Pachisi
The old race game of India, on a cloth cross spread out on the lawn. Throw six cowrie shells and bring your pieces round the cross and home.
Who will you play?
Snail moves any piece it likes, with no plan at all.
You win!
Garden ladder ⭐ 0/12 · 🌼 0/4
Next goal: beat the Snail.
Stars for a win against the computer: ★ any win, ★★ if none of your pieces was captured, ★★★ if none was captured and you captured at least one of theirs. Win against a garden player to meet the next one. Saved on this device.
How to play
- Tap the shells to throw. Count the mouths facing up: 2 to 5 mouths up moves that many squares, 6 up moves 6, 1 up moves 10 and none up moves 25.
- A 6, 10 or 25 is a grace. You throw again, and a grace can bring a new piece out of the centre, or move any piece just 1 square.
- Your very first piece can come out on any throw. After that, a piece comes out only on a grace.
- Pieces run out down the middle of your arm, round the whole cross the other way to the clock, then back up your middle to the centre. The last throw home must be exact.
- Land on another player’s piece to send it back to the centre and throw again. The 12 squares with a cross are castles: nobody can be captured there, and you can’t land on a castle another colour is on.
- Tap a glowing piece, or a move button, to move. You may also pass.
- Sound is on to start. Tap 🔊 to mute, or 🎵 for music. Earn 3 stickers in this game for your QuickBOP sticker book.
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Why a garden?
Pachisi was usually played on a cloth cut in the shape of a cross, with the squares sewn on. It could be folded up and spread out wherever people sat. So here the cloth lies on a lawn, and the other players are garden animals, from a slow Snail to a Monkey that counts its chances.
The rest is kept as it was. There are six cowrie shells to throw, beehive-shaped pieces in yellow, red, black and green, castle squares marked with a stitched cross, and the big square in the middle called the Charkoni, where every piece starts and finishes.
A bit of real pachisi history
The name comes from the Hindi word for twenty-five, the highest throw of the shells. Museums and older writers often call it the national game of India. It is close kin to chaupar, which is played on the same cross with long dice instead of shells.
Many books say the game is thousands of years old. That is hard to prove. Old texts mention dice games without describing the board, and some historians of games say the earliest firm evidence is from the Mughal palaces of the 1500s.
The most famous story is about the emperor Akbar. At Fatehpur Sikri, the city he built in the 1570s, a courtyard has a large cross laid into the stone paving. The story says he played there with women in coloured clothes as the pieces. Writers were repeating this by the 1870s. Akbar’s own court history has a section on chaupar, but no record from his time says he used living pieces in that courtyard, and some scholars doubt the cross was ever a game board at all. So treat it as a legend.
Traditionally four people play in two teams, with partners sitting opposite: yellow and black against red and green. In the late 1800s simpler versions with a cube die were sold in Britain, where one became known as Ludo, and in the United States.
How to play our version
Rules differ from family to family and book to book, so here is exactly what this page does.
- The shells: count the mouths facing up. Two to five up moves that many squares. Six up moves 6, one up moves 10 and none up moves 25.
- Graces: a 6, 10 or 25 is a grace and you throw again. A grace can bring a new piece out of the Charkoni, or move any piece a single square.
- Coming out: your first piece can come out on any throw. Every other piece, and any piece that was captured, needs a grace.
- The route: down the middle of your own arm, round the whole cross against the clock, and back up your middle to the Charkoni. That is 84 steps. The last throw home must be exact.
- Capturing: land on another colour and its pieces go back to the Charkoni, and you throw again. Nobody can be captured on the 12 castles, and you can’t land on a castle another colour is sitting on.
- Passing: moving is never forced. You may pass, for example to keep a piece safe on a castle.
Where sources disagree, we chose. Some families need a grace for every piece. Some throw all their graces first and then move. Here each throw is used as it comes, everyone plays for themselves, and the one-square grace means a piece never gets stuck one step from home. Each of our shells lands mouth up or down with even chances. A Quick game uses 2 pieces each and a Full game uses 4.
Tips
Count before you land. The most common throws are 3, then 2 and 4. A piece sitting 3 or 4 squares in front of an enemy piece is in the most danger.
Use the 25. From the Charkoni to the castle at the end of the next arm is exactly 25 squares, and so is the run home from the castle at the end of the third arm. A piece resting on that last castle is safe, and a single 25 takes it straight home.
Your turn
The cloth is spread out at the top of this page and the Snail is waiting. Throw the shells.