By the way, I’ve mentioned this before but I have a new Facebook Gaming page up. It reflects the interests of this blog and you are welcome to go there and join and then participate and make your own posts.
Archaeologists working in the ancient city of Kibyra in the southern Turkish province of Burdur have discovered a game board dating to the first or second century C.E.Under the aegis of Mehmet Akif Ersoy University’s archaeology department, excavations were being conducted in the city’s agora.
The board belonged to a game called Ludus duodecim scriptorium (“game of 12 markings”)—XII scripta for short—which was popular throughout the Roman Empire. The name likely came from the three rows of 12 markings inscribed on most of the Roman game boards discovered. While not much is known about the rules, the game was played by two players with three dice and may have resembled the modern game backgammon.
According to the ancient Greek geographer Strabo, the early inhabitants of Kibyra may have descended from the Lydians, an Anatolian people (Strabo, Geography 13.4.17). Sometime in the second century B.C.E., the city formed a tetrapolis with three neighboring cities. The tetrapolis was dissolved in the first century B.C.E. and Kibyra was subsequently incorporated into the Roman province of Asia. Known for its ironworking industry, the city boasted a number of public structures, including a stadium, theater and odeon.
The free eBookLife in the Ancient Worldguides you through craft centers in ancient Jerusalem, family structure across Israel and ancient practices—from dining to makeup—throughout the Mediterranean world.
Hnefatafl is indeed an impressive (war) game, for many different reasons. Not least of all, to me, because as this article implies it is a game of asymmetrical warfare. But even going beyond that it forces the player to think not only of the immediate goal but of how (if he is a really good player) the pre-combat conditions (what they will face in the Real World) arose in the first place.
And if you know how the pre-combat/pre-game conditions arose then this gives you a great set of tactical clues about who to engage first (or not engage first, or maybe even not at all). The movement is simple as are the rules, but the tactical methods and implications are superb. What I like best about the game is how easily it translates from a tactical game environment to Real World applications.
In other words the game has immediate Real World applications.
Or put another way it is an early wargame version of a Game of Personal Advancement and Development with obvious, useful, and fundamental Real World applications.
Viking warriors storm into the torch-lit camp of a rival clan. Outnumbered, the ambushed Norsemen are far from their boats. Their one goal: flee to a nearby castle while keeping their king alive.
At first glance, Hnefatafl (prounounced “nef-ah-tah-fel”) might just look like a knock-off version of chess with Norse helms and impressive beards, but the game is at least 600 years older—already well-known by 400 A.D.—and is perhaps a lot more relevant to the conflicts of the 21st century.
“I love the asymmetry in this game. To win in this game, you absolutely have to think like your opponent,” emails Kristan Wheaton, a former Army foreign area officer and ex-analyst at U.S. European Command’s Intelligence Directorate. “Geography, force structure, force size and objectives are different for the two sides. If you can’t think like your opponent, you can’t win. I don’t know of a better analogy for post-Cold War conflict.”
The game is similar to chess, but with several important differences. Instead of two identical and equal opponents facing each other, Hnefatafl is a game where one side is surrounded and outnumbered—like a Viking war party caught in an ambush.
The game might seem unbalanced. The attacking black player has 24 total pieces—known as “hunns”—to white’s meager and surrounded 12 hunns. But white has several advantages.
White has an additional unique unit, a king, which must be surrounded on four horizontal sides to be captured. Hunns require being surrounded on two sides, and that’s pretty hard by itself. White’s goal is also simple: move the king to one of four corner squares known as “castles.” Black’s goal is to stop them.
Other rules? All pieces move like chess rooks. Black makes the first move. Black cannot occupy a castle, which would end the game in short order. But black can block off several castles by moving quickly, forming the equivalent of a medieval shield wall.
“If the king goes as hard as he can as early as he can for the corner and the other side is not really on its toes, the non-king side typically loses in just a few turns,” adds Wheaton, who now teaches intelligence studies at Mercyhurst University. “Among experienced players, however, this rarely happens.”
If lines are solid, they have to be flanked. Thus, it’s in black’s interest to force a symmetrical battle to force a likely win. If white can avoid engaging in a battle on black’s terms, then white’s chances of winning improve…