BOARD
GAME
SNAKES
AND LADDERS

Snakes
and ladders game is a board as well as indoor game for two or more players
regarded today as a worldwide classic. The game is a simple race based on luck,
and it is most famous among the children. Its historic version had its roots in
morality lessons.
ORIGIN
The
game originated as Moksha Patam in ancient India and was bought to UK in 1890. It
is played on board game with gridded squares and numbered. A number of snakes
and ladders are pictured on board, each containing specific squares.
OBJECTIVE
The
objective of game is to navigate the game piece, according to die rolls, from
bottom square to the top square (finish or end) by climbing the ladders but
hindered by several snakes that bites and bought the piece to bottom, thus
hindering the piece to reach at the top square.
HISTORY
Snakes
and ladders originated as a part of Indian dice board games that included Gyan Chaupar
and pachisi that in English known as ludo and Parcheesi. It is sold under
several names such as Chutes and ladders, Bible Ups and Downs and many more,
but basic concept was introduced as chutes and ladders in united states. Chutes
and ladders game was published by Milton Bradley company in 1943.
Gyan
Chaupar or jnana Chaupar, version associated with Jain philosophy, encompassed
concepts such as karma and Moksha. The game was popular in India by name of
Moksha Patam. It was also associated with Urdu philosophy contrasting Karma and
Kama or destiny and desire. In 1892, The underlying version of game inspired a
version introduced in Victorian England. The game also used as a tool for
teaching the impacts of good deeds. The board was covered with symbolic images
used in India, top featuring gods, angels and majestic beings, while rest of
the board was covered with pictures of flowers, animals and people. The ladders
represented the virtues like generosity, humility, faith and snakes represented
the anger, lust, murder and theft.
A
version popular in Muslims is known as Shatranj al- urafa and exist in several
versions in India, turkey and Iraq. This version based on Sufi philosophy and
game represents the dervish’s quest to leave behind the trappings of temporary
world and achieve union with God.
When
game was bought to England, Indian virtues were replaced by English ones in
hope of better reflecting Victorian doctrines of molarity. In Andhra Pradesh,
this game is called Vaikunthapali or Parama pada Sopana Patam 9ladder of salvation)
in Telugu. In Hindi, this game is known as Saanp aur Seedhi and Moksha Pat. In
Tamil Nadu this game is known as Parama Padam.
GAMEPLAY
Each
player starts game with a token on starting square (the 1 grid square in left
bottom corner or edge of a board) players take turns by rolling a single die to
move their tokens by number of squares. If, on completion of move, a player’s
token lands on lower-numbered end of ladder, then player moves the token to
ladder’s high-numbered square. If player lands on higher-numbered square of
snake, then player moves the token down to snake’s lower-numbered square.
If
a number 6 is rolled, the player immediately rolls again for another turn,
otherwise play passes to next player. The player who is first to bring their
token to last square of track, is the winner.
EQUIPMENT
The
size of grid varies, but mostly is 8 and 8, 10 and 10 or 12 and 12 squares.
Boards have ladders and snakes starting and ending on various squares. Each
player is represented by distinct piece. A single die is rolled to determine
movement of player’s token in traditional form of play; two dice may also be
used for shorter game.
Therefore,
it can be concluded that learning while playing can be used as strategy and as
teaching methods for students. This is to enhance and build up their
development and interest to be involved in learning.
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