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Vimanam

Traditional Board Game of India

Kurankatta / Vimanam

Kurankatta, presented here through the Vimanam race-board format, is a traditional Indian two-player board game that blends chance, counting, and strategy. Players race their pawns around a marked path using cowrie-shell throws or stick-dice scores, with the aim of bringing all pieces safely home first.

Game Type

Traditional race board game

Players

2 players

Recommended Age

Above 6 years

Introduction

India has a rich tradition of board games that combine entertainment with logic, mathematics, and life lessons. Vimanam is one such traditional race game, and the name means “a flying chariot” or “a celestial vehicle.”

The game is associated with South India and is said to have been played during temple festivals and family gatherings. Its theme symbolically represents a journey toward a higher goal, with each player trying to reach the heavenly destination first.

Game Board

Kurankatta or Vimanam board layout
The Vimanam board is designed as a race path with outer and inner movement tracks.

The Setup

The game is played by two players. Each player controls six pawns and uses throws of cowrie shells or cuboid dice to move them across the board.

Items Needed

  1. A Vimanam board
  2. 6 pawns for each player
  3. 6 cowrie shells or 2 cuboid dice for scoring

The objective is to move all your pawns around the track and be the first to bring them to the finishing point.

Board Layout

Tail Path

The starting track where pawns first enter the board.

Outer Circuit

The main loop where most of the race movement happens.

Inner Arm

The final inward path that leads to the player’s home square.

Safe Squares

Special protected squares where pawns cannot be captured.

Scoring by Cowries

All six cowries are dropped together, and the score depends on how many land open-side up. Only one pawn may be moved for each throw.

Cowries Up Move Special Action
1 up Move 1 Roll again
2 up Move 2 No extra action
3 up Move 3 No extra action
4 up Move 4 No extra action
5 up Move 5 Roll again
6 up Move 6 Roll again
0 up (all down) Move 12 Roll again

Scoring Reference

Cowrie shell scoring method in Vimanam
Cowrie-shell results determine both movement count and extra-turn opportunities.

Entering a Pawn

To bring a pawn from home onto the board, a player must throw 1 or 5. If desired, that same score may instead be used to move a pawn that is already active on the board.

Movement Route

Movement route on the Vimanam board
The route begins at the tail path, continues around the outer circuit, and finishes through the inner arm.
Pawn movement example on the Vimanam board
This example shows the complete movement path followed by one player’s pawns.

Method of Play

  1. Enter a pawn through the tail starting square.
  2. Move forward along the main outer circuit.
  3. Complete one full loop around the board.
  4. Return inward through the connecting bridge.
  5. Travel along the inner arm toward the final home square.
  6. An exact count is needed to finish a pawn.

Capturing

If your pawn lands on a square occupied by an opponent’s single pawn, that opposing pawn is captured and sent back to home. A successful capture also gives you an extra throw.

Pawns standing on safe squares cannot be captured.

Mandatory Capture Rule

A player must have captured at least one opponent pawn during the game before any of their pawns are allowed to enter the inner arm.

Once this requirement is met, all of that player’s pawns become eligible to move into the final inward path later in the game.

Exact Finish

A pawn can reach the final home square only with an exact throw. If the score is greater than the number of spaces needed, that pawn cannot be finished on that turn.

Extra Turns

A player receives another throw after scoring 1, 5, 6, or 12, or after capturing an opponent’s pawn.

If no pawn can legally use a throw, that throw is wasted and the turn ends unless an extra-throw condition already applies.

Winning the Game

The winner is the first player to move all six pawns to the final home square.

Example Turn

If you throw a 5, you may either enter a new pawn or move one already on the board. Because 5 grants an extra throw, you then throw again and may move any one pawn by the new result, such as 3 spaces.

Skills Developed

Thinking Skills

  • Counting and basic mathematical thinking
  • Understanding chance and probability
  • Strategic decision-making

Personal and Social Skills

  • Patience and concentration
  • Turn-taking and rule-following
  • Friendly competition and social interaction

Glossary

Term Meaning
Vimana Heavenly chariot
Cowrie Shells Small shells used as traditional dice
Griha Home base where pawns begin
Mandala Sacred design representing the universe
Safe Zone Protected space where pawns cannot be attacked
Gotika Pawn or playing piece
Puccha Tail
Setu Bridge
Cakra Loop or track
Bahu Arm
Puspa-sthana Rosette or transition square
Grahana Capture
Abhaya-sthana Safe zone
Uttarana Bearing off or final movement home
Daiva Fortune
Purusakara Effort or human endeavor
Bharatiya Khel Program- An initiative by Indian Knowledge Systems (MoE)

India’s sports culture is thousands of years old, with countless games developed and played in the region.

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