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Jocari (latin iocari s’amuser, iocus jeu)

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Linnaeus (Carl von Linn?), Iter Laponicum, 1732, p. 147-148

Leges.
1. Alla få occupera och mutare loca per lineam rectam, non vero transversam, ut a ad c non vero a ad e. [First portion of sentence is in Swedish.]
2. Nulli licitum sit locum per lineam rectam alium supersalire, occupare, ut a b ad m, alio aliqvo in i constituto.
3. Si Rex occuparet locum b et nullus in e, i et m positus esset, posit exire, nisi mox muscovite aliqvod ex locis nominates occupat, et Regi exitum praecludit.
4. Si Rex tali modo exit, est praelium fiuitum.
5. Si Rex in e collocaretur, nec ullus s. ejus s. hostis miles esset in f g sive i m, tum aditus non potest claudi.
6. Ut Rex aditum apertum vidit, clamet Raichi, si duae viae apertae sunt tuicha.
7. Licitum est loca dissita occupare per lineam rectam, ut a c ad n, nullo intercludente.
8. Svecus et muscovite in gressibus alternant.
9. Si qvis hostem 1 inter 2 sibi hostes collocare posit, est occisus et ejici debet, item Rex.
10. Si Rex in arce 1 et hostes in 3bus ex N:r 2, tum abire potest per qvartum, et si ejus in 4to locum occupare potest, si ita cinetus et miles in 2 collocatur, est inter regem et militem qvi stat occisus, si qvatuor hostes in 2, tum rex captus est.
11. Si Rex in 2, tum hostes 3, sc. in a a et 3 erint, si capiatur.
12. Rege capto vel intercluso finitur bellum et victor retinet svecos, devictus muscovitas et ludus incipiatur.
13. Muscovitae sine rege erint, suntque 16 in 4 phalangibus disponendis.
14. Arx potest intercludere, aeque ac trio, ut si miles in 2 et hostis in 3 est, occidat.

Carolus Linnaeus, Iter Lapponicum, 1732, p. 147-148.

Laws.
1. All pieces can occupy and move to a space by means of a straight line, not obliquely, as a to c not as a to e.
2. It is not permitted to go to a space by means of a straight line if it would require jumping another occupied space, as from b to m, if in the process i is occupied.
3. If the King, for example, occupies space b and no one is in e, i and m, he can leave, as long as a Muscovite does not block or capture the King in the next turn.
4. If the King can escape to a perimeter square (except for the off-limits embroidered squares), the game is over.
5. If the King, for example, is positioned in e, and neither his own nor hostile soldiers are in f and g or i and m, his escape cannot be stopped, unless he is captured in the next move.
6. If the King sees a clear escape route, he calls out Raichi (check); if two open routes exist, he calls out Tuicha (checkmate).
7. It is permissible to move as far as possible along a straight line, as from c to n, if nothing is blocking.
8. Swedes and Muscovites move in alternate turns. The lighter color pieces (usually the Swedes) are arbitrarily allowed to move first [this is not specified in Linnaeus].
9. If 1 piece finds itself trapped between 2 enemies, it is captured and must be removed from the board. This is also true for the King, except as noted in rules 10 and 11 below. It is permissible to move in between two enemy pieces already in position; a soldier is only taken if a sandwiching (hammer and anvil) movement is made by his enemy. The hammer and anvil enemy pieces must be lined up either vertically or horizontally with the soldier who is captured; diagonal captures are not allowed. Multiple captures of 2 or even 3 enemy pieces are possible with a single move (given favorable geometry).
10. If the King is in citadel 1 and enemies in 3 of the places numbered 2, he can escape to the fourth square labeled 2. If his own man is occupying the 4th square, and if that soldier in 2 is positioned between the King and an enemy soldier, it is killed. If four enemies are in 2, the King is captured. Four attackers are required to take the King, as described above, only when he is on his throne (citadel 1). The Swede in square 2 is captured, as described above, not because he is trapped between the King and a Muscovite, but rather because he is trapped between the throne and a Muscovite; see rule 14 below regarding citadels.
11. If the King is in 2, and 3 enemies are in a, A and 3, he is captured. It is only when the king is directly adjacent to the throne (in square 2) that 3 attackers are required to take him. Unless the King is on or next to the throne, he may be captured like any other piece.
12. The King being thus captured or hemmed in finishes the battle and the victor retains the Swedes he captured, claims the defeated Muscovites, and a new game can start, if so desired.
13. Muscovites operate without a king, being 16 soldiers divided into 4 ordered phalanxes.
14. A citadel can block, just as a third piece would, so that if a soldier is in 2 and an enemy in 3, he is killed. Thus, a piece may not move through a citadel (embroidered squares 1 or 4), and if standing next to one of these hostile squares, a piece may be captured with the
hammer movement of a single opponent (except for the King standing next to the throne).
15. A draw should result if a series of moves is repeated 3 times. To avoid this, and to avoid an endless game, the offensive player (whose next move would initiate the third in the series of repeated moves), must find an alternative move, either with the piece he had been moving, or with some other piece. [Rule not in Linnaeus, but added for playability.]

Traduction anglaise : Lachesis Lapponica, in SMITH J.E. (ed.), London, White and Cochrane, 1811.

Texte et traduction publiés par ASHTON John C., Linnaeus’ Game of Tablut and its Relationship to the Ancient Viking Game Hnefatafl, 2007.
http://www.gametime24x7.com/blog/file.axd?file=Tablut+Summary-Longer.pdf

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