Board Game Studies Colloquim Xi
Board Game Studies Colloquim Xi
Board Game Studies Colloquim Xi
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Proceedings of
Board Game Studies Colloquium XI
Jorge Nuno Silva (Ed.)
Associação Ludus
Lisboa, 2009
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Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
The Sociable Game of the Goose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Adrian Seville
Jogos Matemáticos, A Portuguese Project . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Alda Carvalho, Carlos Santos, João Neto, Jorge Nuno Silva
An English riddle: Chess and Draughts in medieval England . . . . . . . . 27
Arie van der Stoep
At the crossroads of trade in the Indian Ocean - a ludic exploration . 31
Alex de Voogt
The development and dispersal of l’Attaque games . . . . . . . . . . . . . . . . . . 43
Fred Horn and Alex Voogt
Toward a Classification of Non-Electronic Table Games . . . . . . . . . . . . . 53
Bruce Whitehill
Alekhine’s Death: Murder or natural causes?. . . . . . . . . . . . . . . . . . . . . . . .65
Dagoberto Markl
Elements of chance and skill in games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
David Parlett
Draughts and Academies des Jeux . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Jürgen Stigter
Origami’s Geometry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Liliana Monteiro
Puzzles with polyhedra and numbers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103
Jorge Rezende
The History of Combinatorial Game Theory . . . . . . . . . . . . . . . . . . . . . . . 133
Richard J. Nowakowski
The use of the game of chess to represent famous battles . . . . . . . . . . . 146
Pedro Palhares
Mathematical Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
Dores Ferreira, Pedro Palhares, Jorge Nuno Silva
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Introduction
Jorge Nuno Silva
The Board Game Studies Colloquium XI1 took place in the Museum of
Science of the University of Lisbon, organized by the Ludus Association, in
April of 2008.
The sequence of yearly colloquia, started in London in 1990, had one
more term. It is hard to put in words the meaning that this event had for
the Portuguese organizers. The subject of Bord Games is an emergent one
in Academia and the University of Lisbon is proud to have played a small
role in its development.
This colloquium was one of the activities linked with games that the
Ludus Association has been recently engaged in. The exhibition Mathemat-
ical Games Throughout the Ages2 , that was first seen by the participants,
the organization of the Portuguese Championship of Mathematical Games3
deserve mention.
Besides the cultural and technical studies that Board Games suggest, we
promote the practice of the best ones among the Portuguese school commu-
nity.
The next pages give an overview of the talks we attended. The subjects
are scattered, we invite the reader to jump immediately into any appealing
paper.
1
http://ludicum.org/bgs08/
2
http://wwmat.mat.fc.ul.pt/˜jnsilva/Exhibition/index.html
3
http://ludicum.org/cnjm
Overview
The Game of Goose (Jeu de l’Oie, Giocodelloca, etc.) is a simple race game
played with dice on a spiral track, with the usual tokens, the aim being
to arrive exactly at the winning space, numbered 63 in traditional versions.
The track is provided with favourable spaces, each traditionally marked with
a goose, and with hazards, involving payment into the winner’s pool, and in
most cases delaying the player’s progress. In this traditional form, the game
is one of pure chance, the movement of the tokens being entirely determined
by the throw of the dice. Indeed, the course of the game can readily be
simulated by computer, with no human interaction [Seville, 2001].
However, there do exist variant versions, in which the human aspect of
the players becomes significant and the players are required by the rules to
interact in ways that are not confined to movement of a token according
to the dice throw or the payment of determined stakes. Into this category
fall many, but not all, educational variants. There are also a few games
in which different rules apply according to the gender of the player. Then,
there are games in which the player is called upon to undertake the playing
of a particular role, with or without influence on the actual play. And finally
there are games — such as those involving forfeits — where the player is
called upon to perform a particular action. These last exhibit some crossover
into the category of party games (jeux de societé).
4 The Sociable Game of the Goose
This paper discusses these variant categories, placing them in their his-
torical and social context against the background of the development of race
games over four centuries, and briefly indicates the relevance of this analysis
for the modern designer of games.
Over the years, this rough gambling element diminished and the game
became one that could be played in respectable mixed company [Figure 2]
or indeed in the family with children [Figure 3], until by the 20th century it
became regarded as a children’s game [Figure 4].
Figure 4 Goose as a children’s game — detail from Het aloude Ganzenspel, Daan
Hoeksema, Netherlands, early 20th C (collection of Christine Sinninghe Damsté)
Variants of Goose
Educational race games based on Goose are a French invention of the 17th
century. The earliest known game of this type is Mariette’s Jeu Chronologi-
que, dated 1638 [D’Allemagne, 1950, p. 44] designed to teach History. It was
followed by games designed to teach Geography, the Arts of War, Heraldry
— indeed, all the accomplishments required of the noble cadet class studying
in the colleges of France. These were expensive games produced from finely
engraved copper plates, predominantly in and near the Rue St. Jacques in
Paris, as opposed to the more down-market provincial productions of games
for amusement, from woodcut blocks.
Figure 5 The earliest dated English educational game, John Jefferys’ A Journey
through Europe, or the Play of Geography, Carington Bowles, London, 1759
(Whitehouse, 1951, plate 1)
message. There is, though, an element of role-playing for the winner: “He
who rests on No. 77 at London wins the play, shall have the honour of
kissing the King of Great Britain’s hand and shall be knighted and shall
receive the compliments of all the company in regard to his new dignity”.
Before the end of the century, English educational games were beginning
to follow the lead of the French in requiring active participation from the
players. For example, in Wallis and Newbery’s Royal Genealogical Pastime
of the Sovereigns of England [Ciompi 980], published in 1791, the rule is
expounded as follows: “As an encouragement to the player for the attention
he may pay to the useful Science of Genealogy, he will be entitled to move
one number forward when he can tell without looking into the description
of the game what King immediately preceded and followed that number on
which chance may have thrown his pyramid; and if he can tell the date
in which such King was born began his reign and how long he reigned he
shall be allowed to move one number more forward.” This game, though it is
deliberately made to look like a genealogical chart, is in fact a unicursal race
game, played with ‘pyramids’ as moveable tokens and using an eight-sided
‘totum’ in place of dice. The educational ‘utility’ of the game is clearly
set out: “This being a scientific game in which the amusement and the
instruction of the parties are equally considered, we hope that the young
player will not think much of exercising his memory to acquire a perfect
knowledge of it. Most games are calculated only to promote little arts
and cunning but this, while it will undoubtedly amuse, will not a little
contribute to make the players acquainted with the genealogy of their own
King” (George iii — the winning space at No. 52). Reverse overthrows are
played, as in Goose. There is no equivalent of the Goose doubling rule but
landing on Henry viii results in the instruction: “as his treatment of his
queens was so unjustifiable, the player must go back to No.1” — recalling
the death rule and being an early example of “go back to square one”.
The use of a separate rule booklet, following French precedents of the
17th century, is common in the many English games intended to teach his-
tory. Much more detail could be given in this form than could be shown
on the playing surface but at the cost of slowing down the game consider-
ably. Typical of such games is Wallis’ New Game of Universal History and
Chronology [Ciompi 854]. Published in 1814 with George Prince Regent as
the winning space at No. 138, the game was accompanied by a 24-page
booklet, of which pages 3 to 17 set out the rules to be observed on the in-
dividual spaces, which constitute a chronological track of historical events.
The pages that follow give an ‘Outline of History’ associated with certain
of the historical events that are judged to be particularly important, with
(potatoes, mangold and sugar beet like potash and stable-manure very
much). If this is done without error, the player advances to No. 24. The
Male/Female rules
A few race games have rules that differ according to the gender of the player.
One might expect the various games of courtship and matrimony to fall
into this category but not all do. Thus Crepy’s Nouveau Jeu de l’Himen
(Paris, 1725) [Ciompi 790] has no such differences of rule. However, the
same firm’s Les Etrennes de la Jeunesse (1713) [Ciompi 921] has different
tracks for the two sexes and markedly different rules: this game is treated
below as a game of forfeits (section 7). In the 18th century English game
of Courtship and Matrimony [Ciompi 978] (publisher unknown) there is an
interesting and highly thematic rule difference. Though the track is 64
spaces in length rather than 63, this game is clearly derived from Goose, the
favourable spaces where the throw is counted again being denoted by the
titles of popular ballads of the period, several of which are familiar as the
tunes used in John Gay’s Beggars’ Opera of 1728. Most spaces are governed
by rules that are not gender specific but the Prison at No. 55 has the
following rule: “Pay 1 into ye pool stand there & lose 3 turns of throwing
unless released by another coming in. N.B. If one of ye other sex comes in
it is a Fleet marriage and you win the Game and divide the pool” (A Fleet
marriage was a marriage which took place in the Fleet Prison in London,
which claimed to be outside the jurisdiction of the Church. Disgraced or
pretending clergymen often conducted them, for a fee. Such marriages were
in fact legal until the Marriage Act of 1753).
The Dutch game of Sint Nicolaas (Saint Nicholas) first published by
G Theod. Bom about 1858 [Ciompi 832] affords an example of another
kind. This is a 63-space game with favourable spaces of the Goose type,
marked by boots and shoes containing the presents traditional in Holland
for the season of the Saint’s day, in December. As is usual with Goose-
games, where the geese are spaces at intervals of 9 there are special rules to
deal with an initial throw of 9, which would otherwise give an immediate
win by jumping all the way to 63. The standard Goose rule is that if the
throw, with double dice, is by 6 and 3, the move is to space 26, whereas if
it by 5 and 4, the move is to space 53; these two spaces are traditionally
marked with images of dice, to remind the players of the rule. However, in
the Sint Nicolaas game, the special rule is that an initial throw of 6 and
3 leads to space 25 if the thrower is a man and to space 26 if a woman:
these two spaces respectively are marked with a young woman and a young
man, both eminently marriageable. But an initial throw of 5 and 4 leads
to space 51 if the thrower is a man and to space 53 if a woman: these two
spaces respectively are marked with an old woman and an old man, both
well beyond the age of marriage. These throws would no doubt have led to
much general amusement among the company.
An example of a different kind is provided by The New Royal Game of
Goose a 19th century English game [Ciompi 586] where the track is in the
form of a goose. Although the track has 63 spaces and does have Goose
spaces (though not at traditional numbers), the rules are very idiosyncratic.
One such rule is at space 57, which shows a man with a pipe: here, the rule
is that the player ‘must, unless a lady’ go back to 47 — plainly, no lady ever
smoked a pipe!
These male/female rule variations, though rare, are interesting in con-
firming that the games concerned were intended to be played in mixed com-
pany, even at periods of history when there may have been disapproval of
dice games and gambling generally.
Role-playing
An extension of the recognition of specific male/female roles is role-playing
of a more diverse kind. One might have thought that race games such as
Goose would lend themselves to such variations, with corresponding variant
rules that would perhaps wittily reflect the role assumed by, or assigned to,
the individual player. However, such is the strength of tradition — fortified
by the merit of the traditional rules in furnishing an exciting but fair game
— that examples are hard to find in close variants of Goose, notwithstanding
the huge range of thematic treatments over several thousands of published
games.
Thus, in the football game, Guioco del Calcio (Marca Stella, 1920)[Ciompi
113], suitable roles are assigned to players dependent on their initial throw
e.g. double six leads to space 34 (of 56) and the role of Arbitro (referee) is
assigned; roles of Captain etc are similarly assigned. Yet it is specified that
the players assigned these roles thereafter follow exactly the same rules as
everyone else.
For role-playing with appropriate and specific rules, we may look to a
race game published by the firm of Spear in several countries and languages:
Cat and Mouse (c. 1920). In this simple race game, playing figures of two
cats and four mice are provided as tokens. The specific rules differ for the
two species: for example, when a mousetrap is encountered, the mouse is
out of the game but the cat proceeds without hindrance.
A variation on this theme by the Swiss firm of Karlit, published in the
1950s, is interesting because of the ingenious mechanism by which the role-
playing is enforced. Here, the cat is represented by a large marble whereas
the mice are small marbles. The track is composed of holes of two sizes
punched in the horizontal playing surface, which is raised above the base
of the box. When a mouse encounters a trap (large hole) it falls through,
whereas the cat remains safe; both mouse and cat are safe on the small
holes.
It is interesting to reflect on the paucity of examples of role-playing in
Goose variants. Perhaps one reason may be that to alter the rules non-
uniformly will give one or another player an advantage that the remainder
will perceive as ‘unfair’. True, it is difficult to construct diverse rules within
a single game that would all be fair with respect to each other, especially in
a game as complex as Goose, with its traps, delays and re-starts. However,
if the discrepancy were not gross, then some unfairness might add spice to
the game e.g. by winning when in a role that was (or was thought to be)
unfavourable.
winning spaces are, each being marked with a crowned heart. Initially, each
‘shepherdess’ chooses her ‘shepherd’ to sit on her left, the choice being first
made by the highest thrower of the dice, and so on. The rules say that the
game ‘se gouverne à peu près de la jeu de l’oie’(the rules are quite like those
of Goose) though in truth they are peculiar to the game. Typical of the rules
is that for inconstance (inconstancy) on the left track. The unfortunate
shepherd who lands on the butterfly that marks this space must submit to
being tied to his chair by his shepherdess, using her scarf. But there are
penalties for the ladies, too: at La Jalousie (jealousy), the jealous one must
go and hide behind a curtain or half-open door, missing two turns and paying
to the pool. The game ended for the males (for example) when one of them
reached the crowned heart, where their circle touched the other. If no female
had reached the corresponding heart in the other circle, the males waited
until this had occurred. The two winners, on these two hearts, would then
share the pool and ‘seront unis ensemble’ (will be joined together). Clearly,
this was a game that depended for its success on having much leisure and
the right company! However, the rules do contemplate the possibility of
there being only two players, one of each sex, who then compete to see who
reaches their crowned heart first and do not share the pool — the state of
matrimony rather than courtship?
Forfeits are certainly an integral part of the game of Din-Don ovvero
Tutte le Strade conducono a Roma (Ding-Dong or really All Roads lead to
Rome — Caroccio, Milan, 1933)[Ciompi 316]. Here, the object is to get
from a starting place to the centre space, Rome. The starting places are
all Italian cities — but cities like Mogadiscio and Pola are included from
the Italian colonies, reflecting the sense of empire that developed under the
Fascist regime. It is not a unicursal game and is far from Goose in concept.
It is played with a single die, two faces showing ‘Din’ (being favourable),
two showing ‘Don’ (unfavourable) and the remaining two being blanks so
that the player does not move. The game is evidently meant to be played in
a bar, so that drinks can be bought when directed, and indeed several of the
playing spaces are hostelries. A forfeit to be dreaded in such circumstances
is shown by a pair of scissors, the meaning being: ‘cut off the tongue’, i.e.
remain silent for the rest of the game — a truly terrible punishment!
A danger of combining human actions with the playing of a race game
is that the game is apt to be slowed down unacceptably. An ingenious way
of avoiding this trap was found by the inventor (P. Louwerse) of the Dutch
game Schoolmeester en Collectant (Schoolmaster and Collector for Charity)
dating from about 1875. Here, in addition to usual penalties such as paying
to the pool, landing on certain spaces requires the player to ‘sit with puffed
cheeks’ or ‘with an agonised face’, cry “ooh, ouch!” according to the scene
depicted in the unfolding story. (The help of Christine Sinninghe Damsté
in suggesting the inclusion of this game and translating the instructions is
gratefully acknowledged).
Finally, in this short catalogue of games requiring human rather than
mechanical actions, mention should be made of the Dutch games advertising
biscuits. These were to be played with biscuits as stakes and indeed special
biscuits were also made to serve as playing tokens. An example is the Nutrix
Kabouter Spel (Leiden) [Ciompi 968], a unicursal game of 63 spaces depicting
a fairyland journey, with various imaginative delights and perils, and quite
evidently a Goose variant. Each player begins with 10 Nutrix biscuits and
puts two of these in the pot. At various points on the journey, the player is
directed to eat a biscuit from the pot; but a worse punishment is to have to
eat two of one’s own store of biscuits — and begin the game again.
Discussion
In surveying the field of goose-related race games, it is striking that —
with the exception of educational games — so few of them call for any
involvement of thought or judgement. Yet these games have been produced
and marketed successfully in thousands of versions and millions of copies over
four centuries. There is obviously a human need for ‘non-mind’ games that,
like Goose, are cleverly constructed to provide uncertainty and excitement
within a reasonably short — but not instant — time frame. This need is
more complex than the gratification associated with gambling. It involves
social interaction — competition, seeing who will win, learning how to win
without offending others, how to lose with equanimity — and, of course,
in a non-mind game, everyone is equal. Goose rules are therefore ideal for
the family environment, where young and old can compete on equal terms.
The design of the game provides variety of experience on the board: there
are many but not too many favourable spaces and hazard spaces, nicely
contrasted with the ‘plain vanilla’ spaces. The fear of the principal hazards
— well, prison, death — may be acute but the penalties are not final
and the unfortunate player is not banished from the game — indeed, he
or she may even win from an apparently hopeless position. Being ‘rescued’
by another of the social group — perhaps someone who does not even like
you — adds to the frisson. And the ‘reverse overthrows’ rule is brilliantly
conceived to maintain tension to the end — there is none of the boring
waiting for an exact throw on a space near the finish, as happens in many
other race games. Indeed, because the death space is within reach by a
reverse overthrow, a slowly approaching ‘tortoise’ can humble the proud
‘hare’. And the game can end in a couple of throws or, just occasionally,
can go on for many rounds: variety and unexpectedness is built in.
Designers of race games depart from these principles at their peril.
[Mascheroni & Tinti, 1981, p. 78, present author’s translation] comment
on the tedium of some of the geographical games dating from the 18th and
early 19th centuries:
The information was always of the same kind: the world was
divided into four sections. The principal cities were specified.
There were notes on economic resources but these were concerned
only with gold, diamonds, commerce in porcelain, and silk...
For movement along the track, it was necessary to refer to an ex-
tremely long series of rules that in practice consisted of a reward
of another throw or the payment of a penalty.
The design of successful race games with variants of Goose rules is there-
fore not easy, by comparison with the relatively simple task of providing
thematic variations around the invariant skeleton of the traditional rules.
Testing such variants in practical play would have been daunting in the past
and even now computer simulation is not without programming effort.
It may be for these reasons that games with complex variant rules have
never substantially displaced the traditional game, something that may ex-
plain the virtual absence of goose-derived games that allow through their
rules for individual role-playing.
As far as forfeits and actions are concerned, their introduction tends to
slow the game down to the point where the character of a race game is lost:
References
[D’Allemagne, 1950] D’Allemagne, H.R., 1950, Le Noble Jeu de l’Oie,
Paris, Libraire Gruend.
[Mascheroni & Tinti, 1981] Mascheroni S. & Tinti, B., 1981, Il Gioco
dell’Oca, Milano, Bompiani.
[Shefrin, 1999] Shefrin, J., 1999, Neatly Dissected, Los Angeles, Cot-
sen Occasional Press.
This is an expanded version of the paper presented to the Board Game Stud-
ies Colloquium in Lisbon in April 2008.
Abstract
Ludus Association and other mathematical associations organize yearly the
Portuguese Championship of Mathematical Games. Since 2004, this tour-
nament has been growing: from 500 students in 2004 in Lisbon to 1200
students in 2009 in Covilhã. Students aged 7 to 17, from all the country,
join, each year, at a Portuguese city to play one of six different abstract
games.
board games practice and mathematica achievement [1], however this kind
of study is not our task. There are some easily spotted skills associated with
our subject:
How it Works
The Choice of Games
We pick games with no chance devices and no hidden information. There
is an huge number of board games that satisfy these criteria. To make the
choice we assess the games accordingly to their quality. They must have
easy rules. Using the terms of [2], simple rules help game clarity and help
the student to understand the basic dynamics and to concentrate in the
tactics and strategy. The elected games must have some depth, ie, allow
several levels of sophistication in their playing level. The chosen games
must be a dramatic, ie, they must allow volt-faces and traps, sequences of
errors, missing wins and defeats, etc. The elected games must also have
good interaction between opposite pieces. A game without interaction is
merely a double race. Another important factor is decisiveness in the sense
that if a player got a substantial advantage, winning should be an easy task.
It is important to choose games with simple material. If possible, we choose
games with recyclable material, i.e., the gaming parts can be used to play a
big number of good games. This idea allow us to diversify the tournament
throughout the years.
The games should also converge to an end, no matter how the players move,
for the organization to be sure that the matches evolve smoothly.
With these guidelines we show, in the next table, the choices for the first
four editions of PCMG:
Some of the chosen games have a relevant cultural component. Games like
go and wari are very old, being a part of human history. Some African
students enjoy seeing their traditional game in a national championship of
other country.
it is possible to manage and use sufficiently large mailing lists to reach the
schools. In Portugal, we have the support of the two main mathematical
institutions of the country (Association of Teachers of Mathematics and Por-
tuguese Mathematical Society). In parallel, Ludus Association focus on the
promotion of recreational mathematics and abstract games.
1. Along the year, before the final tournament day, the organization must
supply or lend gaming material, since many schools do not have games.
The schools should be able to get the boards or the information about
how to get them. Another way is to build them, so, the information
about this process must be easily known too.
2. Many teachers and students do not know the game rules. This infor-
mation must be known and easily accessed. The organization should
have a written document with the rules and must guarantee that the
document is distributed by enough schools throughout the country.
4. The organization must help the schools with the preliminary phases.
In the final tournament day the participants are the school champions.
So, the schools must previously qualify their champions. Sometimes
the teachers need some help to understand how to organize tourna-
ments, etc.
5. The information about parallel events like Invent Your Game or par-
ticipation of blind students must also be well known by teachers and
schools.
6. The organization should try to have good prizes for the best classi-
fied players. In Portugal it is usual to have prizes like computers,
calculators, digital cameras, books, etc.
7. The organization must have a proper website with all the required in-
formation. The website must have more than the needed information:
it should include stuff about abstract games, links to online clubs, etc.
In Portugal, the url address is http://ludicum.org.
1. The day remains in students memory. Every year the older students
remember who were the previous champions, how interesting was the
previous tournament, how fun it was, etc. Those factors help students
to participate. In a few years, almost every students and every teachers
will know about the existence of the project and remember the past
“special days”.
3. With the existence of this special event, the organization can bring
gaming practice to many regions. Every year the final tournament is
played in a different city.
Final Remarks
In the five first editions of the PCMG we got the amazing numbers ≈ 500,
≈ 650, ≈ 665, ≈ 1100 and ≈ 1200 participants in the final. These statistics
show that, yearly, tens of thousand students play mathematical games in
Portuguese schools (since each student in the final is the winner of a school
local tournament).
There are about 1760 high schools (public and private). Yearly, the average
number of inscriptions is about 180 schools. So, more or less 10% of schools
participate in our project.
In Invent Your Game we had 30 invented games. This is a very good num-
ber for this kind of contest. We have strong evidence that computer games
do not replace mathematical board games. Students still like to play math-
ematical board games: they are immortal.
References
[1] Ferreira, M.D., Palhares, P., “Chess and Problem Solving Involving
Patterns”, The Montana Mathematics Enthusiast. Vol. 5, n. 2 and 3.
pp. 249–256, 2008.
In many ways, the language can contribute to our knowledge of board games
in times past. In this article I show how we can use the language to prove
that in medieval England chess was a minor board game and draughts a
major game. But first I give the information you need to understand my
claim.
Note
1) Draughts was transferred from the lined board to the chequered board,
see Stoep 2007:157–165.
References
[1] Bree, Cor van Historische taalkunde, Leuven/Amersfoort 1990.
[2] Murray, H.J.R. A history of chess, Oxford, 1913, ed. Oxford
1962.
[3] Stoep, Arie van der Draughts in relation to chess and alquerque,
Hooge Zwaluwe 2005, ed. 2007.
This study concentrates on one four-row mancala game and one so-called
alquerque variation with a brief mention of draughts.The examples are taken
from the Seychelles and the Maldive Islands and compared to games found
on the African and Asian mainland.
consequences of capture rules for the remainder of the rules make them a
promising distinguishing feature.
Oman boasts a four-row mancala game, one of few found outside Africa,
by the name of hawalis. The game is played by men in clubs. Despite its
recent decline it can still be found in Muscat near taxi stands where card
and other games are also practiced. The Omani fixed the board to four rows
of seven holes and usually play in the sand using stones. Direction changes
for sowing, special houses and re-entry of captured counters are unknown
for this game.
The game strongly resembles descriptions that have been made of Mozam-
biquan mancala games. In the area between Oman and Mozambique this
game appeared remarkably absent until a field study in 2007 revealed a sim-
ilar game in the Seychelles.
The Seychellois still play makonn, as it is called. Players on Mahé recall
playing the game as far away as Diego Garcia, prior to its British occupa-
tion, and outlying atolls of the archipelago. The game is most likely played
in Mauritius as well based on information from the Seychelles. Makonn is
fixed on four rows of ten holes but despite the larger board, the rules and
thereby the playing strategies are remarkably similar to those of hawalis.
The following elements of the rules are identical in both games (for the
complete rules of both games, see de Voogt 2003 and de Voogt, in press):
- counters are always played counter-clockwise
- counters are captured from the front and back row together
- captured counters are not re-entered in the game
- a hole with a single counter cannot be used for play
- if all holes of a player contain only a single counter, the rules change:
– the player can move singles, but not into an occupied hole, and the
player can capture counters of the opponent in the same way as before
The Seychelles were uninhabited until the end of the seventeenth century
when French settlers took possession of the islands (Scarr 2000). African
slaves were introduced inthe course of the eighteenth century and slavery
has continued well into the nineteenth century. The supply of slaves is
said to originate from Mozambique and sometimes occurred via Zanzibar.
There is no link between the Seychelles and Oman in their history or in their
present contacts. Rather, one has to assume that the slaves that entered the
Seychelles played the same game as the Africans that settled and introduced
the game in Oman. The opposite route in which Omani traders introduced
the game to the East African mainland and that the game spread from here
to the Seychelles is ruled out. No other four-row games appear in Oman or
near Oman while two-row games in the Middle East are well attested.
Photo 4
Photo 5
The above description shows that wagu thinhamma has a limited distri-
bution in the Maldives. Only two islands had players while only one person
was found outside these two islands, an older man in Addhoo. It is likely
that there are players else where in the Maldives, but all the islands that
were visited in both northern and southern parts of the Maldives did not
indicate that the game was popular or even known. Feridhoo is a rather
small island and was quickly searched. In Nilandhoo many families are fa-
miliar with wagu thinhamma. Boards vary from 5 × 5, 6times6, 7 × 7 and
9 × 9 as is also illustrated in Maloney’s work on Maldivian culture (1980).
The triangle always contains six positions, with the exception of one board
made on Addhoo. Variations in rules are minor. The only clear variation is
the rule that pieces can only move forward. All other rules are consistent.
With the absence of wagu thinhamma in Fuamulaku, large parts of Addhoo,
Huvarafushi and even Kandholodhu, it is possible to conclude that wagu
thinhamma has a limited distribution that is concentrated in the central
part of the Maldives. In this limited distribution, variations of size are com-
mon, and sizes differ from house hold to household. In contrast, the sizes
of raazuvaa and thinhammaboards do not differ in any of the islands. This
is not surprising, since the difference in wagu thinhamma boards does not
affect any of the playing or capturing rules while they would affect such rules
in raazuvaa and thinhamma. Wagu thinhamma and thinhamma have little
in common but a name. Indeed, the name wagu thinhamma is probably
derived from wagu thinhamma, a sign that it was a later introduction. They
are both drawn on boards or in the sand but their contrasting distribution
pattern does not indicate that they obtained the same distribution or pop-
ularity.
Draughts was introduced by the colonial powers. Its rules have been partly
applied to danm-la-tete in the Seychelles but seem to have made no such
influence in the Maldives where British checkers is hardly known.
Both the Maldives and the Seychelles show that games travel without boards
and pieces but with players. Once introduced, they coexist and are not nec-
essarily limited to environments in which they were introduced. For instance,
games with an African origin are now played by Arabs in Oman and games
with an Indian background are played by a diverse group of Seychellois.
Trade, particularly trade in people, helps to understand the distribution of
board games in the Indian Ocean. The understanding of their popularity
and the social environments to which they may be confined require further
research.
References
[Askew, 2003] Askew, Kelly Michele, 2003, As Plato durly warned:
music, politicsand social change in coastal East
Africa, . Anthropological Quarterly 76(4) pp. 609–
637.
[Herskovits, 1932] Herskovits, M.J., 1932, Wari in the New World, Jour-
nal of the Royal Anthropological Institute 62, pp. 23–
37.
[Voogt, 2003] Voogt, Alex de, 2003, Hawalis in Oman: a first ac-
count of expertise and dispersal of four-row mancala
in the Middle East, Journal of Board Game Studies
6: pp. 95–98, Leiden: cnws.
[Voogt, 1997] Voogt, Alex de, 1997, Mancala board games, London:
British Museum Press.
[Voogt] Voogt, Alex de, (in press) em Makonn and the Indian
Ocean: East African slave trade and the dispersal of
rules Journal of Board Game Studies 8.
the game to a chosen market. Only the company changes the written rules
and the distribution is regulated through locally acquired patents. As a
consequence studies on the distribution and development of modern games
are unlikely to exist outside the study of games companies and inventors.
The following history has the game Stratego at its center. It is traced back
to the game of l’Attaque and related to Jun Qi as it is found in China. It
has a history prior to its patent and distribution in China that took place
outside the control of games company.
square. Pieces are captured after they are engaged in aduel with a neigh-
boring piece. The strongest piece then remains on the board.
This general description of the rules is valid for all l’Attaque games, varitions
mostly relate to the size of the board and army. l’Attaque is resembling Strat-
ego, a game that became internationally successful when it was published
by Jumbo in the Netherlands. Before establishing a possible link between
l’Attaque and Stratego, the latter’s recently uncovered patent history is re-
counted.
Patent history of Stratego
On April 20, 1942, the name Stratego was registered by Van Perlstein &
Roeper Bosch N.V. in the Netherlands. Four years later the game was pub-
lished by Smeets & Schippers in Amsterdam. Between 1948 and 1949, the
game was also produced using the brand name Clipper. In 1951 the license
to produce the game seems to have been returned to Mogendorff by Smeets
& Schippers.
This series of events is the prelude to the negotiations between Mogendorff
and Hausemann & Hötte N.V. in Amsterdam about the publication of the
game under the latter’s brand name Jumbo. These talks between Mogen-
dorff and the Jumbo representative de Graaff are said to have taken place
between 1952 and 1957. On February 28, 1958, Van Perlstein & Roeper
Bosch N.V. sign over the property rights of Stratego to Jacques Johan Mo-
gendorff. Correspondence between Mogendorff and de Graaff confirm this
and also note that an international registration is still to completed and that
Attack seems to be a copy of the game Stratego. Further research shows that
the Hausemann & Hötte company has a 1920 l’Attaque game in their archive
suggesting that the similarities between the two games were known to them.
On March 7, 1958, Smeets & Schippers N.V. also declared that Mogendorff
can use the name and the appearance of the Stratego game. An official men-
tion in Merkenblad confirms Mogendorff’s registered name under number
130494. From May 17, 1958 until April 8, 1960, the Stratego name becomes
registered in a series of countries, including England, South Africa, Aus-
tralia, USA and Canada.
Meanwhile, on June 10, 1958, Mogendorff and Hausemann & Hötte agreed
to publish and distribute the game Stratego for Europe. A second agree-
ment for the rest of the world was added with a royalty agreement on April
21, 1961. In August of that same year, Mr. Mogendorff dies and his heirs
make a new agreement with the company that transfers all the rights to
Hausemann & Hötte, a situation that has persisted up to this day.
shows a possible American connection. They mention Mr. Elkan who was to
have invented the game in the Second World War after which he emigrated
from Europe to Canada. Where in Europe is unknown and all involved, Mo-
gendorff, Elkan and Voorn have since died so that their possible connection
cannot be established.
This short history of l’Attaque and Stratego shows that multiple inventors
and different routes of dispersal are possible and likely.
That transmissions of an idea took place with and without the help of
patent offices that only assist in settling an ownership debate but not a
chronology of events and inventions. This transmission of an idea is futher
illustrated with a chinese game for which no patents are known.
A number of different companies produce Jun Qi, or flag game, under var-
ious names, including Liuzhangi, Siguodanzhanqi (played with four people)
and even with an English translation of their name Superduty Amry Chess
(sic) or ChaojiLuzhan Qi. Rules and descriptions can be found in Lhôte
(1994) and on the internet (www.chessvariant.com/oriental.dir/tezhi.html).
They come in hard plastic or carton boxes, which depict tanks, army planes
and helicopters. The pieces are small, i.e. 1.5 cm, rectangular blocks made
out of plastic and with printed or relief Chinese characters. The board in-
variably consists of a plastic white sheet with red print. These sheets are
also common for other board games popular in China, including Chinese
chess. Some luxury editions do not have printed carton but fabric-covered
boxes, which contain massive plastic stone-like pieces with engraved char-
acters but of a similar size. Few if any of the games are accompanied by
game rules, even though the rules appear quite complicated and are of at
least two different kinds.
All pieces are blank on one side and have Chinese characters on the other
side indicating the (military) rank of a piece. Sometimes the characters for
the Army Flag also feature a flag symbol. Pieces move one square at a time
and enter combat as in Stratego. Except that the board features a railroad
on which pieces move unlimited empty squares in one direction along the
track. The Engineer may also take corners on the railroad within one move.
The board consists ofa grid of 13 rows of five intersections each. Each player
places his pieces on their six rows of five intersections. The middle or sev-
enth row is left empty and has only three positions thereby limiting the
connection between the two camps.
Each side has five army camps, usually depicted as round, which are safe
havens in which pieces cannot be captured but which are also left empty in
the initial set-up. Therefore, only 25 pieces for each player are used in the
line up. Diagonal lines connect the five camps with all surrounding posi-
tions, i.e. eight connecting lines. The third and the fifth row count two of
those camps and the fourth row has one in the middle which is connected to
the remaining four. There are two encampments at the bottom of the board
of a different shape either of which should contain the flag in the initial
set-up in certain variations of the game.
A railroad is depicted on the lines connecting the intersections of the first
and fifth file of each player with the exception of the back rows as well as
the second and sixth row on either side also including the lines that connect
the two opposing camps on the seventh row.
The game is won when one side moves the flag of the opponent to one of
their own encampments. As in Stratego, in case of a stalemate the party
with the greatest number of moving pieces wins.
There appear three variations available in Beijing. One requires each player
to design a positionas in Stratego and continue as described above. A second
allows for the game to be played with four persons on an enlarged board
that also shows extra bends of the railroad. The third variation requires all
pieces to be the same blank color on the outside and different color charac-
ters on the inside. These pieces are mixed and put at random face down on
the squares used for positioning. With each turn a player may turn a piece
or move a piece that is already turned and belongs to their color. Other
rules stay the same.
This brief description of Jun Qi identifies a number of similarities to Stratego
that are not likely to be incidental. Stratego was never directly introduced to
China but when Stratego was introduced to the United States, it may have
transmitted to Asia and developed into a local flag game as early as the
1950s. The long-time study of Chinese games (Culin 1895, Schlegel 1869,
Röllicke 1999) has concentrated on their introduction to the West rather
than the other way round. The particularities of a railroad and the marked
places on the board warrant further research of Chinese appropriation pro-
cesses in post-war China.
We wish to thank Luo Jun, Du Chun Feng, Xu Mingqi for their patience
and assistance. We owe particular thanks to Xiaohong Zhang whose help
has made this article possible.
References
[Bell, 1979] Bell, R.C., 1960/1969 (1979 revised edition). Board
and table gamesfrom many civilizations, Volume 1 &
2. New York, Dover Publications.
[Culin, 1895] Culin, S., 1895, Korean Games with notes on the cor-
responding games of China and Japan Dover Publica-
tions & The Brooklyn Museum.
[Horn, 2004] Horn, F., 2004, How about Stratego, Paper presented
at the Colloquium Board Games Studies VII, April
10, 2004, Philadelphia, USA.
[Lhôte, 1994] Lhôte, J.M., 1994, Histoire des Jeux de Societé, Flam-
marion.
Abstract
Game theorists have long attempted to devise a method of classifying or
cataloguing the myriad types of games that exist and have existed. His-
torians examine specifics within board games, cataloguing games by their
method of play. Modern game companies separate their game product line
into children’s games, family games, and adult games. Players use divisions
according to the level of strategy and the type of game, such as board game,
card game, skill & action game or party game. Classification by characte-
ristics, such as game mechanisms, is differentiated from ways of sorting, such
as by complexity or theme.
This author examines whether all the factors used to differentiate games
can be employed in one system of classification, and attempts to determine
if they can be applied to all games, past and present. Further, an effort is
made to classify “indoor” games and, in greater detail, board games.).
Introduction
The Need for Classification
Why classify games? The need to classify games comes with the yearning
to understand the similarities and differences between games old and new
across cultural boundaries, and to develop a system of description and ter-
minology that assists in simplifying communication about games. The desire
to compare and contrast is held by both historians and modern players.
54 Toward a Classification...
History
Around the turn of the 20th century, games researcher Stewart Culin exami-
ned games of the world and, especially, of American Indians. He categorized
games as games of chance, games of dexterity, and “games of pure skill and
calculation”. He called these “classes of games”. He broke down games of
chance into two categories, dice games and guessing games, which he descri-
bed as games of concealment. Culin’s main writings in 1896 and 1907 were
produced when the commercial game industry in the United States was little
more than 60 years old.
Half a century later, H.J.R. Murray, in his 1952 book, The History of
Board Games Other Than Chess, proposed a classification of games that
included race games, war games, hunt games, alignment or configuration
games, and mancala games. At that time, manufactured games in America
were still primarily for children, and the industry itself was still in its infancy.
Murray’s primary interest was in examining ancient and classic games.
It wasn’t until 1962 that the 3M Game Company began to produce games
of strategy and calculation aimed at adults, an impetus which repeated it-
self in Germany four years later when 3M used its world-wide marketing
presence to introduce these games to the continent; the style of strategic,
tactical games synonymous with that country today has added the words
“German game” or “Eurogame” to the vernacular.
Since the late 20th century, games have evolved considerably, and more
and more types of games have been introduced to a public that devotes more
time to play than its ancestors did.
In the 1999 The Oxford History of Board Games, author David Parlett
compares the system of classification of board games used by Murray with
the similar system used by R.C. Bell and one advanced by himself. Since the
1980s and, indeed, even since Parlett’s book, there has been a great increase
in the number and types of games that have made it to market. This makes
it more urgent—and more difficult—to develop a system of classification
that works for all non-electronic games.
What Is a Game?
Before one can classify or categorize games, one must define what a game is.
A game is a pastime, a form of play, in which players compete, each trying
to emerge the winner according to a specific set of rules and a predetermined
end; the winning player is the first to reach a particular goal, be it to attain
a certain position or accumulate the pre-requisite requirements. In a soli-
taire game, considered by some purists to be more a puzzle than a game, a
player is either competing against himself—trying to better a previous score
or accomplish a goal in a shorter amount of time—or is competing against
the game itself, in a sense playing against the game’s inventor, trying to
fulfill the author’s objectives.
Initial Classification
The difficulty in developing a system of classification for games-even after
we have agreed on a terminology-is that there are so many overlaps (where a
game may be classified in two or even more categories), so many exceptions,
and an inordinate combination of different variables.
The first classification that is needed, then, is the division of games into
Indoor Games and Outdoor Games, with the understanding that Indoor
Games may be played outdoors, such as Wari played on a front porch
or chess played in the local park; but Outdoor Games, in their normal
fashion, cannot be played indoors. Lawn games such as Quoits, Croquet and
Lawn Bowling have been miniaturized to allow Ring Toss, Table Croquet and
Carpet Bowls to be played indoors; even Hopscotch has been transformed
into an indoor game played on a vinyl mat.
The latter division, “Games with implements”, can be broken down into
three sub-categories: pencil & paper games, games using common house-
hold objects, and classic or proprietary games that have a set of materials,
be they unique or standard game pieces. These are the games referred to
by R.C. Bell and others as “Table Games”. Pencil-&-paper games, often
designed for two players, include such classics as Battleships, Boxes, and
Noughts & Crosses or Tic-Tac-Toe. It is interesting to note that all of these
pencil-&-paper games have been made commercially, employing anything
from pencils and a pad to a slate to a more elaborate molded plastic or
carved wooden base.
same information, but the emphasis of each is quite different. The historians
are looking primarily at the origins of games, the materials employed, and
the games’ social and cultural significance; the manufacturers are catego-
rizing their games according to the intended audience—that is to say, the
consumer; and the players are looking at (and for) special mechanisms that
make games unique and/or interesting to play.
Strategy vs. Chance (Luck), two factors which should total 100%;
Historical Interests
Many 19th century and early to mid 20th century games as well as games of
antiquity are still played today, such as Chess, Checkers, Chinese Checkers,
Halma, The Game Of Goose, Mill, Mah Jongg, Reversi, Snakes & Lad-
ders, Mancala games and the more luck-based games such as Parcheesi and
Commercial Manufacturing
Since the mid to late 1800s, game companies in the United States and Eu-
rope have been manufacturing games as products which must then be sold
for public consumption, whether it be through direct (retail) or indirect
(wholesale) means. Game companies put their games into categories to
make them easier to market. The categories are based primarily on the au-
dience to whom the game is targeted—children, family, or adults—or to the
theme or style of game.
Party Games - games for groups usually of five or more; the games are
often word games or games that require physical actions or stunts.
Skill & Action Games - dexterity games that require players to throw,
roll, balance, build, or otherwise manipulate materials or objects.
Some Skill & Action games actually require no skill and are all action,
such as in some top-spinning games.
An exploration of game company catalogs also reveals that companies
classify games according to price and theme; Milton Bradley catalogs from
the early 1900s, for example, had a section of low-priced “5 Cents” games,
while in the 1980s there was a special group of one-dollar games. Some cata-
logs in different years had pages devoted to games representing a particular
popular theme of the time, such as cartoon games or mystery games.
Players’ Games
Game players have a few select primary interests: they want the game they
are playing to be fun and/or challenging. They are interested in the game
mechanism (how it plays), or the level of interaction with other players that
the game creates. In some cases, they even may be interested in what they
may learn from the game. Whereas historians are interested in the oldest
games, players pay attention to the newest of games, making a game’s “date”
of indirect importance. Many players are also interested in the theme. One
popular website lists over 70 categories it uses as themes in its classification
of non-electronic games. Serious players, who are more attuned to the game
market, are also often interested in knowing the manufacturer, the game’s
author, level of strategy, and duration (games can last from ten minutes to
several hours).
Card Games
Dice Games
Word Games
Dexterity Games
Memory Games
A board game consists of, predominantly, a game board that directs the
movement or style of play. Boards might be carved in wood, etched in
stone, printed on linen, or commercially manufactured with lithographed
paper pasted to cardboard.
2. games which use a special set of cards (examples: Old Maid; Authors;
Snap; Pit; Quartet; Schwarzer Peter, Bohnanza).
Games played with playing cards are considered generic, while games with
special cards are usually proprietary, though some may have fallen into the
public domain. Dice and markers or playing pieces might be included with
a card game.
Dice games are those that use dice exclusively or as the primary mode
of play. Yahtzee and Liar’S Dice are prime examples.
Word Games are games that use words or phrases as the principle method
of play, regardless of the materials. Scrabble is a word game played on a
board (and would be considered by many to be a board game); Perquackey,
a popular game for many years, used letters on dice-like cubes to form words;
other popular word games were pencil-&-paper games. Many modern word
games also fit under the classification of Parlor Games.
Dexterity games have been referred to by other sources as “Skill & Ac-
tion” games. These are games in which objects may be rolled, thrown,
Memory games are worthy of their own classification since they repre-
sent a particular style of game with the same game mechanism, whether
the game is played with a deck of cards, a molded plastic three-dimensional
unit, or as a TV-based licensed product.
The category of Board Games can be subdivided into games with fixed
boards and those with variable boards-that is, game boards which are laid
out in sections at the start of a game and therefore will most likely be diffe-
rent each time the game is played; the most popular example: The Settlers
of Catan and the many variants in that series.
Here, then, are the seven categories that encompass fixed-board and
variable-board board games.
Race games: the object is to move one or more playing pieces across
or around a gameboard in order to be the first player to arrive at a
prescribed destination; the game might have one piece per player or a
number of pieces (often four) that must reach the end position. There
are three types of Race Games:
1. Path game: Players begin at Point “A” and race along what may
be a circuitous path to Point “B”, though there may be detours
and shortcuts along the way; examples are SSnakes & Ladders,
which has one playing piece per player, and the game of India, in
which each player has four pieces.
2. Track game: Players begin at Point “A” and race along a usually
oval track near the perimeter of the gameboard back to Point “A”;
one circuit of the track is the norm, but more may be required;
players normally are controlling one playing piece. Examples are
most horse race or car race games.
3. Goal game: the object is to be the first player to get all his pieces
from a starting “home” area to a target zone, usually an oppo-
nent’s home area. Examples are Halma and Chinese Checkers.
Games of Survival: the object is, simply, not to lose your piece or
pieces as parts of the gameboard disappear; examples include Sur-
vive/Atlantis, in which pieces of a volcanic island in the middle of the
gameboard and removed, forcing islanders to vie for boats to get to
the mainland, and Isolation (Lakeside, 1978), Niek Neuwahl’s Arctic,
both of which require a figure to be able to continue moving on the
gameboard as parts of the board are removed from play, and Vineta.
Dagoberto Markl
National Museum of Ancient Art (Lisbon)
Abstract
On the 24th of March 1946, the World Champion Alexander Alekhine was
found dead in his bedroom at the Hotel do Parque in Estoril. Over the
causes of his dead there are some theories. This paper supports the murder
hypothesis.
On March 24th 1946 the World champion Alexander Alekhine was found
dead in his hotel room at the Park Hotel in Estoril. He was sitting on an
armchair; in front of him was a table where his dinner laid; next to him
was a chessboard, chess pieces left untouched. Alekhine had his overcoat
on and looked as if he was asleep. A fact worth mentioning is the existence
of two photographs taken by Luı́s Lupi, Francisco Lupi’s father, a chess
mastermind and regular partner to Alekhine. Luı́s Lupi was known for
having connections with both the Portuguese political police (PVDE) and
the North-American secret services.
66 Alekhine’s Death: Murder or natural causes?
There are several versions regarding the World champion’s death. The
Portuguese police tried to convey the idea of a suicide, caused by a laceration
in the throat by means of a razorblade. Another version defends the theory
of heart failure. Nonetheless, the official version, and the most commonly
accepted, is that he died by asphyxiation due to a piece of meat caught
down his throat. This was the cause of death determined after the autopsy
by a pathologist named António Ferreira, who passed away recently in the
United States where he resided. Let’s have a look at a document written by
Dr. António Ferreira on the 8th of September 1967:
Nevertheless, this doctor could have only been an assistant during the au-
topsy for he was still a student at the Medicine Faculty at that time, as
stated by himself to a Yugoslavian reporter, Bjelica, a statement that was
“Yes, I was present during Alekhine’s autopsy. Back then I was a medicine
student in Lisbon. It was mere chance that I was on duty; thus I had the
opportunity to attend the autopsy. I didn’t have the slightest idea of whose
body that was. A colleague of mine asked me, quite carried away by the
solemnity of the moment: ’Do you know who that is? It’s Alekhine.’ I was
speechless. ”
The photos are suspicious. It is taken for granted that when a person dies
in such a place, the Police are present at the scene and no one is allowed to
touch the body or contaminate the crime scene. However, the photographs
taken from different angles by Luı́s Lupi prove that something has been
changed. In the up-right corner we see a piece of furniture over which we
see a glass and a book and a folded newspaper that mysteriously disappears
in another photograph. This strengthens the theory that a stage has been
set up to cover up the incident.
Figure 2 Alekhine’s body at the Park Hotel in Estoril (compare with Figure 1).
Who would be interested in such a deed and who carried out the crime?
According to GM Kevin Spraggett, Alekhine was killed by a super-secret
Death Squad created by the French Resistance. This Squad’s main objec-
tive was to estimate and alphabetically register each and every French col-
laborator with the Nazi Regime. It is good to bear in mind that Alekhine
had been previously naturalized as French. The convicted list had 200.000
names upon it. But this is not our opinion though.
On February the 4th 1946 Alekhine received the following letter from Mikhail
Botvinnik (ex-world champion):
World’s Championship.
Mr. A. Alekhine!
I regret that the war prevented the organization of our match in 1939. But
I herewith again challenge you to a match for the world’s chess champi-
onship.If you agree, a person authorized by myself and the Moscow Chess
Club will conduct negotiations with you or your representative on the ques-
tion of conditions, date and the place where the match should be held,
preferably through the British Chess Federation.
I await your answer, in which I also ask you to state your ideas about the
date and the place of the match. I beg you to state your ideas about the
date and the place of the match. I beg you to send a telegraphic reply, with
subsequent postal confirmation, to the Moscow Chess Club.
“When the polemic issue of Alekhine’s participation was proposed for voting,
I declared that it simultaneously arouse a question concerning the continuity
of my position as president. If the committee voted in favour of Alekhine’s
participation, then I would automatically cease my presidency. The vote
was 5 to 4 against the match. Obviously I gave up my vote, since I was
the president and member of the committee and since I had advanced the
motion of my departure. Voting was done by raised hands and I recall that
both Kotov and Ragozin (Botvinnik’s trainer to be) were against Botvin-
nik’s idea. In that moment, one of the assistants (I think it was Abramov)
told Kotov: but Sasha, we decided in the party’s committee meeting that
the match was to take place. Kotov mumbled: ’I didn’t know that... Then
we shall have to repeat the voting’. We voted once again and this time
around every party member raised their hands accordingly to the party’s
guidelines. Nevertheless, Viacheslav Ragozin, and I cannot emphasize this
enough, voted against the match.”
I can only assume that a movement was created in order to prevent the ac-
tual realization of this event due to this division. The London Tournament
occurred between the 14th and the 26th January 1946. Alekhine wished to
enter the tournament and asked Francisco Lupi to put in a good word for
him among the best chess players attending the competition. Lupi was there
when the great court or the great judgement took place. The assembly was
gathered by Max Euwe and Arnold Denker; George Thomas, Ossip Berns-
tein, Tartakower, List, Friedmann, Medina, Abrahams and Herman Steiner
attending. It was deliberated that Alekhine was to present himself to the
French Chess Federation authorities and make his own defense case towards
the accusations made against him.
This meeting occurred the day before the tournament. It was held fore-
hand because the organization decided they needed proof that the invitation
made previously to Alekhine had been redraw.
In [Parr, 2005] dedicated to the memoir of the late Arnold Denker, Larry
Parr wrote as follows:
“When we began writing The Bobby Fisher I Knew and Other Stories in the
early 1990s, he said that the time had come to admit the wrong he had done
to Alexander Alekhine. Although a half century had passed since a player’s
meeting was held during the 1946 “Victory” International in London to dis-
cuss Alekhine’s alleged collaboration with the Nazis, Arnold averred that it
seemed as if that meeting had happened yesterday. “I found myself in an-
guish”, he wrote of that meeting. “Back in the Depression years of the early
1930s, Alekhine lavished me with kindnesses-free dinners, superb analysis
sessions, instructive practice games... He even chose me as his partner in
consultation games. This king of chess treated a young, unknown player like
a prince. He became my hero and chessic guiding light. And now, I found
myself going along with the condemnatory herd, repaying the currency of
kindness with the coin of unproved accusation... To this day, nearly a half
century past, I regret that more of us did not act like... Dr. Savielly Tar-
takower, who publicly pleaded Alekhine’s case and then, facing down the
entire group, proceeded to take up a collection for the stricken champion,
who was penniless in Portugal.” Arnold said that he could feel Alekhine’s
sense of abandonment at the hands of chess players.”
Faced with the Soviet Chess Federation’s decision, the political power de-
cided that killing Alekhine was the only way to prevent the match from
happening. In my opinion, the secret police of both countries (the Soviet
Union and Portugal - PVDE) managed to arrange a plan of action along
with a hotel employee, so it seems, who allegedly gave Alekhine some poi-
son. This might have been the cause of the symptoms that led Alekhine
to go out to the chemist. The watchful criminals were waiting outside and
fired the shot that killed him.
The date for the attack was meticulously calculated, for in the afternoon
of the 24th of March a telegram came in the Park Hotel. It came from Eng-
land and it confirmed the match. Meanwhile, it also stated that a French
visa was being issued and sent. Someone was able to inform the conspirators
of this telegram.
An improbable but also current idea is that Botvinnik was a NKVD Colonel
and was intimately linked to the murder. The intention was not to play
against Alekhine. This makes little sense because if indeed the match took
place and considering Alekhine’s physical and emotional state, Botvinnik’s
would very likely be the winner. The fact that the match didn’t occur forced
a tournament in which Botvinnik had to face some excellent players of the
time and that surely didn’t guarantee an easy victory. We mustn’t for-
get that Botvinnik had already defeated Alekhine in the Avro International
Tournament (Amsterdam, 1938) and that they have come to a tie in the
Nottingham Tournament in 1936.
References
[Bjelica, 1993] Bjelica, D., 1993, Alexander Alekhine, Madrid, Zu-
garto Ediciones.
[Markl, 2001] Markl, D., 2001, Xeque-Mate no Estoril - A Morte de
Alekhine, Campo das Letras, page 81.
[Vainshtein, 1993] Vainshtein, B. (interview), 1993, Jaque Magazine.
[Parr, 2005] Parr, L., 2005, Chess Life Magazine, Vol. 60, Nr. 3.
Like Gaul, games are anciently and popularly divided into three parts:
games of skill such as Chess and Go, games of chance such as Snakes & Lad-
ders and Roulette, and games of mixed chance and skill such as Backgammon
and Bridge. Such categorization is patently inadequate. It is slightly more
adequate to demolish the divisions and regard chance and skill as polar
opposites of a single continuum, so that any given game — or any given in-
stance of one — may be regarded as involving x per cent skill and (100 − x)
per cent chance.
But then skill and chance are themselves inadequate terms. Games in-
volve many different forms of chance, some of which are perceived rather
than real. A more appropriate term for this end of the spectrum is un-
certainty, or unpredictability as to the outcome of a game. All games by
definition involve a degree of uncertainty, for if the outcome of a game were
ever entirely certain or predictable there would be no point in playing it.
At the opposite end of the spectrum lies the antidote or counter to
uncertainty, which is the degree, if any, to which you can control or at least
influence the outcome of a game. The opposite of uncertainty is better
characterized as controllability rather than skill, as skill itself is not an
atomic property: there is no such thing as a single, universal “skill at games”
but rather many different types of skill. People tend to play those games
for which their particular talents suit them, or, if their talent is not one of
controllability, to which they are most attuned by temperament.
I am interested in exploring the elements of uncertainty or types of
chance that may be encountered in games, and the corresponding elements
of skill or types of controllability that may be employed to counter them.
1
Abrahams, Gerald, Brains in Bridge (1962), Preface.
74 Elements of chance and skill in games
Hidden information
Careless commentators tend to lump randomization together with imperfect
information, but in fact there is a significant difference between the types of
informational imperfection. Taking Backgammon and Bridge as exemplars:
The differences are significant in that they call for distinctive skills in
order to exert some degree of control over their outcome.
Opacity
An element of uncertainty, or at least uncontrollability, is induced by the
opacity of a game. By opacity I mean the opposite of clarity, a property I
think Robert Abbott was the first to point in an article entitled “Under the
Strategy Tree”.4 Abbott writes:
Clarity is essentially the ease with which a player can see what
is going on in a game... [It] has nothing to do with simplicity,
or even with elegance. Edward de Bono’s L-Game is elegantly
minimal — it uses only four pieces and is played on a board
of only 4×4 squares. It is not, however, clear. I find it very
hard to picture what the board will look like when I turn my ‘L’
over, I find it harder still to visualize my opponent’s responses,
and it’s impossible for me to look ahead to my next move. A
game can be simple yet lack clarity, and conversely a game can
be complicated but still clear. Playing a game soon reveals its
degree of clarity. The greater the clarity of a game, the farther
you can see into it, and therefore the greater its depth for you.
Extrinsics
We might mention, for completeness, the existence of chance factors that
are extrinsic to the game. I first became aware of these in my schooldays,
when my friend’s mother raised some objection to our playing Chess on a
Sunday. “It’s a game of skill”, we protested, not a game of luck”. “Well”,
she replied, “You’re lucky if you win, aren’t you?”. It was at this point that
I realised that (a) luck and chance are not the same thing, and (b) you are
indeed lucky if in a Chess tournament you happen to be drawn against a
weaker player, or one whose opening you have just been mugging up, or one
who happens to be feeling unwell at the time. Of such chance factors, no
more need be said.
2 Controllability (skill)
Cheating
The best way to exercise control over the outcome of a game is to cheat. This
pits maximum controllability on your behalf against baffling uncertainty on
the part of your victim, who, if sufficiently gullible, may look upon your
constant success as a form of magic. And why not — when you consider
that cheating and magic are little more than differing interpretations of the
same conjuring trick?
tionate detail.
Abrahams, in The Chess Mind,8 holds that memory is easily overesti-
mated, especially if it is taken to imply remembering a number of standard
openings. Very long retentiveness, indeed, is “often a concomitant of minds
lacking in originality”. More important than the consciously recollected “is
that set of mental habits which smooths the action of the mind”, a capa-
bility best described as “technique”, and most relevant in the endgame. Of
greatest significance, however, is what he refers to as “holding in [one’s]
mind a clear conception that is in part constituted by the memory of what
will have happened, i.e. what has already happened as a mental event”.
Here we find ourselves talking about the forward visualisation involved in
combinatorial games like Chess. What do we mean by forward visualisation?
At first sight we mean looking ahead to our next move and to the sequence
of moves likely to result from it. This has been described as examining the
branches of the strategy tree, and is something that computers are very good
at. In human terms it seems like a form of memory, only in reverse, in that
we are following a sequence forward into the future rather than backward
into the past. I have always described this ability as mental “projection”, in
that we are projecting ourselves into the future. Abrahams refers to it simply
as “vision”. But in fact “future recall” or “reverse memory” is a pretty good
term for it, as experiments have shown that exactly the same parts of the
brain light up as when it is engaged in tracing backward memories.9
Intuition
An alternative explanation is offered by Lois D. Isenman in her paper on
Intuition.11
tournament was invariably won not by the strongest Chess players but by the
strongest Bridge players. It was obvious that one of the skills demanded by
Kriegspiel was that of deduction or inference as to the positions of the playing
pieces; that this was a skill particularly demanded of card-players; and that it
might therefore be appropriate for me specialize in card games rather board
games. In reading the literature on games I also became aware that Chess
players tend to look down on card-playing on the grounds that cards are not
games of perfect information, with the further implication that games of
perfect information require more skill than games of imperfect information,
which are therefore to be equated with games of chance. Mortimer Collins,
in Attic Salt (1887), writes:
There are two classes of men, those who are content to yield
to circumstances, and who play Whist; and those who aim to
control circumstances, and play Chess.
a piece but not thereafter moving it. The same applies to another game I
enjoy, namely Reversi (Othello). On these grounds, I often wonder whether
I might have had some aptitude for Go, also a game of placement rather
than movement, had I only discovered it earlier in life.
This is one example of how the classification of games may relate to a
classification of different types of skill involved in playing them, and perhaps
also taste and temperament. It is not surprising that some people will play
only word games, and some only war games or fantasy games.
Types of intelligence
I have long been seeking a classification of mental skills that might be ap-
plicable to games classification. In other words, can we classify games by
reference to the skills required in playing them rather than directly by ref-
erence to the contents of the games themselves? Eric Solomon tells me
that this was the basis of a booklet he was planning some years ago, but
found too difficult to follow through. The most promising line of enquiry
that I have discovered derives from Howard Gardner’s concept of “multiple
intelligences”.
Gardner originally distinguished seven types of intelligence as follows:
Linguistic, Logical-mathematical, Musical, Bodily-kinaesthetic, Spatial, In-
terpersonal, and Intrapersonal. He later added an eight, designated Natu-
ralistic. I will comment on these in a different order, which I think more
relevant to their application to games.
Spatial intelligence: the potential to recognise and manipulate the pat-
terns of wide space (those used, for instance, by navigators and pilots) as
well as the patterns of more confined areas (such as those of importance to
sculptors, surgeons, chess players, graphic artists, or architects).
fit into Gardner’s schema? Should we not also posit some kind
of creative intelligence?
(No suggestions.)
Re “creative intelligence”
There must be such a thing as creative intelligence, but I’m not quite sure
where it fits into Gardner’s scheme of things. I would take it to be at
least related to, if not a form of, the skill of inference already mentioned.
Abrahams observes:12
Endquote
Arthur C Clarke’s Third Law of Prediction14 states ‘Any sufficiently ad-
vanced technology is indistinguishable from magic’. Perhaps we may say
the same of any sufficiently advanced intelligence.
14
Clarke, Arthur C., Profiles of the Future, 1962.
Introduction
How do you know when and where a game was played and how popular it
was?
The evidences come from written accounts and illustrations, game arti-
facts found and linguistic analyses. But the reason for mentioning a game
— or not — are erratic, so it is very difficult to draw firm conclusions from
this evidence.
E.g., it may be the case, that Chess was a “sexy” game, about which
much was written, though it may not have been played much, while on the
other hand draughts was often played, but not a game you would like to
write about. It would not be interesting to explain its rules, because these
were well-known!
Following a query from Arie van der Stoep,1 I went through the many
editions from Academies des Jeux (which all contain Chess). A frontis, first
published in the 1721 edition shows that Chequers was played and must
have had some popularity, but there is no reference in the text itself and
no description of the game in any edition until the end of the 18th century!
Can one conclude that Chess was less well-known?
From the index of Zollinger, it is clear that very little was written on
Chequers: till 1700, only six books with Chequers (of which five were pub-
lished in Spain) are listed, while Chess has over hundred entries and the
“noble” game of Tricque-trac twenty six!
Interestingly, the use of j’adoube (I adjust) in Chess appears to have been
derived from Tricque-trac. It is already used in 1668:
“En ce jeu c’est vne maxime tres-inuiolable, & qui deuoit estre aussi des
premieres, que Dame touchée, Dame joüée, si l’on ne dit ce mot, i’addoube,
horsmis dessous le bois; car si l’on en peut tenir dans ses mains, à plus forte
raison y peut-on toucher innocemment, & sans en estre repris, & encourir
ny perte ny contrainte de joüer: C’est mon auis que ie soumets à tout autre
meilleur en ses raisons, ou en ses regles & pratiques.”
The next book I looked at was The complete gamester after Charles
Cotton (first ed., 16748 ). In all editions, only Gentile Games are given —
hence no Draughts! Chess is often called “the royal game”, apparently with
the double meaning of game of and game for kings. The fifth edition of the
The complete gamester (by Richard Seymour, 1734) is “Written for the Use
of the Young Princesses”. In the description of Chess, the draught-board
(Chequers board) is used to explain the Chess board and to be used instead,
showing that Chequers was better known and more often played than Chess:
“III. The Theatre upon which this Game is acted, is a chequered Board,
half black, and half White, painted like a Draught-board, which may serve
for this Use upon Occasion.”9
easily convinced, if you consider, that there are no honest houses, where there is not at least
one Chequers board, but often two or more, and that even no one doesn’t play Chequers,
or at least knows the game, which is as common to kings, princes, lords, gentlemen and
bourgeois, as to the soldiers, mariners, craftsmen and other lower people, and that there
is no higher person, nor cavalier d’honneur, who will travel or go to war without taking a
Chequers board in his equipment.” (my translation). To give a taste of the curious book,
here is the full title: Pierre Mallet: Le — iev des dames. — Avec toutes les Maximes — &
Régles, tant générales — que particuliéres, qu’il faut — observer an icelui. Et la Méthode
d’y bien joüer. — Ortografe nouvéle, & rézonée, sui- — vie par l’ordre de l’Alfabet, par —
lequel on se pora aûsi pronte- — mant, que parfétemant instruire — an icêle. — Le tout
acompagné de pluzieurs discours,autorités & rézonemans — instructifs, tirés de la Morale,
de la Politique, & de l’Istoire. — A Paris, — Par Mr PIERRE MALLET, Ingénieur —
ordinére du Roy, & Proféseur aux — Siances Matématiques, rüe de la Hu- — chéte, an
l’Académie de Mr. de la Sale, — Mêtre d’Armes. — Et av pale’s, — Chés Th. Girard an
la grand Sale. 1668. — Avec Privilége de sa Majesté.
8
Zollinger No. 137.
9
The complete gamester (by Richard Seymour,1734), First part: The Royal Game of
Chess, p. 125.
In the 18th century, not much changed. The academie des Jeux contain no
draughts. Draughts was (more) well-known and often played than Chess,
but Chess was the noble or royal game. Chessplayers knew Chequers as
well. The situation is symbolized by the frontis of the 1721 edition of the
Academie de jeux (see picture), showing gentlemen playing Chess — very
respectable — in the foreground and gentlemen playing Draughts, but kept
in the background.
References
[Zollinger 1996] Manfred Zollinger, Bibliographie der Spielbücher des 15. bis
18. Jahrhunderts. Erster Band: 1473–1700. Stuttgart: Anton
Hiersemann, 1996.
Introduction
Origami is the Japanese art of folding paper.
Mathematically, it can be identified with a reflection on a line, named
the folding line.
The operations that are possible with points and lines in Origami, with
one single fold, are described in seven axioms that are due to the mathe-
maticians Huzita (who is responsible for the first six axioms) and Hatori
(responsible for axiom seven). In the following, we will see what these ax-
ioms allow.
Huzita-Hatori Axioms
(O1) Given two points P1 and P2 , we can fold a line connecting them.
[This axiom consists in folding the line that passes through the two
initial points.]
94 Origami’s Geometry
(O5) Given two points P1 and P2 and a line `, if the distance between P1
and P2 is equal or superior to the distance between P2 and `, we can
make a fold that places P1 onto ` and passes through the point P2 .
[This axiom consists in folding through the line that passes through P2
and the middle point of the segment defined by P1 and an intersection
point of ` with the circle with center P2 and radius equal to the length
of [P 1P 2]. More exactly, this consists in folding through a line tangent
to a parabola with focus P1 and directrix `.]
(O6) Given two points P1 and P2 and two lines `1 and `2 , if the lines aren’t
parallel and if the distance between them isn’t larger than the distance
between the points, we can make a fold that places P1 onto line `1 and
places P2 onto line `2 .
[This axiom consists in folding a line simultaneously tangent to two
parabolas.]
(O7) Given a point P and two lines `1 and `2 , if the lines aren’t parallel, we
can make a fold perpendicular to `2 that places P onto line `1 .
[This axiom consists in folding through the perpendicular to `2 that
passes through the middle point of [P I] where I is the point resulting
from the intersection of `1 with the parallel to `2 that passes thought
P .]
r(P1 ) ↔ P2 Axiom 2
r(`1 ) ↔ `2 Axiom 3
In the cases where the alignments have only one degree we can join them
two by two:
The alignment that places two lines onto themselves (∗) has no solutions
if `1 and `2 are nonparallel and infinitely many solutions if they are parallel.
Each of the remaining pairs correspond to one of the Huzita-Hatori ax-
ioms. Since these represent all possible alignments that create exactly two
degrees of freedom, this shows that the axiom list is complete (and that
Hatori’s seventh axiom is indeed necessary for completeness).
The initial length is equal to the distance between P and the intersection
point of the two last lines created in each one of the steps.
Division
To divide a length in two equal parts, it’s only necessary to fold it in the
middle.
To divide it in thirds, we can follow the instructions below, where A is
the origin and the paper’s side is one unit long.
Multiplication
To multiply by a number n, it is only necessary to notice that n = bnc +
(n − bnc) , where bnc is the integer part of n. This way, multiplication is
just an extension of adding and dividing.
Square Root
Let r be the length whose square root we want to find. Let’s consider the
point P1 = (0, 1) and the line ` be defined by y = −1.
We can construct the folding that places P1 onto `, passing through point
P2 = (0, −r/4) (possible by Axiom 5).
Let P10 = (t, −1) be the image of P1 under the folding/reflexion.
The line created by the folding is the bisector of [P1 P10 ]. Thus, the folding
line and P1 P10 are perpendicular lines, and M = (t/2, 0) is the middle point
of the line segment [P1 P ”1 ]. This way, the equation of the folding line is
t t2
y = x− ·
2 4
As this line passes through P2 ,
r t t2 √
− = ×0− ⇔ t = r,
4 2 4
0
witch means that the coordinates of P1 give the value of the square root.
We have now the proof that Origami’s Geometry allows solving any
second degree equation.
Angle Trisection
To trisect an angle, we just need to follow this procedure. In this case, we
represent an acute angle, but it can be generalized to any angle.
We will prove that this procedure does actually trisect the angle.
Let’s prove that this procedure actually doubles the cube. For that, let’s
define y = 1. Thus, the length of the side of the paper is x + 1;
2 2 2 x2 + 2x
AC = AB + BC ⇔ (x + 1 − d)2 = 12 + d2 ⇔ d = ,
2x + 2
x+1 2x − 1
AD = x − ⇔ AD = ·
3 3
Also, the triangles ABC and ADE are similar, therefore:
2x−1 √
BC AD d 3 3
= → = x+1 →x= 2.
AC AE x+1−d 3
which finishes the proof.
Comparing
Origami’s geometry goes beyond Euclidian geometry, allowing to make all
ruler and compass constructions, and solving classic problems, like those
considered above.
Actually, it was proved by George E. Martin, in his paper “Geomet-
ric Constructions” in 1998, that Origami’s geometry is equivalent to The
Marked Ruler Geometry.
Introduction
1 Introduction
Consider a polyhedron. For example, a platonic, an archimedean, or a dual
of an archimedean polyhedron. Construct flat polygonal plates in the same
number, shape and size as the faces of the referred polyhedron. Adjacent to
each side of each plate draw a number like it is shown in figures 1-5. Some
of the plates, or all, can have numbers on both faces. We call these plates,
two-faced plates. In this article, the two-faced plates have the same number
adjacent to the same side.
Now the game is to put the plates over the polyhedron faces in such a
way that the two numbers near each polyhedron edge are equal. If there
is at least one solution for this puzzle one says that we have a polyhedron
puzzle with numbers.
the numbers written on both faces. This gives 20 plates. We call the related
puzzle, the icosahedron second puzzle (or icosahedron (2)).
3 Polyhedron symmetries
Consider a polyhedron in R3 . From now on V denotes the set of the poly-
hedron vertices, E denotes the set of the polyhedron edges and F denotes
the set of the polyhedron faces.
The group of the polyhedron symmetries, Ω, called the polyhedron group,
is the set of all isometries ω of R3 , that send vertices to vertices, which im-
plies that they send edges to edges, faces to faces. Every symmetry ω ∈ Ω
The central symmetry has determinant −1. The symmetries with deter-
minant 1 (Ω+ ), can be seen like this: one transports a chosen face in such
a way that it goes to one of the eight faces of the octahedron; as one has
three possibilities of making them coincide (they are equilateral triangles),
there are 24 (3 × 8) symmetries with determinant 1.
Note once more that the advantage of describing in this way the sym-
metries of Ω+ is that it can be easily adapted to other polyhedra, and used
in their computation in a computer program.
In Reference [5] one can see two examples of such symmetries and a
detailed description of the octahedron puzzle case.
Consider the icosahedron (see figure 8) and its group, Ω. Everything that we
say here about the icosahedron group can be translated to the dodecahedron
group interchanging faces with vertices. In other words the group is the
same.
σ ◦ ε = ε ◦ ω.
σ ◦ ε1 = ε2 ◦ ω.
ε1 = ε2 ◦ ω
|GP |
|[ε]| = .
|GP ε |
5 Examples
Some of the examples we give in this section can easily be studied directly.
It is the case of the cube, the octahedron and the dodecahedron (2) puzzles.
We give also results for the dodecahedron (1), icosahedron (1) and (3)
puzzles. These results were obtained mostly with a computer. Similar results
for the icosahedron (2) puzzle are left to the reader.
There are good reasons for presenting results for these two icosahedron
puzzles. The icosahedron (1) puzzle is mathematically rich, has a lot of
natural solutions (over one million!). On the other hand, the icosahedron
(3) puzzle is also very instructive because it has few natural solutions (”only”
2322), which means that it is difficult to do it without the help of a computer.
that correspond to its four edges. There are two possibilities for a vertex: a)
four distinct numbers; b) three distinct numbers, with one of them repeated.
In the solution, count the number of vertices where the situation a) happens.
They can be 6, 2 or 0, that distinguish the three equivalence classes.
The first class group is of order 24. The second class group is of order 8.
The third class group is of order 6. As |GP | = 48, one has that if one puts
a plate on a face then one has 16 different possibilities for the other plates
(16 natural solutions): 48 48 48
24 + 8 + 6 .
Although the cube and the octahedron are dual polyhedra, puzzles are
not. Solutions can be dual. The first class of the octahedron puzzle is dual
of the cube puzzle class.
120 120
6 different possibilities for the other plates (6 natural solutions): 120 + 24 .
There are two possible natural solutions with a group of order 120. One
of them, that we call canonical solution, is dual of the dodecahedron (2)
solution with a group of order 120. The group of these two solutions is
equivalent to the icosahedron group: Gε ≈ Ω ≈ {−1, 1} × A5 . The canonical
solution is represented in Figure 11.
over a face there are 2322 different possibilities (2322 natural solutions):
190 × 12 + 7 × 12
2 .
Remark that the actions of all these 7 groups of order 2 are equivalent.
Figure 12 shows representatives of all these 7 equivalence classes.
h7i, respectively.
The first equivalence class of the order 2 groups has 10 orbits with 2
elements and the determinant of the generator is 1: (1, 10 × 2). The sec-
ond equivalence class has 8 orbits with 2 elements, 4 orbits with 1 element
and the determinant of the generator is −1: (−1, 8 × 2 + 4 × 1). The third
equivalence class has 10 orbits with 2 elements and the determinant of the
generator is −1: (−1, 10 × 2).
The equivalence class of the order 3 groups has 6 orbits with 3 ele-
ments, 2 orbits with 1 element and the determinant of the generator is 1:
(1, 6 × 3 + 2 × 1).
The equivalence class of the order 5 groups has 4 orbits with 5 elements
and the determinant of the generator is 1: (1, 4 × 5).
Let σ1 = (123456) and σ2 = (16) (25) (34). The plate group, GP , is gen-
erated by (1, σ1 ) and (−1, σ2 ). The only cyclic groups of GP whose ac-
tions on the plates have orbits of the type (1, 10 × 2), (−1, 8 ×2 + 4 × 1),
(−1, 10 × 2) and (1, 6 × 3 + 2 × 1) are generated by 1, σ13 , −1, σ1j σ2 ,
A way to find a solution for a puzzle is to use the group relations between
the polyhedron and the plate groups. Take, for example, the icosahedron
(1) puzzle and the third equivalence class for groups of order 10.
s ◦ h1 = h2 ◦ ω.
σ2 = (α1 α2 · · · αl ) · · · ,
group (see figure 14) which are equivalent. This equivalence can be done,
for example, by any transposition and an element of Ω+ . In this case
There is only one natural isomorphism for the octahedron (cube) group (see
figure 18). In this case
S = {−1, 1} × S4 .
There are six puzzles. All the puzzles have the six plates of figure 4.
Four of them have the eight plates represented in figure 1 (see the first three
rows in figure 20) and the other two have eight triangular plates of the
type aaa (see the last row in figure 20). The first puzzle has the remaining
square plates of the type abac (6 solutions). The second puzzle has the
remaining square plates of the type aabb (2 solutions). The third puzzle has
the remaining square plates of the type aaaa (2 solutions). The forth puzzle
has the remaining square plates of the type abab (2 solutions). The fifth
puzzle has the remaining square plates of the type abac (2 solutions). The
sixth puzzle has the remaining square plates of the type aabb (2 solutions).
The first puzzle is the one presented in Reference [6]. It was chosen
because two of its six solutions with S4 as a maximal group are dual of two
maximal solutions of the deltoidal icositetrahedron puzzle presented in the
same Reference [6].
In the figure the edge marked with x must have a 2 or a 3 in each of the
sixteen cases. Hence, there are, in fact, thirty two possibilities.
There are five puzzles. All the puzzles have the six plates of figure
4. Three have the eight plates represented in figure 1 and two have eight
triangular plates of the type aaa.
The first puzzle has the remaining triangular plates of the type abc (8
solutions). The second puzzle has the remaining triangular plates of the type
aab (14 solutions). The third puzzle has the remaining triangular plates of
the type aaa (2 solutions). These are the first three puzzles (the first three
columns in figure 21).
The last two puzzles (the last column in figure 21) are as follows. The
fourth puzzle has the remaining triangular plates of the type abc (4 solu-
tions). The fifth puzzle has the remaining triangular plates of the type aab
(4 solutions).
References
[1] Jorge Rezende: Puzzles numéricos poliédricos. Diário da República, III
Série, no 300, p. 22647 (1988).
[2] Jorge Rezende: Jogos com poliedros e permutações. Bol. Soc. Port. Mat.
43, 105-124 (2000).
[3] Jorge Rezende: Puzzles com poliedros e números. SPM: Lisboa 2001.
[5] Jorge Rezende: On the Puzzles with polyhedra and numbers (2001).
http://gfm.cii.fc.ul.pt/people/jrezende/jr poliedros-puzzles en.pdf
Richard J. Nowakowski
Dalhousie University
Abstract
A brief history of the people and the ideas that have contributed to Combinatorial Game Theory.
1 The Newcomer
Games have been recorded throughout history but the systematic application of mathematics to games is a relatively
recent phenomenon. Gambling games gave rise to studies of probability in the 16th and 17th century. What has
become known as Combinatorial Game Theory or Combinatorial Game Theory à la Conway—this to distinguish it
from other forms of game theory found in economics and biology, for example—is a babe-in-arms in comparison. It
has its roots in the paper [13] written in 1902, but the theory was not ‘codified’ until 1976-1982 with the publications
of On Numbers and Games [16] by John H. Conway and Winning Ways [11] by Elwyn R. Berlekamp, John H. Conway
and Richard K. Guy.
In the subject of Impartial games (essentially the theory as known before 1976), the first MSc thesis appears to
be in 1967 by Jack C. Kenyon [32] and the first PhD by Yaacov Yesha [63] in 1978. Using the full theory is Laura
J. Yedwab’s MSc thesis in 1985 [62] and David Wolfe’s 1991 PhD [60]. (Note: Richard B. Austin’s MSc thesis [3]
contains a little of the Partizan theory, but Yedwab’s thesis is purely Partizan theory.)
In the sequel, there are several Mathematical Interludes that give a peek into the mathematics involved in the theory.
Note that the names of games are given in small capitals such as CHESS. Also the notion of game is both general, like
CHESS which refers to a a set of rules, and specific as in a specific CHESS position. Whenever I talk mathematically,
as in the Interludes, it is this specific notion that should be invoked.
This Combinatorial Game Theory has several important features that sets it apart. Primarily, these are games of pure
strategy with no random elements. Specifically:
The players are usually called Left and Right and the genders are easy to remember —Left for Louise Guy and Right
for Richard Guy who is a important ‘player’ in the development of the subject. More on him later.
Examples of games1 NOT covered by these rules are: DOTS -&- BOXES and GO, since these are scoring games, the
last person to move is not guaranteed to have either the highest or the lowest score; CHESS, since the game can end in
a draw; BACKGAMMON, since there is a chance element (dice); BRIDGE, the only aspect that this game satisfies is that
it ends.
Games which are covered by the conditions are: NIM2 ; AMAZONS, CLOBBER, DOMINEERING and HEX. In fact,
NIM , AMAZONS, DOMINEERING and also, despite the coments of the previous paragraph, DOTS -&- BOXES and GO
have a property that makes the theory extraordinarily useful for the analysis of these games. The board breaks up into
separate components, a player has to choose a component in which to play. Moreover, his opponent does not have to
reply in the same component. This is why condition (4) is important. The aspect is so important that it has its own
name.
The disjunctive sum of games G and H, written G + H, is the game where a player must choose to play in exactly one
of G and H.
The game of NIM with heaps of sizes 3, 4 and 5 is the disjunctive sum of three one-heap games of NIM. One could
also imagine playing the disjunctive sum of a game of CHESS with a game of CHECKERS and a game of GO. On a
move, a player moves in only one of the games but the opponent does not have to reply in the same game. The winner
will be the player making the last move over all. As a rule-of-thumb, if a position breaks up into components so that
the resulting game is a disjunctive sum then this theory will be useful. If the game does not become a disjunctive sum,
HEX for example, then the theory is less useful.
We still need a few more definitions. In an Impartial game both players have exactly the same moves—NIM for
example. In a Partizan game the players have different moves—in CHESS a player can only move his own pieces and
not those of his opponent; she would get rather upset if he did.
A game belongs to one of four outcome classes. This was first noted, by Ernst Zermelo [64] in 1912, but phrased
differently. A game can be won by:
An outcome class is usually referred to by its initial. In an Impartial game such as NIM, since both players have the
same moves thus the outcome of a position must be either N or P .
1 For rules of these, and other, games see http://en.wikipedia.org/wiki/ with Game of the Amazons; Clobber; Domineering;
Dots and boxes; or Hex (board game) at the end of the URL.
2 NIM Rules: On a table there are several heaps of counters. A player chooses any heap and removes any number of counters from that heap.
The person taking the last counter wins. For example, suppose there are three heaps with 3, 5 and 7 counters respectively, a player could choose the
heap of 7 and remove any number from 1 through 7 counters.
A main aim of the theory is to give a value to each component: essentially how much of an advantage the position
is to one of the players—positive value for Left and negative for Right. First, though, we have to deal with equality:
two games should be the same if both players are indifferent to playing in one or the other. Or
Equality or the ‘Axiom of Indistinguishability’: G = H if, for all games X, the outcome for G + X is the same as the
outcome for H + X.
Finally, we are ready to talk history! The history breaks up into three main threads and all threads are still very
active:
• Impartial games under the Normal play ending condition which starts with Bouton and NIM [13] through Guy
& Smith [27];
• Partizan games again under the Normal play rule starting with Milnor’s [41] and Hanner’s [28] work (from GO)
through Berlekamp, Conway & Guy [16, 11];
• Impartial games under the Misère rules starting with Dawson in 1935. (See the Dover collection [19]).
• Partizan Misère games: there are exactly two papers on the subject, [40, 48] both in 2007. This topic is hard!
Mathematical Interlude 1. How to play and win at NIM.
If there are two unequal heaps, remove from the larger to leave two the same size.
For three or more heaps, write each heap size as a sum of powers of 2, i.e., as sums of 1, 2, 4, 8, etc; pair off
equal powers of 2; if all powers are paired off, invite your opponent to go first. He must disturb the pairings and your
winning response is to remove enough counters to re-establish a pairing. Mathematically, write the numbers in binary
and add without carrying.
For example: with heaps of size 1, 5 and 7 then as sums of powers of 2, 1 = 1, 5 = 4 + 1 and 7 = 4 + 2 + 1, the 4s
pair off but not the 2s or the 1s. The winning move (there could be more than one but not in this situation) is to play to
remove 3 (=2+1) from the 7 heap to leave the position 1, 5, 4 where 1 = 1, 5 = 4 + 1 and 4 = 4. If the opponent were
now to move to 1, 3, 4 then 1 = 1, 3 = 2 + 1 and 4 = 4 and only the 1s are paired. No move will ever create another 4
so the 4 has to go but at the same time you should leave a 2 to pair off with the other 2, i.e. move to the position 1 = 1,
3 = 2 + 1 and 2 = 2.
The game of NIM is Impartial since both players have the same moves. Charles L. Bouton [13] analyzed NIM. (See
[39] for Bouton’s mathematical obituary.) There have been discussions over the origin of the the name nim with some
references to a Chinese origin. However, Bouton did his PhD in Leipzig so it is likely that the name owes much to the
German verb nimm meaning ‘ take’. It took three decades before it was realized, and proved, that each Impartial game
is equivalent to a NIM position. Knowing how to win at NIM then allows a player to know how to win all Impartial
games. Of course, calculating the equivalent NIM position is non-trivial. The Bouton paper sparked an interest in the
area and several important papers resulted. From our vantage point, some of the games that were suggested were very
interesting, even important, but went off the track of developing the general theory.
First was WYTHOFF ’ S GAME, introduced and solved by Willem A. Wythoff [61] in 1907. (See [33] for a very brief
biography.) The rules are: There are two heaps of counters on a table. On a turn, a player either chooses a heap and
takes as many counters as they wish; or they may take an equal number from both. The player taking the last counter
wins. The game was also given, independently, by Rufus Issacs, see [6] p. 53: Play with a Chess Queen on a quarter
infinite board and a move must move the Queen closer to the corner of the board. The heaps are the coordinates of
the Queen’s position. Hence the game is sometimes called WYTHOFF QUEENS. The game has interesting connections
to the golden ratio and Fibonacci numbers, and has led to some very interesting and beautiful mathematics, see [18].
However, it turned out to be a wrong direction for the theory. The game does not break up into disjoint components.
Several other authors followed including Eliakim H. Moore (M OORE ’ S NIM [42]), where a player make take from up
to k heaps, k being fixed in advance, which is also off in the wrong direction since it merges rather than separates the
heaps.
In the right direction, Emanuel Lasker [35] p.183 in 1931, introduced LASKER ’ S NIM—the same rules as NIM
with the extra option of removing no counters but splitting a heap into two (non-empty) heaps. This clearly highlights
the disjunctive sum aspect. According to Jörg Bewersdorff [12] (pp.174-176 in the English version), Lasker just
missed developing the whole theory of Impartial games. He did understand the outcome classes P and N and how
they interacted. And, according to Richard K. Guy [1], Michael Goldberg in the 1938 edition of W. W. Rouse Ball’s
Mathematical Recreations and Essays [5] solved much of KAYLES and “was unlucky not to have discovered the
complete analysis and the S-G [Sprague-Grundy] theory”. The theory was ‘in the air’ and it was left to Sprague and
Grundy to find it.
Roland P. Sprague [55, 56] in 1935 and independently Patrick M. Grundy [21] in 1939 published complete solu-
tions on how to solve Impartial games. (See [53] for a mathematical obituary of Grundy.) This became known as the
Sprague-Grundy Theory and the value associated with an Impartial game was referred to as the Grundy-value. (Guy
and Smith didn’t learn about Sprague’s work until after Grundy’s death in 1959.) Since this value is equal to the size
of the NIM-heap to which it is equivalent, and since it has been placed inside more encompassing theory, many authors
now refer to the nim-value of a game and the set of values as the nimbers.
In 1949, R. K. Guy, in solving DAWSON ’ S CHESS3 , also re-discovered the Sprague-Grundy theory and in addition,
an infinity of games to which the theory could be applied. (See Mathematical Interlude 2.) R. K. Guy was steered
toward Cedric A. B. Smith who had worked with Grundy. (Smith was also a member of Blanche Descarte4 . This
led to the 1956 article [27] and to a career that is still active today. In the area of combinatorial game theory, R. K.
Guy has: published over 20 articles; published two books (more on those in the Partizan Section); helped organize
five major conferences; edited one Conference proceedings; and maintains an ‘Unsolved Problems in Combinatorial
Game Theory’ column. This doesn’t count the over two hundred and fifty other publications of his. One interesting
aspect, despite all his achievements, Guy got the first solution wrong! Or rather, he solved the wrong problem. Dawson
asked for the Misère version and Guy solved the Normal play version believing ([25, 1]), like so many others, that the
winning strategy for Misère play is a slight tweak of the strategy for Normal play. Moreover, the original DAWSON ’ S
CHESS is still unsolved today!
WYTHOFF ’ S GAME , GRUNDY ’ S GAME and MOORE ’ S GAME are associated with beautiful and sometimes surpris-
ing mathematics. One other game that should also be mentioned in the same vein is WELTER ’ S GAME [58, 59] from
19525 . Welter knew of the work of Sprague and generalized one his NIM games. Despite the apparent ‘welter’ of
confusion about the equivalent nim-values, there is a very pretty way to decide on a good move [16] pp.153–165 and
[11] pp.506–515, see also [10, 17].
In terms of the development of the theory the focus now shifts, but before moving on, one other person, Aviezri
Fraenkel ([20, 26]) should also be noted as the one who has the largest number of publications in the area, with well
over sixty papers on mainly, but not restricted to, Impartial games and complexity results. (This count does not include
his numerous papers on other areas of mathematics and computer science.)
Mathematical Interlude 2. The games of R. K. Guy are the innocuous sounding SUBTRACTION and OCTAL games.
Given a finite set of numbers, say S = {2, 3, 5}, called the subtraction set, and a heap of n counters, a player
may take away 2, 3 or 5 counters. The outcome-sequence for the set S is the sequence of the outcome for a heap: of
size 0, 1, 2; . . .. The outcome sequence for S = {1}, i.e. where a player is only allowed to take away 1 counter, is:
P , N , P , N , P , N , . . .. To see this, a heap of size 0 is a P revious player win, since neither player has a move; 1 is a
N ext since the Next player can reduce the heap to 0 whereupon his opponent has no move and so loses. From a heap
of 2, then you, as the next player, must move to a heap of 1 which is an N -position, i.e. you give your opponent a
good move, so the outcome of a 2-heap is P . A little more thought gives that a heap of even size is a P -position and an
odd-sized heap is a N -position giving the sequence sometimes referred to as SHE - LOVES - ME - SHE - LOVES - ME - NOT.
The reader is encouraged to find the outcome sequences of: S = {1, 2}; S = {1, 2, 3}; etc.
In general, it is known that for any set S, eventually, the nim-sequence will be periodic, but no-one has discovered
a relationship between S and the form of the period. Actually, researchers look for the nim-sequence where instead
3 DAWSON ’ S CHESS [19] Given two equal lines of opposing Pawns, White on 3rd rank, Black on 5th, in adjacent files. White to play and
capturing is mandatory. The player who makes the last move loses. Who wins?
4 See http://www.squaring.net/history theory/brooks smith stone tutte.html.
5 WELTER ’ S GAME : is played with coins on a strip of squares numbered 1 through whatever. The coins can be moved to any smaller numbered,
unoccupied square but no square can have more than one coin. The coins accumulate at one end of the strip and so the game finishes.
of the outcomes, the size of the equivalent NIM-heap is recorded. Note that in this case, the P -positions correspond
exactly to heaps of size 0.
OCTAL games are like LASKER ’ S GAME , where a move, depending on the exact rules, may allow a player to take
from a heap and possibly split the remaining heap into two heaps. In GRUNDY ’ S game, heaps are allowed only to be
split into two non-equal, non-empty heaps. Despite having been analyzed to heap-sizes of many billions, no periodicity
or other regularity has been discovered.
For an in-depth discussion of these, and other heap games, see [11] Chapter 4.
In 1953, arising out of his research in classical game theory (the game theory used in economics and biology and
other sciences), John Milnor [41] wrote the first theoretical paper on Partizan games. He recognized that there were
hot positions, positions in which both players are eager to move because of the advantage gained. A mathematical
approach to approximating such positions is to see what happens when there are many copies of the position. This
gives an idea of the ‘mean-value’ of the position—on average, what advantage might the position be worth.
Olof Hanner was interested in GO and in 1957 whilst wandering around Stockholm he found a GO book with an
annotated game. The author claimed that Black won by one point but Hanner found that Black should win by two
points. (See [46] for more details about Hanner.) This led Hanner [28] to define his own version of the ‘mean-value’
of a game. To quote Yedwab, [62], “One way to view Hanner’s strategy, is that it addresses a basic weakness found in
Milnor’s strategy, i.e., tempo. In Milnor’s strategy, the follower is a wimp that passively responds to the leader’s move,
even when it is obvious that the leader’s move is not sente.” That is the ‘leader’ takes advantage of the disjunctive
sum by freely choosing which component to play in, but the follower is constrained to playing in the same component
as the leader. Note that a move is sente if the opponent has to reply in order to prevent a large loss. Also, Milnor’s
definition of a mean-value is not robust. The approximation to the mean-value could get worse, not better, as more
copies are added to the sum, but Hanner had hit upon the right idea.
Richard K. Guy now re-enters the scene as a unifying force. John H. Conway had been interested in games.
(Conway has many achievements including the GAME OF LIFE.) Conway knew Mike Guy, Richard’s son. They met in
19606 in Cambridge when John Conway was a first year graduate student and Mike Guy a new undergraduate. Mike
Guy passed along the Impartial theory developed by his father.
Elwyn R. Berlekamp met Richard at a conference in 1966. Berlekamp had just ‘solved’ the Impartial game of
DOTS -&- BOXES7 with help from the Guy-Smith paper [27]. According to legend and eyewitnesses, Elwyn Berlekamp
has not lost a game of DOTS -&- BOXES in over 40 years. (See [8] for more on the game.) He suggested that they write a
book and Guy suggested adding Conway. They started work soon after and the two volume set Winning Ways appeared
in 1982. The present version is the four volume set [11]. During the 16-year production, John H. Conway realized that
6 Richard and Louise’s daughter Anne, the first person to solve Rubik’s Cube, also started in maths at Cambridge the same year.
7 John C. Holladay in [30] partially solved DOTS -&- BOXES in the version where a player MUST take a box if one is present. Also, Holladay
[29] rediscovered the Sprague-Grundy theory in 1957.
there is a wonderful mathematical theory, based on the ‘disjunctive sum’ concept, underpinning these games and first
published On Numbers and Games in 1976 (re-published in 2001 [16]). Conway developed a new number system out
of evaluations of games. This system, called surreal numbers (by Donald Knuth! [34]) extends the real numbers in
a manner similar to that of Dedekind cuts which extends the rational numbers to the reals. Later, Elwyn Berlekamp
observed that GO games frequently broke up into a disjunctive sum and a new area of games research was born, see
[9].
These books still are the standard references and bibles of the subject. Admittedly, On Numbers and Games is a
graduate level mathematics text but Winning Ways is a recreational mathematics book and is very accessible.
1. Zero: If G is a 2nd player win then the outcome of G + H is the same as that of H for all games H. The player
who can win H plays this strategy and never plays in G except to respond to his opponent’s moves in G. Thus,
any 2nd player win game acts like 0 in that it changes nothing when added to another game.
2. Negative: Given a game G, −G is G with the roles reversed. For example, in CHESS this is the same as turning
the board around.
3. Equality: G = H if G + (−H) is a 2nd player win; i.e. neither player has an advantage when playing first. Note
this is a ‘definition’ of equality and mathematically we can say G + (−H) = 0 is the same as G = H. [Note that
this really defines an equivalence relation and the ‘equality’ is for the equivalence classes.]
6. Inverses: For any game G, G + −(G) is a 2nd player win, (i.e. G + (−G) = 0) by ‘Tweedledum-Tweedledee’—
whatever you play in one, I play exactly the same in the other.
7. Inequality: G ≥ H if Left wins G + (−H); i.e. there is a bigger advantage to Left in G than in H.
The structure really is a partial order. For example, when playing NIM, a heap of size 1 and a heap of size 2 are
incomparable. Let’s call these games ∗1 and ∗2 for easy reference. Note that −(∗2) is the same game as ∗2 since the
Left moves are the same as the moves available to Right so interchanging them has no effect on the play of the game.
We already know that ∗1 + ∗2 is a first player win—the winning move is to ∗1 + ∗1. By the definition of ‘equality’ then
∗1 6= ∗2. Moreover, by the definition of inequality ∗1 6> ∗2 and ∗1 6< ∗2.
With the publishing of On Numbers and Games and Winning Ways the full framework of the theory of Combinatorial
Games was laid down. However, much work remains to be done within that framework. Indeed, the activity can be
classified (roughly) into five main areas.
• Algorithmic Game Theory: Theory is fine, but most people want to know how to win in an actual game. When
analyzing games, hand calculation can only go so far8 . In the early 1990s, David Wolfe developed the software
Gamesman’s Toolkit which has been superseded in 2000 by Aaron Siegel’s CGSuite [49].
• Complexity: long an interest of Computer scientists as well as mathematicians. Look to researchers such as
Aviezri Fraenkel and Erik Demaine.
• Hot Games: Games in which there is a large advantage in moving first. These games are perhaps of the
only ones of interest to real world games players. This area has the most overlap of computer scientists and
mathematicians. The mathematicians want to know the exact values and the very best strategies by working
backwards from the end. The computer scientist wants good heuristics that will allow good play from the
beginning.
• Impartial games: Even though these games, such as NIM, started the area, much remains to be discovered.
• All-small games: Games like CLOBBER9 in which either both players have a move or neither does. It is not
possible to build a large advantage as in Hot games.
But, as is the wont of mathematicians, almost immediately, if not sooner, research started into pushing the envelope,
relaxing the conditions that define combinatorial game theory. Briefly, the highlights are:
• Scoring Games such as GO and DOTS -&- BOXES. The Chinese scoring convention almost makes GO into
a combinatorial game and the last player to move in DOTS -&- BOXES is usually the winner so the theory is
applicable to these games. Indeed, research into GO is pushing the limits of the theory. A new avenue of
research has been started by Elwyn R. Berlekamp [7]. He introduced the idea of an enriched environment—a
stack of coupons in decreasing order. A player may make a move or take the top coupon of the stack, the value
of which is added to the player’s score. This is a useful analysis tool in all hot games and has even made its
appearance in International GO events.
• Loopy Games: Games in which the play is not guaranteed to end. In 1966, C. A. B. Smith [54] first extended
the Impartial theory (of Sprague and Grundy) to games with cycles (see also [4]) and, in 1978, John H. Conway
[15] showed that canonical forms could be defined for some loopy games. A mistake in the analysis of F OX -&-
G EESE in Winning Ways led to more, very recent, advances obtained by Aaron Siegel [50, 51, 52].
• Allowing a random element. In Richman games [37, 36], players bid for the right to play next in an otherwise
combinatorial game.
• Allowing three or more players. The problem is that there could be off-the-board strategies; the players could
form coalitions for all or some of the game. Also, player A on his last turn could make either of players B and
C the winner but not himself. Li [38] (1977) and Straffin [57] (1985) considered the formation and behavior of
coalitions. Propp [47] (2000) and Cincotti [14] (2000) considered the situations when one player has a winning
strategy against a coalition of the other two.
8 Having said that, around 1950, R. K. Guy was calculating the nim-sequences for SUBTRACTION and OCTAL games up to heaps of size 600,
whilst C. B. Haselgrove wrote a program that ran EDSAC out of memory at size 400. P. M. Grundy managed to get the nim-sequence, from a
computer, for his game (i.e. GRUNDY ’ S GAME) up to heap size 1100 many of which were wrong because of overflow errors! E. R. Berlekamp
discovered a structure within the nim-sequence of this game, called the sparse space phenomenon, that has allowed dedicated machines to extend
the nim-sequence to roughly 17 billion.
9 CLOBBER is played on a rectangular board, 8 × 6 for example, starting with alternating black (Left) and white (Right) pieces. A piece is moved
one square horizontally or vertically provide the new square is occupied by an opponent’s piece which is then removed from the board.
Thomas R. Dawson ( [31]) was a composer of chess problems (which is how he and R. K. Guy met). The solution to
his 1935 Misère problem of DAWSON ’ S CHESS, of course, depends on the width of the board. This is the problem that
Guy solved for Normal play. Many researchers believe that the strategy for a Misère game is to take the Normal play
strategy and tweak it at the end of the game. While this is true for NIM, it is not true in general.
Results in Misère play have been few and far between. From 1935 up to 2001, there are only thirteen papers on
Misère games, although they are also considered in both On Numbers and Games and Winning Ways. In On Numbers
and Games, Conway shows that the theory for Normal play will not translate to Misère play. In Normal play, many
games are equal to each other which means that a strategy for one works for all the others. In Misère play almost all
games are equal to themselves and few, if any, others: the strategy for one game does not help with the strategy for
any other game.
First, Patrick M. Grundy and Cedric A. B. Smith [22] considered Impartial games under Misère play rules. Essen-
tially, all but two of these eleven papers, only add to human knowledge by dealing with specific games. However, in
the last few years, Thane Plambeck, and now Aaron Siegel, have started a new and exciting chapter in this area. The
history of Misère games is only now being written.
Figure 7: Thane Plambeck on the left and Aaron Siegel on the right
Mathematical Interlude 4. Recall that, having decided which universe (Normal or Misère) of games we are playing
in, the definition of equality of games is:
G = H if for all games X in this universe, the outcome for G + X is the same as the outcome of H + X.
Plambeck’s approach is to limit the size of the universe. Given a game position G, Plambeck’s universe is restricted
to only those games that can be reached from G. This universe is called the closure of G. Equality is now defined as:
Given a game G then for H and K in the closure of G, H = K if for all games X in the closure, the outcome of H + X
is the same as the outcome of K + X. Games can now be equal in one universe but unequal in another.
5 Sources
Not everyone can have the good fortune of having talked to Richard Guy, and also Elwyn Berlekamp, John Conway,
Aviezri Fraenkel, Thane Plambeck, Aaron Siegel and David Wolfe. For the less fortunate, some biographical details
can be found on Wikipedia and the St. Andrews history website, These early ‘players’ were, and still are, proficient
mathematicians who accomplished much across many fields. It is well worth reading the more personal recollections,
stories and biographies that can be found in [1, 20, 25, 33, 39, 46, 53].
More mathematical papers are listed in the bibliography. Another great resource is Aviezri Fraenkel’s bibliogra-
phy of papers in [43, 44, 45] which also appear as a dynamic survey in the Electronic Journal of Combinatorics at
http://www.combinatorics.org/.
For some mathematical survey papers see [24, 43, 44, 45]—the last will appear later this year. For an introduction
to Impartial games see Fair Game [23], to the full theory see Winning Ways or Lessons in Play [2].
Acknowledgements
Many thanks have to go to Richard K. Guy for all his work and willingness to share his time and memories. Also
Richard and Neil McKay read this manuscript and their suggestions greatly improved it. All deliberate and other errors
are the fault of the author!
References
[1] Donald J. Albers and Gerald L. Alexanderson. A conversation with Richard K. Guy. The College Mathematics
Journal, 24:122–148, 1993.
[2] Michael Albert, Richard J. Nowakowski, and David Wolfe. Lessons in Play. A. K. Peters, 2007.
[3] Richard B. Austin. Impartial and partizan games. Master’s thesis, The University of Calgary, 1976.
[4] S. Fraenkel Aviezri and Yehoshua Perl. Constructions in combinatorial games with cycles. Coll. Math. Soc.
János Bolyai, 10:667–699, 1975. Proc. Internat. Colloq. on Infinite and Finite Sets, Volume 2 (A. Hajnal, R.
Rado and V. T. Sós, eds.) Keszthely, Hungary, 1973, North-Holland.
[5] W. W. Rouse Ball and H. S. M. Coxeter. Mathematical Recreations and Essays. Dover, New York, NY, 13th
edition, 1987.
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Abstract
The game of chess has attracted great passions throughout its his-
tory. Some of its enthusiasts have pushed chess in order to represent
different kind of situations. Lewis Carroll used a chess game to be
the central element of one of Alice’s stories. The struggle between
good and evil (the latter represented by the devil himself) has been
the theme of a series of problems. There were also some attempts to
use chess to represent battles. This has occurred in the end of the 19th
century and beginning of the 20th century in a period where the first
wargames were in fact appearing (although apparently were yet too
expensive to become really popular). In this paper I will look into two
examples of these trials, examining the way the main problems linked
with this representation were solved.
Introduction
“The fundamental law of war”, says Napoleon, “is this, —
the greater force always overcome the lesser.” (Young, 1912, pp.
3–4)
Just when the twentieth century was beginning, one book showed up,
where its author tries to conceptualize chess as war-like activity. One of the
interesting features of this book is a set of 17 principles or laws concerning
the art of chess play. These laws were written in a military kind of discourse,
and could be, at least theoretically, interchangeable between chess and war,
if just we changed a few words, like piece for instance:
The first laws are somehow understandable from the point of view of
modern chess. But some of the laws from there tend to become increasingly
far away from chess and more close to the military discourse. One good
example is this:
Curiously, the last of these laws is again close to chess and its concepts,
namely the concept of initiative which is highly valued today:
Young’s book also contained a battle represented in game. That was the
battle of Waterloo, between Napoleon forces and Wellington and Blucher
forces. In this specific case, it is not a known game, rather a game con-
structed from the description of the battle.
It has to be said that perhaps due to the specific method of construction,
the game is not a plausible one (against good strategy in chess, also with
strange moves in the end describing Napoleon forces retreating). It is also a
very long game, with too many moves representing the forces being directed
to their place in the battlefield.
Inspired by this attempt, one Portuguese player attempted to represent
the Battle of Chryssus with a chess game. Even then, by what is presented
in Ansur (1907), many Portuguese officers were not at all convinced that
chess could really represent battles.
This game was adapted by the frigate captain Baldaque da Silva from
the game played by Morphy in 1858.
The description of the battle where Mr. Baldaque based his own is
from Alexandre Herculano, a Portuguese writer, in his work ‘Eurico the
presbyter’.
The first and second lines of the board represent the Muslim field; the
5th and 6th lines the plane margin; the 8th line the left side of the Chryssus
(which is called Guadalete today and is in Spain). The Arab forces are
References
[1] Ansur, A. (1907), O Jogo Real — Apontamentos diversos para
a tentativa de um tratadinho elementar de xadrez, Lisboa: Ty-
pographia do Commércio, de Leiria, Abı́lio Saraiva.
11. Bxb5+ The African cavalry disperse them and attack Ruderick
11... Nb8d7 The troops from Lusitania and Galicia cover Ruderick
12.o-o-o The emir Tarik regroup with the traitor Goth forces of Sisebafo,
Ebbas and Oppas.
12...Rd8 Ruderick reinforces the back with the Carthaginian cavalry
13. Rxd7 The forces of Oppas take the position of the Lusitanian troops
13... Rxd7 The Carthaginian cavalry retake it
14. Rd1 The Arabs attack again with Juliano forces
14... Qe6 The Cantabrian cavalry make a last attempt
17. Rd8++ Ruderick dies at the hands of the traitors of the count of
Septum.
The elaboration of the test correction criteria was based on the principles
reported by Charles, Lester and O’Daffer (1992). The 24 questions have
different correction criteria, appropriate for each one. In Figure 3 we present
an example of the correction criteria for a geometric question.
The statistical treatment was done using SPSS for Windows, version
13.0 and in the analysis, different statistical procedures have been used. For
example, Cronbach’s Alpha was used to measure internal consistency.
As we can see in Figure 4, Cronbach’s Alfa from 3rd to 6th grades was
0.763. Fraenkel and Wallen (1990) claim that Cronbach’s Alpha must be
greater than 0.70. Thus we consider this coefficient as a sufficiently good
result. But from 7th to 9th grades de Cronbach’s Alfa was 0.678 witch is
close to the mark mentioned above.
Figure 4: Cronbach’s Alfa for 3rd to 6th and 7th to 9th grades
Correlation between 0.35 and 0.65 are often found in educational re-
search. They may have theoretical and practical importance depend-
ing on the context. They allow for group predictions.
The statistical analysis reveals some interesting results. First, for the
game Traffic Lights, played by students from 3rd to 4th grades, the coeffi-
cient of correlation was −0.757 with a level of significance of 0.05. Actually,
this coefficient is considerably higher than the results obtained by chess
players in the previous study.
Figure 5: Correlation between test scores and Traffic Lights players ranking
Finally, for the game Amazons, played by students from 7th to 9th
grades, the coefficient of correlation was −0.587. But in this case the level
of significance is only close to the minimum score which is 0.05.
We must clarify that the reason for a negative coefficient is due to the
fact that players ranking and test scores have an opposite direction (best
players had a lower number but better test results had a bigger number).
The results presented show us that in 3rd and 4th grades, there’s a strong
relationship between the ability to solve problems involving patterns and the
ability to play the game Traffic Lights. However, from the results presented
emerges also the need to implement further research to clarify some aspects
and to get stronger results.
Check the test variability for 10th to 12th grades to find if we can use
this grades in the study;
Research physical games as, for example, Tennis (because Tennis has
an individual ranking) and use the Tennis ranking as tool for statistic
study;
These possible steps are new suggestions that we have to plan and re-
flect about the reasonably of their application to our research. But we are
also open to new ideas that can help us find answers to questions around
mathematical games and their use with educational purposes.
[email protected]
[email protected]
[email protected]
References
[1] Charles, R., Lester, F. & O’Daffer, P. (1992), How to evaluate
progress in problem solving, E.U.A.: NCTM.
[4] Fraenkel & Wallen (1990), How to Design and Evaluate Re-
search in Education, New York: Mc Graw-Hill.
Probably there was also an amber dice, due to the excavations report
from the 80’s, but it has been missing. Special research has to be made to
find whether it was written as a mistake, has been stolen or has this dice
been moved unfortunately to some other boxes. Do the Goths/Gepedoios
know board games? Or was it a man privilege to play in that specific culture,
and that’s why there are no such things in graves in Weklice? This burial
site is, in that way, different from other Gohtic burial sites in Poland, where
tens of gaming pieces were found.
only written source for Truso. For many centuries Truso had been searched
in many different locations and finally in 1982 has been discovered by dr.
Marek F. Jagodzinski. Truso was probably founded by Danish Vikings in
very specific area: on the Slavonic an Prussian border as a trade center,
trade emporium.
More than 25 years of excavations brought us many interesting artifacts.
Unfortunately, there are no wooden artifacts due to the specific environ-
mental location of Truso (most of the culture layer lies below sea level and
just below the surface, terrain is very wet). One of the most important, if
not the most important one, branch of the Viking trade in Truso was the
amber and the items made of it.
At first we have to mention, that there are no findings of gaming boards in
Truso, but there are many gaming pieces, mostly for tafl-type games and
mostly made of amber. There are 4 tafl gaming pieces made of animal bones
and 2 beautiful gaming pieces made from animal teeth. Also, we have found
3 stone tafl gaming pieces and 4 backgammon checkers: 3 made of animal
bone and the fourth is made of amber. Those statistic data below has to
read as incomplete – excavations from the 80’s had to be checked again
and probably there can be more unfinished gaming pieces or gaming pieces
classified as an amber material.
The most interesting ones are those specified as King’s gaming pieces.
First is made of amber and probably could be used as a king pawn in a
tafl-type games.
Among the other Carolingian, Scandinavian and Arabic objects this also the
proof of Truso’s Vikings rich contacts (maybe not only trade contacts . . . )
with all known world in that era.
Most of the gaming pieces found so far in Truso are made of amber (65,85
%). Also, 100 % of semi-finished gaming pieces is made of amber.
3
Charlemagne governor’s scepter. Location: Truso, excavation area XXVIII/25 B,
inventory number 2123/03. Size: diameter 2,3 cm., height 4 cm.
finding.
24 gaming pieces founded so far in Elblag can be divided into three main
groups: for backgammon or alquerque, for chess and dominoes. Three un-
known square gaming pieces can be possibly classified as a backgammon
type.
The most important one is the chess gaming piece made of ivory or walrus
tusk, dated for the half of the XV century. Second chess pawn is made of
wood and is dated for the XVIII century.
Dice
Dice Number of dice
Amber 5
Bone 4
Total: 9
three shown on the picture below have typical western configuration of sides:
11 / 7 / 3. The last one is a faked. Two sides are a little bit longer: after
the throw, this dice often shows 1 or 2.
Figure 5 Bone dice from the Old Town Elblag. The last one is faked
Summary
Years of excavations on the unique archaeological sites such as Weklice,
Truso and Elblag brought many interesting findings, and among them gam-
ing pieces and dice. Only one gaming piece from the Gothic burial site might
suggest us, that the gothic tribe called Gepedoios which probably lived there
didn’t liked board games.
On the other hand, few hundreds years later, Vikings in this region have
enjoyed playing board games. Truso emporium can be seen as a main am-
ber trade center on the south Baltic coast. Mostly amber gaming fafl pieces
and almost the same number of semi-finished gaming pieces might suggest
that this was a place where amber gaming pieces were made. Amber gaming
pieces of the same material as in Truso were found in Birka and in Hedeby.
But, we have to say that clearly, statistic data for the gaming pieces in Truso
is still incomplete — many archaeological reports from the 80’s had to be
checked whether they are correct and complete.
Hanseatic town Elblag. Findings of dominoes, backgammon gaming coun-
ters and chess pawns are typical to the medieval town. But in almost 1,5
million of artifacts founded in Elblag there is only a small number of gaming
pieces and no gaming boards. What is strange, till now the archaeologists
in Elblag haven’t found any knucklebones. It is simply the evidence that
they weren’t looking it – bones were generally gathered together an counted
as, for example, 150 pig bones. The excavations need to be started in the
museum’s magazines – and this research may probably bring many other
interesting findings. All mentioned artifacts can be seen in The Museum of
Archaeology and History in Elblag, Poland.
their own five lines and that the line between these was the sacred line. Its
significance he explains by adding that “the beaten player goes to it last”
(Od. 1397, 28; Il. 633, 59). This seems to imply that the player who first
manages to place his pieces on the sacred line wins the game.
Our earliest reference to the game is a verse by Alkaios (c. 600 BC),
implying that moving a piece from the sacred line can lead to final victory
— in a sense similar to “playing the trump card” nowadays (Bergk 1884: 177
no.82; Voigt 1971: 320 no. 351). But generally it was regarded a bad idea
to move a piece once it had arrived there. This is why the 3rd century poet
Theokritos writes (Idylls, VI 18): “and from the line she moves the piece,
because to love’s desire often appears beautiful what is not beautiful”.
Of course, without any further information these passages are difficult
to understand. The reason is that the authors cited above presented their
information in a very condensed and abbreviated style sufficient to explain
or to allude to the proverb, whereas it was not their intention to give precise
rules of an ancient Greek board game. Moreover it is very likely that at least
some of them did not even know the game, which is certainly true at least for
Eustathios who reports what he had read in the ancient literature. Austin’s
conclusion, however, that “the obscurity of all this evidence is impenetrable”
(Austin 1940: 267-271) was due to the fact that he completely ignored
archaeological finds that can convincingly be connected with these references
and add much to their understanding. Some of the early finds had already
been taken into consideration by Lamer in his important article “lusoria
tabula” from 1927, who also checked the literary evidence completely (Lamer
1927: cols. 1970–1973, 1992–1998). But even such an eminent board game
historian as Murray went over the game rather superficially, wrongly stating
that we knew “nothing more than that it was played on a board of five lines”
and that Pollux described the five-lined board as a board of 5 by 5 cells,
which is not the case at all (Murray 1952: 28). Pollux tells us not only that
the game board consisted of five lines (and only five lines) but also that
the game was for two players who had five counters to play with. Moreover
we learn that one of the lines on the board was particularly significant in
the play of the game. Finally, both Pollux and Eustathios include Five
Lines among the Greek board games played with dice. All this is a lot
more of information than what Murray wanted to consider. Murray, who
nearly exclusively relied on Austin, did not pay any attention to such finds
as the tables from Epidauros interpreted as gaming boards by Blinkenberg
half a century before. He suggested instead that the five-lined board might
have had the form of a pentagram. Apart from the simple fact that such
a form cannot explain how there should be one line of special importance,
In 1968 Pritchett catalogued the material known until then from main-
land Greece, Delos and Cyprus (Pritchett 1968:189—198), but included in
his list a number of objects which more convincingly can be identified as
abaci. Despite of all this material at disposal, May (Jouer dans l’Antiquité
1991: 172–73) still based his account on Becq de Fouquières’ mostly out-
dated speculations from 1869 (Becq de Fouquières 1869: 397–405).
Let us now consider the most important finds of gaming tables that can
be connected with the game of Five Lines. The earliest example seems to be
a painted terracotta miniature gaming table (fig. 1) found together with a
cubic die at Anagyros (Vari) in Attica in a grave dating to the middle of the
7th century BC (Kallipolitis 1963: 123–124, 172, pl. 53–55 ?–?). The board
measures 18.3 by 24.8 cm and has on its surface five incised parallel lines
ending in a circular cavity on both sides, thus forming two rows of five holes
along the longer edges of the board. The faces of the die, which has small
holes as points, are painted with geometric ornaments, a horse, a woman
and perhaps the goddess Athena, comparable to a roughly contemporary
die from the Athenian acropolis (Karusu 1973; Schädler 1999).
Probably the same game was depicted on another small gaming table,
found together with a die in the necropolis of the Kerameikos at Athens
and dating to the early 6th century, but unfortunately the surface of the
table is not preserved (Kübler 1970: 394–95, 512 cat. no 129, p. 102). Both
tables were adorned with terracotta statuettes of mourning women to show
that these tables have been properly made to be used as grave goods. An
explanation for this tradition is given a little later, in the first half of the 5th
century, by the Greek poet Pindar (frg. 129) who described the idea of a
happy existence in the netherworld, where “some enjoy horses and wrestling,
others board games, and yet others the music of the lyre”.
When Pindar wrote down these lines the Athenians had abandoned the
custom of offering terracotta gaming tables to their dead. Now they used
to offer black-figured vases decorated with a depiction of the two heroes
Ajax and Achilles playing a board game with dice. The most elaborate
and probably the earliest of these scenes was painted around 540 BC by
the Athenian vase painter Exekias on an amphora now preserved in the
Vatican Museums (Brommer 1974: no. 9; Woodford 1982: 173–74, 183 F1,
pl. IIIa; Buchholz 1987: 144–45 no. 21; Mommsen 1988: 445–454). Here
not only the names are written beside the heroes, but also the results of
their throws: Achilles on the left calls out that he has got a 4, while Ajax
on the right only has thrown a 3. Inscribed numbers appear also on some
other representations, among which in two cases a 2, implying that the vase
painters thought of a cubic die and not of an astragal with the numeration
1-3-4-6 (Woodford 1982: 185). The use of a die together with the gesture of
their hands and the presence of gaming pieces, sometimes differentiated in
black and white, on top of the block between the two that can be observed
on most of the extant examples clearly shows that they are playing a board
game with dice.
Unfortunately in this case as well as in practically all the other paintings
of the kind — Buchholz has listed 168 representations — the game board is
seen from the side, so that only the counters can be observed in some cases.
But there is one vase painting on a kyathos in the Musées Royaux d’Art et
d’Histoire in Brussels dating to the beginning of the 5th century (Brommer
1974: no. 48; Buchholz 1987: 168 no. 139; Vanhove 1992: 186 no. 44) which
astonishingly offers a view of the board seen from above (fig. 2): the game
board consists of five parallel lines, and both ends of these lines are occupied
by one counter. There can be hardly any doubt: this is the Greek game of
Five Lines. The hypothesis that the heroes were thought to play exactly
this game has already been forwarded by several authors (such as Becq de
Fouquières 1869, Beazley 1963: 2–3, May 1991: 173, and others; see also
Schädler 1999: 41, Pfisterer-Haas 2004: 383), but only the vase painting in
Brussels proves it.
Figure 2: Ajax and Achilles playing Five Lines. Black-figure vase painting
on a kyathos, early 5th century BC (Musées Royaux d’Art et d’Histoire,
Brussels, inv.no. R2512)
As a preliminary essence of what both the written and the archaeological
sources reveal we can therefore conclude that already around 600 BC in
ancient Greece there existed a game played on a board showing five parallel
lines. The game was for two players, who had as many counters as lines at
their disposal, i.e. five each, which were placed on or at each end of these
lines. The game was played with the help of a die. Only from the written
sources we learn that the central line was called the “sacred line” which
must have had a particular importance in the game, since the players tried
to avoid moving a piece from that line which had already arrived there.
Figure 3a: Achilles and Ajax (?) playing a board game, Etruscan mirror
(after Körte 1897, pl. 109)
Figure 3b: Achilles and Ajax (?) playing a board game, detail. Etruscan
mirror (after Körte 1897, pl. 109)
The gaming table used by the couple shows twelve or perhaps thirteen
parallel lines ending in small circles, which corresponds to the game boards
discussed above, but differs completely from boards for xii Scripta to which
the mirror has wrongly been attributed (Walters 1899: 377; Bell 1979: 30
fig. 25; May 1991: 179 fig. 174, who wrongly dates it to Roman times).
Roman xii Scripta boards consist of three rows of twelve points (variously
fashioned like squares, circles, points, lines, letters or other symbols) divided
— like with Backgammon boards — by a bar in the middle (Schädler 1995).
At both ends of the board a cubic die with the upper face showing 6 is
preserved. As with the mirrors mentioned above there are more than five
lines on the board, so that these representations have been taken as free
copies of the game intending that the artisans did not pay much attention
to the exact number of lines.
This may be the case with the Praenestine mirror, where perhaps a
board with 11 lines was intended (see below), but nine lines as on the table
in Copenhagen differs too much from five and requires completely different
proportions of the whole object as to assume a simple error. Therefore we
have to reckon with the existence of enlarged versions of Five Lines. This
assumption may be corroborated by the existence of a series of boards with
11 lines. One of the stone gaming tables dedicated possibly during the 4th
century BC in the sanctuary of Asklepios at Epidauros shows six shallow
lines added clearly at a later date to the existing two groups of five lines
in order to create a gaming area with eleven lines next to one with five
(Blinkenberg 1898: 3–4 no. 2 fig.3–4; Pritchett 1968: 190–191 no. 2 pl. 1,2–
3). Boards with eleven lines have been found at several sites, sometimes with
the third, sixth and ninth lines cross-cut, pointing to a special significance
of these lines.
Thus the boards with eleven lines appear to be boards where two groups
of five lines with their sacred lines in the middle have been joined by adding
a central “sacred” line between the two groups. In this way Claude Saumaise
understood Eustathios’ text already in the 17th century (Salmasius 1671:
748–49). In fact, this 5+1+5-layout corresponds to Pollux’ (IX 98) and
Eustathios’ (Il. 633, 58) peculiar expression Lamer (Lamer 1927: col. 1971)
came across, that “a line in the middle was called the sacred line” instead of
“the line in the middle...”. From the extant gaming boards this expression
seems to refer to both possibilities, i.e. that there was precisely one sacred
line only in the standard version with five lines, whereas there were more
than one on the 11-lined board. It should also be mentioned that at Roman
sites in Asia Minor such as Ephesus, Smyrna, and Aphrodisias (Schädler
1998; Rouché 2007) a great number of game boards showing two rows of five
or two rows of eleven squares can be seen while other numbers of squares are
extremely rare. It seems therefore that in Roman times Five Lines and its
larger variant were played on squares instead of lines (Schädler 1998: 18–19;
Schädler forthcoming).
It must be mentioned that not all the boards with parallel lines should be
recognized as gaming boards. This interpretation holds certainly true for
boards associated with dice and/or counters. But there are other boards,
mainly stone boards, which more likely are to be explained as abaci, i.e. cal-
culation boards. While Pritchett took all the lined boards as gaming boards
(Pritchett 1968: 200–201), recently Schärlig considered all these boards to
be abaci (Schärlig 2002: 80, 179–80). On the other hand those boards with
the ends of the lines hollowed out to form a circle, like for example a board
from Eretria (Schärlig 2001: fig. 5) and the boards cut into the pediment of
the Letoon on the island of Delos (Gallet de Santerre 1959: 38 with n. 2, pl.
IV; Pritchett 1968: 195–96 no. 13 pl. 5, 2–4), are best explained as game
boards. Among the patterns incised into the pediment running around the
little temple the excavators have identified several Five Lines boards (De-
onna 1938: 337; Gallet de Santerre 1959: 38 with n. 2, pl. IV; Pritchett
1968: 195-96 no. 13 pl. 5, 2-4).
On the northern pediment (fig. 6) there are one board consisting of five
parallel lines ending in circular holes crossed by a perpendicular line, one
similar board but without the perpendicular line, and one board consisting
of two parallel rows of five holes. A forth pattern shows three parallel lines
ending in small holes and two extra holes without a line, and is probably
simply an unfinished board.
The eastern pediment at the rear of the temple (fig. 7) has a probably
unfinished gaming board in the shape of a grid of 3 by 6 squares measuring
about 27 by 27 cm (Deonna 1938: 337), a complete Five Lines board with
perpendicular line (fig. 8) as well as a pattern of five parallel lines of different
length.
Figure 8: Five Lines board on the eastern pediment of the temple of Leto,
Delos (photography by the author)
While one cannot determine whether the rows of five holes are unfinished
boards or just a different type of Five Lines board (compare the boards of
2 by 5 squares of Roman times so frequent at Ephesos and Aphrodisias:
Schädler 1998), it is difficult to interpret these patterns as abaci. Two main
arguments may support this assumption: First of all, as Schärlig convinc-
ingly argued (Schärlig 2001: 82, 180), the counters on the abaci were placed
not on the lines but in the columns between the lines, so that depressions
at the ends of the lines would not make sense. Secondly, even if the coun-
ters would have been moved along the lines, one depression at both ends of
the lines would not make sense either, since in calculation procedures five
counters are needed on each line.
On the other hand the boards showing numerals besides the lines like
a board from Salamis (Pritchett 1968: 193–95 no.11 pl. 4,1; Schärlig 2001:
66–67, fig. 1), one from the Amphiareion at Oropos (Pritchett 1968: 191
no.4 pl. 2,1; Schärlig 2001: 77–78), two further stones from Oropos (Schärlig
2001: 67–69) as well as one from the sanctuary of Asklepios at Epidauros
(Blinkenberg 1898: 2–3 no. 1; Pritchett 1968: 189–90 no. 1, pl. 1,1) are
very likely to have been used for calculation purposes. This does not exclude
that they were also used to play a game from time to time. Especially the
fact that some of these boards have the third, central and ninth lines marked
by crosses cannot be explained by them being used for calculations (Schärlig
2001: 190), but by their use as game boards with the sacred lines marked
by a cross as has been explained above.
How to play
As far as the modes of playing Five Lines are concerned, we may draw the
following conclusions. The standard game of Five Lines was played on a
board with five parallel lines. Larger versions could have more lines, but
always an odd number, simply because there had to be a central line. From
the written sources we learn that this central line had a special significance.
It seems that the aim of the game was to move all one’s counters onto this
“sacred” line. The term “sacred” reminds one of the ancient Greek concept
of asylum and hiketeia, i.e. the inviolable right of persons in search of aid
to take refuge in a sanctuary (Sinn 1993) where nobody had the right to
remove a suppliant by force, and describes pretty well the function of this
line. Apparently the number of counters used corresponded to the number of
lines, each player having as many counters as lines on the board. The points,
holes or circles at both ends of the lines on some of the boards demonstrate
that normally one counter only was placed at the ends of the lines.
since he does not know the rules or the aim of the game. This is why I
preferred to translate πεσσεύων as “playing on a game board” instead of
“playing a board game” as most translators have it (Diels’ “Die Zeit ist ein
Knabe, der spielt, hin und her die Brettsteine setzt” is also very close to my
understanding). He moves pieces on a game board, which is not just a piece
of wood, but has a geometrical structure consisting of lines and perhaps
squares with certain measures and in determined numbers, thus implying
an order which predetermines such movements, even to a human being who
does not know the rules of the game. Evidently Herakleitos introduced the
game board as an element of measure and order. But the movements of
the pieces on it are not in keeping with the rules of the game, which are
unknown to the child, who consequently neither has an aim nor an overview
or a reasonable plan.
The analogy between the child moving pieces on a game board and time
proposed by Herakleitos seems to me to point to the fact that time is un-
derstood as the ordered change of the world (Plutarch, Qu. Plat. viii. 4, p.
1007, discussing Herakleitos: “time is ... motion in an order”) operating in
a measured framework which is the cosmos (compare Herakleitos, frg. 30:
the cosmos changing in due measure). But time, as the child, is not aiming
at something, thus has neither a specific intention nor a strategy; although
governing change it has no plan, an idea different to Aristotle’s teleological
doctrine.
The fact that Herakleitos did not choose for his figure a game of chance
such as dicing with knucklebones, which would have been far more appropri-
ate for a child, but a board game with its geometrically structured surface,
does in my opinion rule out the idea that he intended to refer to a board
game with some element of chance (a random generator such as a die), an
idea forwarded by Marcovich (2001: 493–95 no. 93) and Kahn (1979: 227)
and supported by Kurke (1999: 264). It seems on the contrary that he
wanted to exclude the idea of a game of chance: why should he otherwise
add “πεσσεύων”? Not even is the unsystematic disposal of the pieces on
the board due to the child’s lack of acquaintance with the rules of the game
identical to the purposely creation of chance by inventing and introducing a
random generator. It is evident from all this that Herakleitos did not have
Five Lines in mind, when he made his famous statement.
To return now to the elements of Five Lines, the use of dice is attested
by both the literary and archaeological sources. Judging from the find from
Anagyros, one die was used when playing on five lines, whereas two dice
belonged to the larger boards. Not only can two dice be identified on the
Etruscan mirror mentioned above, but two dice are also placed on the nine-
decades around 500 BC imagined Ajax and Achilles, the two greatest heroes
in the Troian war, playing the game. Later in the 5th century “five lined
boards and the throws of dice” are mentioned by Sophokles in a verse which
was part of his tragedy “Nauplios” (Pollux IX 97; Pearson 1917: 85 frg. 429).
Nauplios was the father of Palamedes, who was thought to have invented
the game during the siege of Troy. Therefore it is likely that Five Lines is
also meant in Euripides’ “phigenia in Aulis” (192–199), where we find both
Palamedes and Protesilaos “sitting and amusing themselves with intricate
figures at a board game”, while Diomedes and Achilles trained themselves
in athletic disciplines. About the same time even Plato referred to the game
to explain certain ideas to his pupils (Laws 739a). Five Lines, the game of
the heroes, was regarded a noble game for centuries.
References
[1] R.G. Austin, “Greek Board-Games”, in: Antiquity 14, 1940, S.
267–271.
[2] J.D. Beazley, Attic Vase Paintings in the Museum of Fine Arts,
Boston, part. III, Oxford 1963.
[4] R.C. Bell, Board and Table Games from many civilizations, rev.
ed. 1979.
[5] Th. Bergk, Poetae lyrici Graeci, vol. 3, 4th ed. Leipzig 1884.
[12] I.L. Finkel, “The four-arm race. The Indian game of Pachisi or
Chaupar”, in: A. Topsfield (ed.), The Art of Play. Board and
Card Games from India, Mumbai 2006, 61–73.
[14] J. Hurwit, The Art and Culture of Early Greece, 1100–480 B.C.,
Ithaca 1985.
[22] L. Kurke, Coins, bodies, games, and gold. The politics of meaning
in archaic Greece, Princeton 1999 (the relevant passage discussed
here is practically identical to: L. Kurke, “Ancient Greek board
games and how to play them”, Classical Philology 94, 1999, 247–
67, esp. 256–58.)
[25] G.A. Mansuelli, “Li Specchi figurati etruschi”, Studi Etruschi 19,
1945, 9–137.
Nevertheless, a suggestion for a rule can give an idea of the basic prin-
ciples of the game and check the interpretation of the sources. Moreover,
teachers and museum people during didactic programs about ancient games
can propose to play the game instead of only talking about it. But it must
be kept in mind that the only thing we can say for sure is that the rule
suggested here was certainly not the one played by the ancient Greeks.
2. The game board consists of 5 parallel lines. The line in the middle (the
3rd line) is called “sacred line”. It is possible to draw a transverse line
to cut the board into two halves.
3. The players sit at the short ends of the board with the five lines hori-
zontally before them.
4. Each player has five counters. At the beginning of the game they place
their counters on the ends of the lines (from now on called “points”)
at their right hand side of the board so that all the ten points are
occupied.
5. The aim of the game is to move all the five counters on the opposite
half of the sacred line, i.e. at the left hand side of the players (a
more simple possibility would be to try to place all one’s five counters
anywhere on the sacred line).
6. The players take turns in tossing the die and moving one of their pieces
according to the result of the throw.
7. The pieces are moved from line to line, i.e. from point to point, in an
anti-clockwise direction. A counter having reached the last point on
one side of the board is shifted along the line to the opposite point,
where it is moved down until it reaches the first line, when the same
manoeuvre is repeated and so forth.
10. The player who first reaches the goal, i.e. has moved all his five coun-
ters onto the (left half of the) sacred line, wins the game.
Double version
1. When playing on a board with eleven lines, the third, sixth (central)
and ninth lines are sacred lines.
2. Two dice are used, the numbers of which are considered individually,
so that a player may move with two different counters or add the two
results and move one counter only.
Abstract
The purpose of this presentation is to put forward a “learning and teaching”
strategy through a board game, which we call “nun-forecaster” . The whole
idea is to introduce forecasting to students. Nun-forecaster is a metaphor
to camouflage learning and teaching, through an activity, about forecasting
at the first impression. Afterwards, a mathematical expression is provided
to measure under and over-forecast, in an attempt to provide an advanced
insight into forecasting.
This game symbolizes the significance of planning, then we go deeper into
forecasting in a business or even in our everyday life. The game takes us
through a journey of ups and downs and uncertainties where we are not sure
of what lies ahead so we are forced to accept circumstances here. Neverthe-
less, we must proceed till we finish the whole journey.
In the events, given by nun-forecaster board game, each of which we can
formulate through mathematics and explained behaviour, we offer insights
and solutions.The game is like a path game as it tests perseverance, patience
and learning.
Players may comprise of even school children, besides college and university
students, academicians and researchers; each group with different levels of
understanding. Companies can use this as ice breaker for their training ses-
sions. Schools can use this to stimulate the class and adopt a new approach
of learning and teaching – i.e. using the board game as a platform to develop
and build knowledge from.
We hope education can also be acquired through a board game like this and
that it should not be played just at home with family members and friends
∗
Faculty of Accountancy, Universiti Teknologi MARA, Shah Alam
†
University of Salford, U.K.
194 Education via a Board Game
Introduction
This paper extends the findings of a postal survey and case study on prac-
tices and perceptions of forecasting (Aziz-Khairulfazi, 2004), which addresses
modelling issues for forecasting scenarios. Its intention is to raise awareness
of various modelling approaches that can be used to enhance the quality of
forecasting processes, rather than to identify specific models, which tend to
be user-specific.
However, the subtle introduction to this area of study is through a board
game, “nun-forecaster” where it attempts to develop interest from the play-
ers by first treat the whole scenario via “ups and downs” of a business so
that critical thinking towards planning and expectations of a business are
slowly inculcated. Once this is achieved, we offer an advanced level of under-
standing in the extension of planning i.e. forecasting which further indulges
into a mathematical explanation. An innovative learning and teaching strat-
egy, the whole idea is to set off on the “right foot” and bring “board game”
into the picture at the onset. d’Astous and Gagnon (2007) examined factors
influencing board game and appreciation of the players or consumers. The
paper presented how players might be able to learn while enjoying a par-
ticular board game. Five-category typology of a typical board game were
proposed by Day (1981) namely exploratory, creative, entertaining, mimetic
and cathartic games; these of which are taken to form the basis of “nun-
forecaster”.
The rest of this paper will bring in issues in forecasting for the benefit of
understanding at a higher level.
It has been noted that organisations make forecasts and that forecasting ac-
curately is rarely achieved. As many business decisions involve forecasting,
successful forecasting practice is crucial to reduce or close the gaps in this
process (Drury, 1990; Moon et al., 2003). This failure is dueto the behaviour
of forecasters. Three reasons are offered here, namely, the process of inter-
preting data, forecaster bias and forecaster preferences (Stekler, 2003).
Using a Bayesian approach to understand and interpret the above, subjec-
tive probabilities for the likelihood of an event are elicited and revised as
new information is received. In support of this approach, there is also a
need to emphasise to consider the individual’s role in the forecasting pro-
cess (Stekler, 2003).
Observing the practice, and learning about the perceptions, of forecasting
from the study samples are not complete if the practice and perceptions
are not represented by models. Ultimately, an organisation or a unit could
forecasts for profits, sales, investments, cash flow surplus, student numbers,
teaching loads and other resources using such models and, depending on the
nature of its activities.
Forecasts are prepared based on estimates, which, in practice, correspond
with point predictions. Typically, a single estimate is obtained as a re-
sult of group decision-making in predicting future performance. This group
decision-making is done through members offering their expert opinions with
regard to a particular issue. Forecasts are said to be imperfect when actual
performances do not turn out as predicted. This paper offers some mathe-
matical modelling and consideration of cost implications for this forecasting
scenario (Armstrong,2001; Clemen et al., 1996; Aziz-Khairulfazi and Percy,
2003).
Probability distribution
Cost function
The element of costs is introduced and illustrated here as funding and money
are important sources of running the business. When actual performance
conflicts against forecasts, there is a loss involved and this results in a cost
to the organisation (Goodwin, 2002). This aspect of loss may take the form
of functional relationships which, in their simplest but most common form,
are bilinear. The following illustration explains this situation:
Let the forecast be xb and the actual be x; when the actual conflicts with the
forecast, there is a difference and an element of cost is involved. Therefore,
for example,
if x
b = RM 1000; x = RM 500 cost is 5 units
if break-even i.e. x
b = RM 1000 and x = RM 1000 cost is 0 units
if x
b = RM 1000 ; x = RM 1200 cost is 2 units or less
1. under–utilisation of resources;
Bayesian methodology
The classical, or frequentist, approach to estimation corresponds here to
the generation of point predictions enhanced by prediction intervals, though
managerial decisions are usually based on the point predictions only. Re-
garding the observed profit as arising from a normal distribution, how-
ever one can establish a subjective predictive distribution by looking at
the chances or likelihoods of achieving various targets away from this point
prediction. This variation provides an indication of how the actual outcome
evolves around its forecast.This explains and allows for the differences be-
tween the actual and forecast values.
For example, we might present forecasts in terms of relative likelihoods like
this: it is twice as likely to achieve a profit of RM 10, 000 than a profit of
RM 15, 000. Better still, we could present quantiles or even the full distribu-
tion for profit. Bayesian decision theory allows distributions of predictions
to model possible departures from point forecasts like this to make sure that
the uncertainty of achieving them is considered. This uncertainty is here ex-
pressed using a normal distribution of relative likelihoods for the probability
density function of profits. As for any density, the area under the normal
curve is one. For a simplified analysis, one could consider a two-phased out-
come, or binary response, so that if there is two-thirds of a chance that the
profit is at least RM 10, 000, then the chance of not making that amount of
profit is one third. This enhances the quality of forecasts but ignores system
feedback, which we consider shortly.
The distribution for the variation of profits can be obtained in two ways:
subjectively or objectively. For example, we might establish a normal dis-
1 1 x−µ 2
f (x) = √ e− 2 ( σ ) ; −∞ < x < ∞ (1)
σ 2π
2. Cost function forthis application is the bilinear form
(
c1 (µ − x); x < µ
where c(x) = (2)
c2 (x − µ); x > µ
This means that there is a cost involved when the actual profit is more or
less than the forecast profit. This cost refers to the cost associated with im-
perfect forecasting. The costs in this study may include time, effort wasted,
opportunity loss, penalty loss, and also not being able to invest in fixed
assets, projects and profitable contracts.
Then, decision analysis is based on minimising the expected cost
Z ∞
E(c(X)) = c(x)f (x)dx (3)
−∞
Z µ Z ∞
1 1 x−µ 2 1 1 x−µ 2
= c1 (µ − x) √ e− 2 ( σ ) dx + c2 (µ − x) √ e− 2 ( σ ) dx
−∞ σ 2π µ σ 2π
The loss function c(x) can be bilinear, as in our analysis,or of some other
unspecified form. The bilinear cost function shows aproportionate increase in cost
with the difference between actual and forecast performances. This is true for both
sides of the relationship, x > µ and µ > x. However, it does not assume symmetry
unless c1 = c2 above.
To evaluate equation (3), we make the substitution
2
x−µ 2
y= ⇒ dy = 2 (x − µ)dx (4)
σ σ
0 ∞
σ2 1 σ2 1
Z Z
y y
E(c(X)) = −c1 √ e− 2 dy + c2 √ e− 2 dy
∞ 2 σ 2π 0 2 σ 2π
(c1 + c2 )σ ∞ − y
Z
= √ e 2 dy
2 2π 0
(c1 + c2 )σ h y ∞
i
= √ −2e− 2
2 2π 0
(c1 + c2 )σ
= √ (5)
2π
c1 (µ − x);
x<µ
where c(x) = and X | µ, σ ∼ N (µ, σ 2 ) (6)
c2 (x − µ); x>µ
may be for the short-term only. There will be insufficient budget available to sus-
tain over-capacity as a result of inefficiency on the part of management not being
able to forecast and cater for extra students.
However, if the actual number of students is less than the forecast number, these
results in under-capacity, as facilities are under-utilised or idle. The university
over-pays the lecturers in terms of salary per student and so the marginal cost per
student is higher.
The whole idea of this modelling is to arrive at not just effective and efficient solu-
tions to account for and minimise the total loss, but also to be aware of situations
and consequences arising from inaccurate forecasting.
Conclusion
Modelling in our case attempts to describe the mechanism of relationships between
variables that operate in practice; an extension we offer to integrate with manage-
ment accounting. In demarking the selected variables, we use the law of parsimony
or Occam’s Razor in that the model includes only required and important variables
and does not include all reasonable predictor variables automatically. It should
also be noted that parsimony is a principle in science where the simplest answer is
always preferred.
Several aspects constitute the modelling process. We first saw how single point
estimates or predictions can be improved by assigning probability distributions to
describe variations that may be possible, hence increasing the reliability and cred-
ibility of the forecasts.Then, we saw the measure of loss functions as a result of
imperfect forecasts and how it can be quantified, using Bayesian decision theory,
according to whether actual results are less than forecast or vice-versa (Drury, 1990;
Stekler,2003; Aziz-Khairulfazi and Percy, 2003).
The effects of imperfect forecasts were also explained for both service industries,
and manufacturing and trading industries. The cost factor was included and dif-
ferential equations were introduced to render the whole modelling aspect complete.
They give a clearer perspective of empirical evidence cultured with mathematics
and functional relationships objectively. It can be seen that outcomes of improved
teamwork and decision making, for example, are related inthis way.
Last but not least, in order to get a total picture of the whole research implication
onto practice, future study to reflect impact is recommended.
Management Proposition
It should be in the interest of the board game designer that lessons should be learned
from playing the game itself as it simulates the practice. The intention here is to
make learning as easy and as fun. As interaction is apparent while playing among
two-four players, they are forced to communicateand exchange related information,
besides entertaining themselves. Aspects of marketing also play role in promoting
board games; usually they are played as leisure but they should now be a part of
teaching and learning strategy.
Acknowledgement
Syukur Alhamdullillah that I have been given this opportunity to present this
alternative approach in delivering a lecture and in helping students gauge ideas
and knowledge. My gratitude to the Dean of Faculty of Accountancy, UiTM,Prof
Dr Ibrahim Kamal Abdul Rahman, for supporting my submission and presentation
at the CLTHE2007. Thank you Prof Dr Normah Omar, Director of Accounting
Research Institute, for encouraging me continuously to write and present papers.
To my colleagues, my appreciation for your moral support and friendship.
To my husband and children, my endless praise and gratefulness for their patience
and confidence towards my career development.
References
[Armstrong, 2001] Armstrong, J., 20001, Principles of Forecasting: A Handbook
for Researchers and Practitioners, Kluwer Academic Pub-
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[Aziz-Khairulfazi, 2004] Aziz-Khairulfazi, R., 2004, An empirical and analytical in-
vestigationof forecasting practices and perceptions: a case
study on University of Salford, United Kingdom. Unpub-
lished Thesis. University of Salford.
[Aziz-Khairulfazi Percy, 2003] Aziz-Khairulfazi, R. & Percy, D. , 2003, Postal sur-
vey on forecasting. Technical Report.School of AEMS, United
Kingdom, University of Salford.
[Clemen, Jones & Winkler, 1996] Clemen, R.T. , Jones, S. K. & Winkler R.
L., 1996, Aggregating Forecasts: an Empirical Evaluation
of some Bayesian Methods. Bayesian Analysis in Statistics
and Econometrics, D. A. Berry, Chaloner, K.M. and Geweke,
J.K. pp. 3.
[D’Atous & Gagnon, 2007] d’Atous, A. & Gagnon, K., 2007, An Enquiry into the
Factors that Impact on Consumer Appreciation of a Board
Game, Journal of Consumer Marketing 24(2), pp. 80–89.
[Day, 1981] Day, H.I., 1981, Play: A Ludic Behaviour. Advances in In-
trinsic Motivation and Aesthetics, Plenum Press, New York,
pp. 225–250