Dubh Solus
This board game is a favorite pastime in scoil among the younger apprentices;
once they get in the habit they can no longer play the standard rules, which
makes the game a lot less interesting. It was introduced in chapter 25 of
Taken Child but it wasn’t until Darkness Bright that I actually
had to do any thinking about what the rules were. Here’s how to play:
THE BOARD:
Dubh Solus is played on a square board inlaid with a seven-pointed star. Each
point of the star is divided horizontally into two triangles; there is a
heptagonal space in the center divided into seven triangles. The rest of the
board is in a contrasting color, and the shapes between the points are divided
into more irregular triangles. At the scoil the boards are usually made with
light wood for the star and dark wood for the rest of the board, but this is
arbitrary.
THE PIECES:
Your army of 28 pieces breaks down into 4 groups, each affiliated with one of
the four major elements:
7 spirits (fire)
7 geniuses (water)
7 farmers (earth)
7 sailors (air)
THE CARDS:
Dubh Solus is played with a deck of cards containing the standard Ideiren
suits (air, earth, water and fire). At the beginning of the game five cards are
dealt to each player; the player does not show the cards to her opponent,
although she can be required to answer questions about them.
OBJECT:
The object of the game is to take control of the board. You win if your
pieces control the star in the center of the board and your opponent’s pieces
are either captured or blocked inside the triangles between the points.
MOVING:
The rules of play are different for each side:
BOTH PLAYERS:
- The cards you are dealt restrict how your pieces move. Each suit applies
to the pieces affiliated with it (i.e., earth cards apply to the farmers, fire
cards apply to the spirits). The number of cards you get from each suit
determines the number of spaces you can move in a turn; if there are no cards
for one suit, those pieces are "free" and can move as many spaces as other
circumstances will allow.
- You are allowed to stop play at three points during the game and ask your
opponent questions, which she has to answer.
- A triangle is "blocked" once a player gets two of the same kind of piece
on it. Once a triangle is blocked the opponent cannot land on it or capture
pieces resting there.
- Farmers can only move along triangles that are adjacent (share a common
side) and cannot pass through triangles that are blocked. Sailors can travel
from one triangle to any other triangle that has a point in common with it,
but cannot pass through triangles that are blocked. Geniuses can travel from
one triangle to any other triangle that shares a point and can pass through
blocked triangles unless they are blocked by the opponent’s geniuses. Spirits
can travel as far as they want in a straight line, and can pass over a blocked
triangle unless it is blocked by two spirits.
- A spirit can capture any piece (including spirits) by landing on the
triangle it occupies. Geniuses can capture geniuses and sailors; sailors can
capture farmers; farmers can capture other farmers and cannot be captured by
geniuses.
BRIGHT PLAYER:
- If a piece is captured, you have seven turns to get to the heptagonal
space at the center of the board, at which point the captured piece reenters
play. After that, your piece is lost for good.
- If asked a question relating to the game, you must answer truthfully.
(Rude personal questions, etc. need not be answered.)
- A farmer who lands on the heptagonal space can be converted into a spirit;
a sailor can be converted into a genius.
- You can recapture a "turned" piece (see below) by forcing it onto the
heptagonal space.
DARK PLAYER:
- If a piece is captured, you can return it to play at any time by landing
on the heptagonal space at the center of the star.
- If asked a question relating to the game, you may lie although you do not
necessarily have to.
- If you can isolate one of your opponent’s farmers or sailors so that he
can’t move, you can turn him into one of your own pieces.
The game can also be played according to "glas rules," where both players use
the Bright rules of play.