Zohn Ahl ("creek" "wood") is a roll-and-move board game played by the Kiowa Indians of North America. It is often[1] cited as a typical representative of many similar Native American games. It is often equated (or possibly confounded) with Tsoñä ("awl game"), also played by the Kiowa.[2]
Note that the two names create an interesting but coincidental sonic overlap: Zohn = "creek," a feature of the board; and Ahl = "wood," the term for the dice. Whereas Tsoñä means the "awl game," referring to the two awls used as playing pieces. But "ahl" and "awl" have no relation to each other, one being a Kiowa word, the other English, and signifying different objects. So while the game may be referred to as "Zohn Ahl" or "the Awl Game" or even "the Ahl Game" (meaning "the stick dice game"), "Zohn Awl" would be incorrect.
The game is played between either two players or two equal teams. Each side begins with half the counters and its awl at its own space 1, the awls moving in opposite directions, one side clockwise, the other counterclockwise (see illustration). A player throws the four stick dice and moves their awl the indicated number of spaces, and if appropriate, throws again (see table). The fact that "throwing" is said to go around the circle counterclockwise (which would be meaningless in alternate turns) may indicate that, when playing in teams, all players on one side throw and move, followed by all players on the other side in their turn.
The four two-sided stick dice, one with a specially marked flat side (sahe, "green"), can fall in eight possible configurations, yielding the indicated values:
Flat sides up | Value | Value with sahe | |
---|---|---|---|
0 | 10+ | NA | |
1 | 1 | 1+ | |
2 | 2 | 2 | |
3 | 3 | 3+ | |
4 | NA | 6+ |
When a player lands on their space 20, the near bank of the "creek," they "fall in": their side loses one counter and the awl is returned to the beginning space 1. (Note that an opponent's space 20 is the far side of the creek, and safe.) Likewise when a player lands on their opponent's awl, the opponent is "whipped" back to their space 1, and loses one counter. The "dry branch" spaces have no special effect, and function just as any other space.
When a player completes a full circuit with their awl, they win one counter, and continue around in the same direction, moving the full value of their throw. If, however, their throw causes them to land on their space 40, they fall into the creek and are returned to space 1, losing one counter.
When one side wins all the counters, they have won the game.
Bibliography
. Robert Charles Bell . The Boardgame Book . Exeter Books . 1983 . Zohn Ahl . 36–7 . 0-671-06030-9.