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Surakarta (game)

Surakarta (game) is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Surakarta (game) rather than just read about it. In short: Surakarta is an Indonesian abstract strategy board game for two players, named after Surakarta, Central Java. The game features an unusual method of capture which is "possibly unique" and "not known to exist in any other recorded board game".

Surakarta (game) — main illustration
Surakarta (game) — illustration

Key takeaways

  • Surakarta (game) belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Surakarta (game) to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Surakarta (game) from memory before moving on to harder problems.

Reference excerpt

Surakarta is an Indonesian abstract strategy board game for two players, named after Surakarta, Central Java. The game features an unusual method of capture which is "possibly unique" and "not known to exist in any other recorded board game". Little is known about its history. The name of the game in Indonesian is permainan, which simply translates as "the game". In Java, the game is also called dam-daman. It was first published in France in 1970 as "Surakarta". The game is called "Roundabouts" in Sid Sackson's The Book of Classic Board Games.

Equipment

Traditional Indonesian game pieces are shells versus pebbles or stones, with the board grid inscribed in sand or volcanic ash. But any easily distinguished sets of pieces may be used (e.g. counters distinguished by colour, as shown). Players begin the game with 12 pieces each.

Rules Players decide who moves first, then turns alternate. The object of the game is to capture all 12 of the opponent's pieces; or, if no further captures are possible, to have more pieces remaining in play than the opponent. Pieces always rest on the points of intersection of the board's grid lines. On a turn, a player either moves one of their pieces a single step in any direction (forwards, backwards, sideways, or diagonally) to an unoccupied point, or makes a capturing move special to Surakarta.

Capturing move A capturing move consists of traversing along an inner or outer circuit (coloured blue and green in the diagram, but red and blue in the photo) around at least one of the eight corner loops of the board, followed by landing on an enemy piece, capturing it. Captured pieces are removed from the game. Corner loops are used only when making a capture. The capturing piece enters and leaves the circular loop via a grid line tangent to the circle. Any number of unoccupied points may be travelled over, before or after traversing a loop. An unoccupied point may be travelled over more than once during the capturing piece's journey. Only unoccupied points may be travelled over; jumping over pieces is not permitted. Capturing is always optional (never mandatory).

End of game A game is won when a player captures all 12 of the opponent's pieces. If neither side can make headway, the game is ended by agreement and the winner is the player with the greater number of pieces in play.

Scoring A match consists of more than one game. Players agree beforehand how the winner will be determined. A couple of methods are typically used:

Playing a fixed number of games: Each game is scored by the number of pieces in play at the end of the game. The winner is the player with higher total points after all games have finished. Playing to a fixed number of points: New games are played until one player reaches or exceeds the winning point total.

Strategy In general, pieces are more powerful toward the centre of the board, where they are in one or two sets of loops. Pieces on the corner, on the other hand, are easy to trap, as the spaces next to the corner can be attacked in a number of directions.

Computer opponents Surakarta is one of the games played regularly at the annual Computer Olympiad.

Variants

Surakarta variants are also played in rural China and Korea, with slightly different rules and boards. In these variants, pieces cannot step diagonally, and can slide along the outer circuit without capturing a piece. A 7×7 grid variant with 14 pieces for each player is played in Yogyakarta, Java, Indonesia and is called Bas-basan sepur. Whereas the game Surakarta is smaller with a 6x6 grid and only 12 pieces, but both games have the two capturing circuits (inner and outer circuits), and employ the same rules. Bas-basan sepur today is rarely known in Yogyakarta with only 5.6% of participants in one 2016 survey showing knowledge of the game. Back in the 1980s the game was played often in some areas of Yogyakarta (such at the Imogiri and Bantul areas).

Notes

References

Bibliography

Bell, R. C. (1983). "Surakarta". The Boardgame Book. Exeter Books. ISBN 0-671-06030-9. Gering, Ralf (Summer 2003). Kerry Handscomb (ed.). "Surakarta Problem". Abstract Games (14). Carpe Diem Publishing. ISSN 1492-0492. Pritchard, David (1994). "Surakarta". The Family Book of Games. Brockhampton Press. ISBN 1-86019-021-9. Sackson, Sid (1991). The Book of Classic Board Games. Klutz Press. ISBN 978-0-932592-94-1.

External links

Surakarta printable board https://sites.google.com/view/cavegames-surakarta/home Surakarta at BoardGameGeek Surakarta for Android Khamadi et al, Perancangan Konsep Adaptasi Permainan Tradisional Bas-Basan Sepur Dalam Permainan Digital "Amukti Palapa"

Illustrations

Surakarta (game): Surakarta gameboard and starting setup
Surakarta gameboard and starting setup
Surakarta (game): Surakarta with blue and yellow counters
Surakarta with blue and yellow counters
Surakarta (game): Expanded 7×7 board for bas-basan sepur
Expanded 7×7 board for bas-basan sepur

Worked examples

Example 1 — a first encounter with Surakarta (game)

Start with the simplest possible case. Write down what Surakarta (game) claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Surakarta (game) before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Surakarta (game) ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Surakarta (game)

In research
Surakarta (game) appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Surakarta (game) in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Surakarta (game) is common in secondary-school and first-year university syllabi. It links to neighbouring topics Abstract strategy games, Indonesian inventions, Traditional board games, so understanding it makes those chapters shorter.
In everyday life
Look for Surakarta (game) outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Surakarta (game) in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Surakarta (game) means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Surakarta (game) out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Surakarta (game) in simple terms?

Surakarta is an Indonesian abstract strategy board game for two players, named after Surakarta, Central Java. The game features an unusual method of capture which is "possibly unique" and "not known to exist in any other recorded board game".

Why does Surakarta (game) matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Surakarta (game)?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Surakarta (game).

Tags

  • Abstract strategy games
  • Indonesian inventions
  • Traditional board games
  • Traditional games of Indonesia

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