Royal Game of Ur
The Royal Game of Ur is an ancient board game that existed long ago, around 3000 B.C and was discovered by an individual known as Sir Leonard Wooley in Mesopotamia, near the city of Ur (Bell, 1979). This game was discovered within the royal tombs of Ur. There are a multitude of different writers, such as Bell, Finkel, Becker and Murray who have done their own research and come up with their own interpretations, and their own discoveries into the Royal Game of Ur.
As Murray states in his book, the Royal Game of Ur is very similar to the ancient egyptian game of Sen't (Murray, 1952) however he also makes the inspection that the shape is very different, whilst the play style is similar. According to Murray, his interpretation as to how the Royal Game of Ur is played goes as follows:
Each game will offer the players a selection of different 'lots' which would signify four different throws. As shown in the picture that has been placed below, the board was made up from 3X8 shape, with two blocks removed on either side to offer the unique shape that is shown. Murray writes about the different pieces that were found, two sets of 'men': one set white with dark spots and one set dark with light spots. Murray suggests that these pieces would take a route that begins at the outer edge of four blocks and then turn into the main straight before heading for the other end of the board and finishing on the rosette piece there. (Murray, 1952)
(Murray, 1952)
Bell offers a more descriptive view of the rulings involved in the Royal Game of Ur. Bell suggests the following rules:
-The first ruling that Bell suggests involves agreeing on a sum that will be in played for in that particular game. This would be given to the winner upon the conclusion of the game.
-Secondly, one player will role one of the given dice and the other player must predict whether a marked or unmarked end will be on top. If the prediction is false, the rolling player will go first and vice versa.
- The third rule found in Bells writings is that both teams will begin off the board, and illustrates the direction of play with the following diagram. As shown in the diagram the players will enter on the larger segment of the board, travel along the outer edge and enter the central passage through the corner. They will then follow the central passage and turn onto the outer edge of the smaller segment before coming off the board. The shaded sections on the diagram below represent rosettes.
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| The direction of play(Bell, 1979) |
-The fourth rule that Bell mentions in his book is in relation to how the player moves around on the board. Each dice is made up of two marked edges. According to Bell, who relates to them as 'jeweled edges', the move system works as follows:
"Three jeweled corners up...5 and another throw
Three plain corners up...4 and another throw
Two plain corners up...0 and another throw
One plain corner up...1 and another throw" (Bell, 1979)
When the game was played within the lecture in order to test it, we did not play it by these rules. Instead we played it with four dice with two painted ends. We played the game with the ability to move on with any roll and then move per the number of painted corners that were pointing up after we rolled the dice compared to Bell's fifth rule, which was that the player could only move a piece onto the board when they successfully rolled a 5.
Bell's sixth rule utilised his 'pool' idea, and whenever a player landed on a marked square, or 'rosette' the opponent was required to pay an amount into the 'pool'. When the game was played within the lecture, we did not utilise a pool and instead utilised the 'rosette' squares as a safe zone, allowing the player to not lose his piece when he is settled on this square. This leads onto Bell's next rule, which is that when a player lands on an opposing piece that piece is removed from play and must be brought back into the game with a roll of 5. As stated before we did not play by this rule. The remaining rules that have been set by Bell include the notion of taking an opponents piece by landing on it, an exact throw is necessary to get a piece off of the board and the winner is the player who removes all of their pieces from the board first. (Bell, 1979)
If we were to compare the rule set that Bell gives to the description that is written by Finkel (Finkel, 1990) there is a lot more detail put into Finkel's writings. Finkel, using translated tablets from Babylon(referred to as BM in his writings) and another tablet which is considered to be founded from a southern Mesopotamian city known as Uruk(referred to as DLB).
Through the use of these tablets Finkel was able to specify some rules that were not found in Bells writings. These rules include the use of astragals, instead of dice as referenced in Bells writings. Finkel has also given names to the pieces, and they are:
UD.GAL bird
Raven
Rooster
Eagle
Swallow
Through the use of these different pieces, Finkel suggests that they require specific rolls in order to get them to enter the board through a technique he calls 'doubling' (Finkel, 1990) This is better shown in the table below, which also relates the UD.GAL bird as the 'storm bird'.
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| Table 3.1 as found in Finkels writings. (Finkel,1990) |
The differences that are found between the two readings does suggest that there is a difference in the research conducted by the two writers, and also that they have possibly drawn similarities from one another as Finkel references Bell in his writings.
After all of the discussion in relation to the history and how the game is played there is another major component that must be addressed in this Essay. The changes that have been made to the game itself.
The first change that we made was the ability to group together pieces. This offered the chance of 'risk vs reward' (Braithwaite & Schreiber, 2008) because it enabled the player to attempt to finish the game and win faster by getting more pieces to the end at the same time. The risk came from the rule that any number of pieces were able to knock a group of the board, therefore it allowed a player with a single piece to remove a group of five pieces off the board by landing on them. When implementing this rule, it was important to decide how the pieces would be removed and if their was a limit to the number you could group together. We decided against limiting the number and allowing a single piece to take any number because this increases the risk versus reward payoff.
Now we decided to address an issue that came with the rosette pieces. We were playing with a ruleset which enabled invulnerability to any piece that was located on a rosette. To address this we implemented a small rule which limited said invulnerability to a time of three turns. At the end of these three turns it revokes the invulnerability. This time frame was recorded through the use of a counter system off of the board, with a piece moving along every turn so that the player did not forget. Due to the nature of the rules that we played the game with, every piece entered the board in the same place on any roll; utilising this rule change we implemented, it caused a player to think ahead and not leave his pieces on rosette squares further into the board to attempt to block his opponent due to the risk attached. This rule also, as above works on the risk/reward system but in more of a limited manner because of the risk of losing your pieces after three turns. (Braithwaite & Schreiber, 2008)
A rule that we thought would be an interesting implementation was the ability to block an opponents pieces. This rule worked in conjunction with the ability to group together pieces, offering the option that you would require an equal, or greater, number of pieces to break the block. However, through playtesting this iteration we discovered that late game the player with the least pieces left on the board was at a disadvantage because of the potential that the opponent could succesfully block the player and win the game. This iteration was one that we attempted in good faith that it would go well, but decided against using because of its unbalanced use late game.
From the reading that has been made in regards to the Royal Game of Ur I believe that it is a complicated game that could potentially be explored even further. Through the use of readings by Bell, Finkel and Murray i was able to decide how the game was thought to be played, even though they will often argue or even reference one another in their writings. Iterating the Game of Ur was an interesting experience which allowed different methods to be achieved and attempted in order to improve the quality experience that the game offered us. The iterations, I personally believe, allowed us to further explore the ideas that are found behind the Royal Game of Ur and begin to enjoy this ancient game.
Bibliography
-Bell, R. C. (1979) Board and Table Games from Many Civilizations. Revised
edition
-Brenda Braithwaite & Ian Schreiber (2008) Challenges For Games Designers 'Games Design Atoms' (Charles River Media)
-Finkel, I. L. ed. (2008) Ancient Board Games in Perspective: Papers from the 1990 British Museum
colloquium with additional contributions. London. British Museum Press.
-Murray, H. J. R. (1952) A History of Board Games Other Than Chess. Oxford. Clarendon Press.



