game also
developed a following among Klingon children, who would gather in small groups to play the game. In some instances, the gatherings were so large that
they were organized into smaller groups for tournaments. Two popular rules evolved from this practice. The first rule was that the winner of a battle
could add one to the value of any one color of their choice. The second rule allowed for team play. Players were able to organize themselves into small
teams of four to compete against other teams.
The most current incarnation of this game uses many more dice and does away with the need
for paper. In this variant, players maintain their own collection of dice. Instead of one die, they use several groups of dice, one group for each color.
Another difference is that the dice usually have each corner numbered one through four. The starting values are the same; each warrior can begin with
only one color of each value one through four. Another difference is how initiative is handled. While the original version of this game didn't really use
an initiative test, this variant does. This version of the game also handles combat a little differently.
When opponents roll dice, they roll all the dice of the selected group, and compare the
values on each die. As with the original version, lower values lose to higher values, while equal values cancel each other out. In cases where a warrior
uses more dice than his opponent in a roll, the extra dice can be used to fill in for cancelled dice, or, if no dice have been cancelled, used as another
attack that is automatically successful.
Play starts with all players rolling an initiative check. The winner of the initiative test
gets to determine the order in which the three remaining colors are rolled (green/blue/red, green/red/blue, blue/green/red, etc.). Each of the three
remaining colors is considered a round. This variant of the game also uses the tournament rules, although there is one change. As a warrior earns points
to add to his color values, those points can be added to dice as well. The player has the choice of storing points and using them to add a die to a color
of his choice. Another variant of this rule is that he gets to keep one die from the highest color of his last defeated opponent.
The colors used in this game relate to the values of a warrior and the types of attack associated with each value. Yellow is the color of Duty and
represents initiative. It is a warrior's sense of duty that motivates him into combat. Green is the color of Loyalty and represents physical attacks. It
is the loyalty of a warrior's body that allows him to attack his opponent. Blue is the color of Honor and represents mental attacks. A warrior's mind
keeps his honor in focus at all times and prevents him from acting cowardly in battle. Red is the color of Courage and represents attacks against a
warrior's spirit. A warrior's spirit fuels his courage, allowing him to face any opponent.
Values of a Warrior
The purpose of this game is to collect the four values of a warrior in the order of Duty
(Yellow), Loyalty (Green), Honor (Blue), and Courage (Red). Warriors each take turns rolling four-sided dice, each corner a color representing it's
corresponding value, and try to get all four values, in order, within the least number of rolls. Each warrior's turn lasts until they get all four,
counting each roll to see how many rolls it takes. The warrior with the lowest number of rolls wins the round.
Example of Play: Three warriors, Kai, K'vin, and K'peK, are playing Values. Kai goes first
because he's the captain of the ship. K'vin and K'peK just look at each other and shrug their shoulders, not wanting to challenge their captain. Kai
rolls his dice and on the first roll he gets a Yellow (Duty), two Greens (Loyalty) and a Red (Courage). On his second roll, he gets a Blue (Honor) and
three Greens. On his third roll, he gets a Red. Kai's score for this round is 3. K'peK goes next, asserting that because he's an engineer and K'vin is
only a Marine, that he's more important to the ship. K'vin relents, savoring a few choice thoughts about explosives and opening a few doors for K'peK in
the future. K'peK rolls, and gets a Yellow, a Blue, and two Greens. His next roll he gets a Yellow, two Blues, and a Red. K'peK grins because his score
is only 2, and it's gonna take some major luck for K'vin to beat him. K'vin quickly makes a face and rolls the dice. To everyone's surprise, K'vin gets a
Yellow, a Blue, a Green and a Red all on the same roll. Grinning from ear to ear, K'vin collects his winnings and heads to the bar for a victory mug of
Klingon warriors traditionally play this game using dice with four sides and four corners. Each corner of the die is colored to represent one of the four
values. The colors are yellow for Duty, green for Loyalty, blue for Honor, and red for Courage. Quite often, warriors will display their dice with the
red point up, and the yellow point behind the blue and green ones. In some poorer areas of the Empire, and on other worlds where traditional dice are not
available, numbered dice are used instead. These dice use the numbers one through four to represent the values in order. Most often, in the case of
numbered dice, the dice are of the colors yellow, green, blue, and red, to maintain a link to the feel of using traditional dice.
Shields, a game in which you stand arms length from your opponent and with your feet together. Palm to palm you attempt to force your opponent to move