Un doveroso ringraziamento al sito CYNINGSTAN, http://www.cyningstan.com/ per averci permesso la pubblicazione del seguente contributo.
Some years ago I published a leaflet on the Royal Game or Ur as
part of my Traditional Board Games series. Recently I've been
re-examining my own rules in a quest to satisfy both authenticity and
good game-play. While I don't intend to revisit the leaflet series
itself, I might change my conclusions in future writings about the Royal
Game of Ur.
Royal Game of Ur at the British Museum
In putting together the rules in the leaflet I drew
on a number of sources: mainly books. I looked at some web sites and
some computer implementations for inspiration, but the end product drew
from the books in the hope that they'd contain the best research. You
can read the rules I came up with at http://bit.ly/1JfKCZ6.
The
fact that the Royal Game of Ur is a race game is beyond doubt, and that
in one form it used seven pieces and three binary dice (each giving
values of 0 or 1) per player. But other things are assumed: borrowed
from other games or based on "internal evidence": the path the pieces
moved, rules for capture, and the function of the "rosette" squares.
It
is generally agreed that the Royal Game of Ur is equivalent to the Game
of Twenty Squares, the latter being a "straightened out" version of the
former. Twenty Squares has a more obvious path. Each player takes in
sixteen of the squares, the first four being safe havens for each
player; in addition, the path includes a marked square once every four
steps. Translated to the Ur board, an equivalent path would curl around
the end block of 2x3 squares in the shape of a question mark. Many
books do not follow this, but the solution seems so neat and obvious
that I can't help but believe it to be true in light of the lack of
contrary evidence.
The rules of capture for most race games are
that a piece landed on is removed from the board, and has to begin its
journey afresh. This is the rule that I adopted for Ur. An
alternatives is the one often adopted for senet: that the captured piece
is knocked back to the position its captor started from. I've only
ever seen this one applied to senet, not to other similar games.
As
for the rosettes, there are a number of different suggestions. The one
that I went with was that these are "safe" squares, and that pieces
resting there cannot be captured. The alternative is that the squares
allow another throw.
This creates a fun game with a bit of
tactical thinking. Players take advantage of their own home row,
entering pieces there and advancing by choice only when it is safe to do
so. Players aim to secure the middle rosette; not only is a piece safe
there, but is in a position to leap out onto those that pass. If the
dice do not allow landing on the rosette, then pieces sprint across the
"bridge" to relative safety on the other side. They can be left there
if no enemies are nearby to threaten them, allowing the player to
concentrate on other priorities.
I've been happy to play this
game, but one nagging thought tells me that it still needs improvement.
The rosettes are protective squares, but what use are the ones on each
player's home row? The whole row is protected, so the markings are
redundant: but they're there on every extant board.
So a month or
two ago a friend and I tried playing with the alternative interpretation
of the rosettes: they're not protected squares, but instead give
another throw. The rule about having another throw on a throw of 4 no
longer applied.
I was concerned that this would remove too much
tactical thinking from the game, and reduce it to a game of snakes and
ladders with multiple pieces per player. In the game from the leaflet,
one had to think about when to advance a piece from a rosette. In the
revised game one should do so at the earliest opportunity; that would be
as soon as landing there if no other piece was in danger. And apart
from the home rows, the different parts of the board no longer have
their special characteristics. There's just a gradual change as one
progresses: there is more to lose further along the board if a piece
there is lost, but this was still the case with the game in the leaflet.
Overall
I'll still use the new rules, with the rosettes granting another throw,
in the future writings on the Royal Game of Ur. Though I think this
version of the game loses something, the fact that all five rosettes now
have the same function makes it more likely to be authentic.
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