SHO
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In development SHO is still being developed. Games, rules, coins and prices may change at any time.

How to play SHO

Sho (yam) is played by 2 to 4 people with two dice, a wooden cup, a leather pad, 64 cowrie shells and nine coins each. The first player to move all nine coins along the shells and past the end wins.

The basics

  1. Throw: when it is your turn a wooden cup appears beside your name on the board. Tap it to slam the cup, and use the total of both dice.
  2. Opening: every player starts by entering two coins together on the shell matching the total of the first throw. If that shell holds another player's first coins, you kill them and enter three coins there. If the next player opens on the same shell, they kill those three and enter four, and so on: one more coin each time. An opening never earns another throw, even when it kills. A player whose first coins are killed opens again on their next turn.
  3. Counting shells: coins rest in the gap after a shell. When you move, count that many shells forward: on the board they light up and gather together, and your coin goes right after the last one.
  4. Each turn after that: enter one new coin from your hand on the shell matching the total, or move one of your stacks forward by the total.
  5. One player per shell: coins of different players never share a shell.
  6. Stack: landing on your own coins joins them into one stack, and you throw again. Stacks move together and never split.
  7. Kill: landing on an opponent's stack that is the same size or smaller sends those coins back to their owner's hand, and you throw again. You cannot land on a bigger stack.
  8. Turn ends when you place coins on an empty shell or have no legal move.
  9. Finish: a stack that moves past shell 64 goes home. The only way to win is to bring all nine coins home.
  10. Making a move: after your throw, your coins that can move glow. Tap one (or your coin pile in the corner to bring in a new coin) and its possible moves appear on the board: Move, Stack, Kill or Home, with the number used. Tap one to play it.

Special throws

  • Pa ra (1 + 1): either enter two coins on shell 2, or keep the 2 and throw again. You then choose 2, the new total, or both together. If that move stacks or kills, the number you did not use carries over to the next throw.
  • 3 + 6: with no coins on the shells, a 3 and a 6 brings every coin in your hand onto shell 9 at once.
  • Nine-coin stack (dgu mo): all nine coins in one stack, the strongest stack in the game. Some groups forbid it.

Bhutanese local rules

  • Going past the end: when a stack finishes with points to spare, you use the count left over: move any one of your stacks forward by it, or enter a new coin from your hand on that shell (carrying on from the start). Example: your stack is 4 shells from home and you throw 9: it goes home, and you choose which stack moves the other 5, or bring a coin in on shell 5. If only one move is possible it is played for you; if none is, the extra count is lost. A move that stacks or kills earns another throw as usual.
  • Teaming up against the leader: the losing players can join together against the leader by supporting one of them, the champion. In SHO, once a player has 5 or more coins home and is ahead of everyone, the others become allies who cannot kill each other. If the champion kills the leader and then brings all coins home, one coin must go back to the start and finish again before the champion wins.

The calls

Players shout the number they want as the cup comes down.

TotalCallChance
2pa ra1 in 36
3sug2 in 36
4tshig3 in 36
5kha4 in 36
6drug5 in 36
7ri6 in 36
8sha5 in 36
9gu4 in 36
10chu3 in 36
11dog2 in 36
12jang1 in 36

Rules you can switch

Who throws first R1
Choose who starts the game.
Opening kill on a matching total R2
If your opening total lands on another player's first coins, you kill them and enter one more coin than you killed: 2 killed, 3 enter. If the next player opens on that shell, they kill those 3 and enter 4, and so on. The turn then passes: an opening never earns another throw. The player whose coins were killed opens again on their next turn.
No-legal-move kill (Lhasa rule) R5
With no legal move, you may kill a bigger stack where you would enter, then enter one more coin than you killed.
No extra throw after killing a last stack R7
Killing an opponent's last stack on the track ends your turn.
Nine-coin stack allowed R4
Allow all nine coins in one stack (dgu mo).
3 + 6 brings all coins in R8
With no coins on the track, a 3 and a 6 enters every coin in your hand at shell 9. Needs the nine-coin stack.
Going past the end R9
What the count left over does when a stack goes past shell 64. Example: 4 shells from home, you throw 9: the stack goes home and you use the other 5. With one possible move it is played for you.
Alliance against the leader (Bhutanese) R10
When one player has 5 or more coins home and leads, the others become allies who cannot kill each other. If their champion kills the leader, the champion must bring one coin back from the start to win.
Show number calls
Show the traditional call (pa ra, sug, tshig ...) for every throw.