Mouse & Elephant

A dynamic strategy game for 2 or 4 players, aged 10+ (?)

Duration: 15 - 25 / 20 - 45 minutes (2 / 4 players)

Some basic strategy       Do it yourself!       home


Wunderkind playing with the brandnew Metallic EditionMira (six years old) says she likes this game!


What's the big idea?
M&E was inspired by a Chinese board game I read about and played many years ago. Recently (in 1996), Peter Donelly created an excellent PC-adaptation of this game (published as shareware by Skoocom Software), which he calls "The Animal Game" (according to him, this is what its Chinese name, Shou Qi, means). This screenshot of the starting line-up

Animal Game starting line-up

shows that the game includes (in order of strength, as indicated by the numbers) elephant, lion, tiger, leopard, wolf, dog, cat and rat. For a rundown of the rules, as given by Peter Donelly, click here.
If you try out "The Animal Game" (and I'd encourage you to do so, as a suitable warm-up for M&E!) you'll probably agree that it's a nice little game with some interesting ideas, but lacking any real depth. Its major flaw is the inexorable tendency to produce frustrating draws (by repetition of moves) between experienced players. So perhaps "The Animal Game" is best thought of as an ideal introduction to strategic boardgaming for children, or indeed to the  hierarchical basics of M&E.

I've always felt that the pieces in "The Animal Game" have not enough room to manoeuvre, so the first thing I changed was to remove the water and enlarge the playing area.
Furthermore I considered the winning condition somewhat limiting and static. Outnumbered pieces could often still huddle around their den and hold a boring draw against a teeth-gnashing opponent.
So I introduced a mobile target (the human), which - due to the second winning condition (see below) - could also take the initiative.
I also found that moving just one animal one square at a time was more a game of slugs than of highly-strung mammals. So I gave players the right to move three pieces a distance of three per turn.
And that's more or less the way we played it for a number of years, way back in the 1970s. The game, now one of pure and sophisticated skill, worked pretty well that way, yet somehow failed to inspire long-term enthusiasm, probably because the same player(s) tended to win always... A bit like chess then, only that M&E looked more light-hearted and "fun" than it actually was!
In the late 1980s I had another look at the game and began to experiment with the introduction of dice. Alas, I didn't find the right mixture of skill and luck (the latter now tended to dominate to an unacceptable degree), and the game was shelved yet again.
You will have guessed it by now: At long last I believe I have found the magic formula to bring this game to life! So let's have a look at the rules as they currently stand:

In M&E, the animals' hierarchy of strength (from strongest to weakest) is as follows:
Elephant, polar bear, tiger (bigger than the lion in real life, so it got promoted!), lion, wolf, westie ("West Highland White Terrier", to be exact), cat and mouse.
The human (let's call her queen from now on, after all at the end of the day she'll decide the game one way or another) is the weakest and loses against any animal.
But that's not quite all: Every child knows that elephants shriek in panic whenever they see a mouse. This well established zoological fact is reflected in the game: While the mouse loses against all other animals, it is the only one capable of beating the elephant.
A somewhat less documented "special relationship" exists between polar bears and westies. As a matter of fact, the former regard the latter as superior beings which they would surely worship if only they had a religion. In the game, then, this translates into the westie winning not only against his "natural" inferiors, the cat and the mouse, but also against the polar bear.

Hierarchy of the pieces

What you need:
- A board of 19 x 13 squares
- For each player a set of 9 pieces (8 animals + 1 human) in different colours
- Two pairs of 6-sided dice

The two ways to win the game:
Eliminate your opponent's queen OR reach the other side of the board (your opponent's 1st rank) with your own queen!

Starting line-up:
Both players put their queen on the central square of their bottom rank, and four animals to her left and right (in whichever order they choose).
Some sort of screen (e.g. a newspaper) may be used to mutually conceal piece placement.
Here's an example:

Starting line-up for two players

At the beginning, both players throw two 6-sided dice. The player with the lower sum opens the game with that very roll. The other player now throws his dice and makes the corresponding move, after which players always take turns in rolling and moving.

Dice rolls and what they mean:
The sum of your two 6-sided dice determines how many pieces you are allowed to move this turn and what the maximum length of each piece's move is. If you are at all familiar with dice games you will know, of course, that 7 is the most likely sum with 6/36, while 2 and 12 at 1/36 are pretty unlikely but have a nasty habit of turning up when least convenient. For easy reference, I have included each move's probability in the table below:
 
 sum of two 6-sided dice
2
3
4
5
6
7
8
9
10
11
12
5 x 1
 4 x 2
3 x 3
2 x 4
1 x 5
number of pieces   x   length of move
1/36
9/36
16/36
9/36
1/36
probabilities

Thus if you roll, say, 6 + 3 = 9, you can move two of your pieces a maximum of four squares each.

Moving the pieces:
- Only vertical and horizontal - not diagonal! - moves are allowed.
- One or more changes of direction (at a 90º angle) within the move of a piece are allowed.
- A piece may step on a particular square more than once within its move.
- Pieces cannot move across squares which are occupied by other pieces (be they friendly or hostile).
- A player may move less pieces or move individual pieces less squares than his dice allow if he so desires.

Taking pieces:
- If a piece steps on a square occupied by a weaker enemy piece, this piece is taken (i.e. eliminated from the game) and the victorious piece takes its place. If this piece has movement points left it may continue moving.
- A piece can only take one enemy piece each move.
- If a player takes the opponent's queen with any animal, he wins and the game ends immediately.
- If two identical animals coincide on a square, they cancel each other out and both have to leave the game. In the case of two queens doing this the game ends in a draw.

The Four Player Game
More than a mere afterthought to what is basically a game for two players, the four player version offers enormous scope for complex strategy and tactics.
It is a partnership game (two vs two), and it works best if all four players are reasonably proficient in the two player game (i.e. beyond the phase of simple beginners' mistakes, which could all too easily spoil an interesting position).
In order for a team to win, they have to either take one of their opponents' queens OR reach the other side of the board (their opponents' 1st rank) with one of their own queens.
The starting line-up leaves the central square of each baseline free and each player places his pieces in the usual manner (i.e. with the queen in the middle) on the 9 squares of one side:

Starting line-up for 4 players

Play proceeds clockwise, beginning with the second player of one team. In the above example, if Beige rolls and plays first, after him both opponents (Blue and Green) play in succession, and Red is last.

And that's just about it, as far as the rules are concerned. I may add a section on variations later on. Now go and have a look at:


Some basic strategy                            Do it yourself!
The best game ever? COSMIC ENCOUNTER, no question!
Any questions or comments? Mail me!


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