. Bulletin. Ethnology. Vol. 1] ETHNOGRAPHY OF THE CHACO—METRAUX 337 by a string. These were thrown into the air and had to be caught on a stick. The players sat in a circle and each in turn tried his luck once. The same game is played by the Chamacoco, (See Baldus, 1931 a, p. 111.) Mbayd girls and women played a game in which one of them, holding a pair of horns, pretended to be a deer and defended herself against harassing "; A popular Mbayd amusement at feasts was to toss a child in a blanket. Gambling.—All Pilcomayo River Indians are rabid gamblers. Their favorite game is
. Bulletin. Ethnology. Vol. 1] ETHNOGRAPHY OF THE CHACO—METRAUX 337 by a string. These were thrown into the air and had to be caught on a stick. The players sat in a circle and each in turn tried his luck once. The same game is played by the Chamacoco, (See Baldus, 1931 a, p. 111.) Mbayd girls and women played a game in which one of them, holding a pair of horns, pretended to be a deer and defended herself against harassing "; A popular Mbayd amusement at feasts was to toss a child in a blanket. Gambling.—All Pilcomayo River Indians are rabid gamblers. Their favorite game is called tsuka or tsukok (from the Quechua chunka, "10"), which may be played by 2, 4, or 8 persons. A series of 21 holes called "houses" is made in the ground, the 11th hole being a "river" or "lake" and separating the field of the players. Small sticks, called "sheep," are placed in the holes as counters. Planoconvex or concavo- convex sticks with burned ornaments on the convex side are used as dice (fig. 39). A player taking 2 dice in each hand, throws them. 7 ,^ I . • • • • . " /» -Tsuka game, Choroti. a. Dice; b, arrangement of holes for game, from Rosen, 1924, figs. 172, 173.) (Redrawn together, striking his left shoulder with his right hand or uttering a gutteral cry. If 4, 2, or no sticks fall with the convex side up, the scores are respectively 4, 2, or 1, but if an odd number has the convex side up, the player does not score and the opponent receives his turn. Each player moves an arrow forward according to his score, and, when he enters his adversary's field, captures the sheep in every hole he reaches. There is a penalty for falling in the "; The game is won when someone captures all the sheep and the opponent's arrow. Quechua numerals are used to reckon the score, a convention which indicates beyond doubt the Andean origin of the game. Children's games.—Children play a great many ga
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