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Very interesting. I've always loved the ancient games. Even wrote a Zillions file for Latrunculi from rules interpretated by Dr. Ulrich Shaeder. Added a variant of my own. ;-) I noted that the site included thousands of beads and pieces of pottery. Was there a board found with the pieces? Else I might jump to the conclusion that these might simply be the products of manufacturer of household odds and ends. And may not represent either a complete or intended game set. Just think of all the little figurines that people still collect for no reason except for display and accumulation. But still, it could be very fun to work up some form of play with this set. It notes that the field might be based on number four. I would stick to movement and captures based on other ancient games. A few modern tweaks might help to liven the game, so such potentials should not be totally disregarded. Is anyone interested in giving such a project a try?
Hi, Larry. I was always a sucker for a collaboration. The thing that struck me as a false note was something you commented on, too - the "based on 4" bit. They would, I suspect, say chess was based on 2, because the main pieces come in pairs, and the pawns are a multiple of 2. The other thing that bothered me most was that there are 2 "styles" (at least) to the 'game' pieces. The pillar pieces are more crudely carved/finished than the pyramid or pig, for example. The final bit, of course, is that the coloration doesn't indicate game pieces, at least to moderns. So, sure, what did you have in mind?
According to the picture we have: 4 pyramids 4 light 'bullets' 8 dark 'bullets' 3 pigs or boars 4 dogs? 1 grey glob 1 black glob 3 striped spheres 2 black discs 3 white speres Now, it would not be necessary to use all--or even the same quantity--of any of these pieces. But my first impression is a game similar to Hounds and Jackals. Boars and Dogs. The other pieces being modifiers to the playing field or goal pieces. The playing field could be Senet-like. A race track with multiple branchings. This will allow the other pieces to be used as 'blockers' or 'modifiers'. For example, the pyramids might simply deflect the approaching piece to adjacent tracks. Or block, according to its facing. The 'globs' might represent each players goal piece that would need protection. I'll stop my speculation here. And allow others to present a few ideas of their own. Needless to say(but I will anyway), my suggestion should not be considered dogma. Anyone should feel free to express alternative applications. One note: Ancient games often used dice. Would such be a part of this game?
"One note: Ancient games often used dice. Would such be a part of this game?" Based on what you've laid out, absolutely. And I totally agree with the pyramids being blocks; that's exactly how I saw them when I looked at the pieces after reading the article. As moving pieces, wazir to R3 is all I could see them as... although orientation could be important. The pyramid shape could have 2 distinct orientations in a square, and would thus block or deflect left or right. You might use a few kinds of racing pieces, and throw a few dice, apportioning results of the die rolls as you see fit. It might be nice to have fewer dice than pieces, to make the choices more interesting. If you can move a block out of your way and/or into the other guy's but it costs you a move elsewhere... On the other hand, looking at the center and lower left of the picture, I saw pigs, dogs, truffles and baskets. So I'll stop there, and let someone else have at it next. Enjoy!
I have a theory (and it might not be original) that board games began as tally fields for dice games. As the pieces began to interact, player developed rules: such as captures, displacement, etc. This might also account for the introduction of specific pieces to the field to note a particular roll. A six or double could offer a multiplier. And reaching the end of a track would result in promotion. Allowing for the dice game to continue on a limited track. I'm thinking of a circular field for this potential game. Each ring being a seperate track. Shifting from such tracks according to conditions. The goal being to place a specific piece on the center cell. The outer ring could be the introduction point. Rolls could determine place and piece. Modifier pieces would shift moving pieces in and out of the concentric rings. Including off-board. The number of cells for each ring might be baseed on the potential dice. I thinking that those discs would serve for this purpose. Flat on one side and curved on the other. A toss could be denoted as 1 for curved side up and 2 for flat side up. With two discs, this offers a roll of 2, 3, or 4. Doubles might allowed additional rolls. My concern would be the odds of tossing these particular pieces. Would their dynamics result in common orientation, such as flat side always being down? Another idea for dice could be four-sided sticks.
In Aztec civilization, the nobility played Patolli, which was a game of dice, similar to Ludo. According to the followings study, gaming was more important in Bronze Age culture than was earlier thought. Almost every tenth artifact found at Mohenjo-daro is game related, including different forms of dice and playing pieces. "Gaming in Mohenjo-daro - an Archaeology of Unities." Elke Rogersdotter, 12-Jan-2011.
"The main question of this thesis concerns the possibility of illuminating the presence and impact of the irrational element that is play in an ancient societal structure. [...] The study is based on selected game-related finds from the site of Mohenjodaro. Located in Sindh in southern Pakistan, the site constitutes the remains of the largest urban settlement of the Bronze Age Indus Valley realm (ca. 2500-2000 BC). One of the typical features of this realm constitutes a focus on small-sized art. Among other artefacts, numerous small objects of a supposedly game-related purpose have been found in Mohenjo-daro, such as dice and gamesmen. [...]"
Gaming in Mohenjo-daro – an Archaeology of Unities
I wrote an article about historical board games with special reference to mandala shapes, here:
The Boardgame Mandala
/M. Winther
"The main question of this thesis concerns the possibility of illuminating the presence and impact of the irrational element that is play in an ancient societal structure. [...] The study is based on selected game-related finds from the site of Mohenjodaro. Located in Sindh in southern Pakistan, the site constitutes the remains of the largest urban settlement of the Bronze Age Indus Valley realm (ca. 2500-2000 BC). One of the typical features of this realm constitutes a focus on small-sized art. Among other artefacts, numerous small objects of a supposedly game-related purpose have been found in Mohenjo-daro, such as dice and gamesmen. [...]"
Gaming in Mohenjo-daro – an Archaeology of Unities
I wrote an article about historical board games with special reference to mandala shapes, here:
The Boardgame Mandala
/M. Winther
I like the Pretwa playing field. Though I might opt for an eight spoke wheel instead of six. And to further the multiple of four: eight rings. With the center point making a final ninth on the spokes. I also like the idea of playing on points instead of cells. This might offer a better perspective, particularly if the pyramids are used as blockers/deflectors. ===================================================== Within each of us is a piece of the Great Truth hidden by Creation. It will only be fully revealed when we truly know and understand one another. --Anonymous Revelation
I have implemented Pretwa and other Indian war games on the following link. These are rather naive games, nothing like chess. http://hem.passagen.se/melki9/indian_wg.htm /Mats
Kudos, Mats. Sorry for the delay. I had to check out those games. Being a fan of both abstract and ancient games, I found these board games quite enjoyable. Simplicity should never be considered a negative. ============================================================= I have been thinking that the 'bullet' pieces could act as blockers on the field. Their introduction could be the result of a specific action during the play, such as a capture. They also should be movable, or re-movable, under certain conditons to prevent the play from reaching a stale position.
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