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Games Ancient and Oriental, 
and how to Play Them 



Edward Falkener 



^(9-fr. H^ 



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GAMES ANCIENT AND ORIENTAL 
HOW TO PLAY THEM. 




BEING 



THE GAMES OF THE ANCIENT EGYPTIANS 

THE HIERA GRAMME OF THE GREEKS, 

THE LUDUS LATRUNCULORUM OF THE ROMANS 

AND THE 

ORIENTAL GAMES OF 

CHESS, DRAUGHTS, BACKGAMMON 

AND 

MAGIC SQUARES. 



EDWARD FALKENER. 




LONDON: 

LONGMANS, GREEN AND Co. 

AND NEW YORK: 15, EAST 16th STREET. 

1892. 

AU rights reserved. 



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/^ARVAftD 
JUNIVERSITYI 
I LIBRARY 






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't 



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CONTENTS. 



INTRODUCTION. 



ir. THE GAMES OP THE ANCIENT EGYPTIANS. 



III. 



IV. 



V. 

VI. 

VIL 

VIII. 



Dr. Birch*B Researches on the gomes of Ancient Egypt 
Queen Hatasu's Draught-board and men, now in the British 

Museum - - - - 

The game of Tau, or the game of Robbers ; afterwards played 

and called by the same name, Ludua Latrunculorunif by the 

Romans . - - - - 

The game <^ Senat ; still pkyed by the modem Egyptians, and 

called by them Seega - - - . 

The game of ffan ; The game of the Bowl 
The game of the Sacred Way ; the Hiera Gramme of the Greeks 
The game of Atep; still played by Italians, and by them 

called Mora - . - - - 



PAGE. 

9 



22 



37 



63 



91 



103 



CHESS. 



IX. 


Chess Notation—A new system of 




116 


X. 


ChtUuranga. Indian Chess 




119 




„ Alberuni's description of 




139 


XI. 


Chinese Chess .... 




143 


XII. 


Japanese Chess .... 




155 


XIII. 


Burmese Chess 




177 


XIV. 


Siamese Chess .... 




191 


XV. 


TurkiBh Chess 




19« v/ 


XVI. 


Tamerlane's Chess - - - 




197 V 


XVII. 


Game of the Maharajah and the Sepoys • 




217 


XVIII. 


Double Chess 




226 


XIX. 


Chess Problems - - . . - 
DRAUGHTS. 


229 


XX. 


Draughts . . - . . 


235 


XXI. 


Polish Draughts . . _ . . 


236 


XXII. 


Turkish Draughts . - . - - 


237 


XXUI. 


Wei-K'i and Go : Tlie Chinese and Japanese game of 


Enclosing 


239 



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IV. 



XXIV. 

XXV. 

XXVI. 

XXVII. 

XXVIII. 

XXIX. 



CONTENTS. 

BACKGAMMON. 

Backgammon 

German Backgammon 

Turkish Backgammon 

Fiichiti : or Indian Backgammon 

C^uiOTf and Ckawput 

Aihta-Kathte 



PAGE. 

252 
254 
255 
257 
263 
265 



MAGIC SQUARES. 

XXX. Magic Squares .... 

XXXI. Odd Squares .... 

XXXII. Even Squares, whose halves are even 

XXXIII. Even Squares, whose halves are uneven 

XXXIV. To form a Magic Square, beginning at any cell 

XXXV. Magic Squares in compartments 

XXXVI. Magic Squares in borders 

XXXVII. Hollow and Fancy Squares, and Magic Circles and Pentagons 

XXXVIII. The Knight's Tour 

XXXIX. The Kuight's Magic Square - 

XL. The Knight*s Magic Square, beginning at any oell 

XLL Indian Magic Squares 



269 

271 
279 
289 
296 
301 
303 
305 
309 
319 
325 
387 



XLII. 



FIGURES OF THE KNIGHT'S TOUR. 



345 



Appendix I. Rules of the Egyptian Games 
„ II. Addenda et Corrigenda 
,, III. Lower Empire Games 



357 
362 
364 



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INTRODUCTION. 



The present age is distinguished for discovery of the 
records and monuments of antiquity, and for the won- 
derful discoveries of the secrets of nature ; for searching 
after things long past, and for making progress with 
rapid strides into the future. These two studies fre- 
quently go hand in hand together. We study the 
buildings and the sculptures of the ancients, and the 
paintings of the old masters, and we apply the principles 
thus learnt to the requirements of the present day ; we 
study ancient authors, not merely to improve our taste 
and intellect, but also to enable us to exert our faculties 
to the best advantage in the affairs of life. The past, 
the present, and the future are woven together in all 
the studies and occupations of man. As a healthy 
recreation from pursuits of more severe study, necessity 
and usefulness, the following pages are offered in the 
hope that some of the amusements of past ages may 
take their place among the relaxations of modern times. 

The author directed his attention many years ago to 
the games of chess, draughts, and backgammon, and to 
the formation of magic squares. After the elaborate 



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2 INTRODUCTION. 

works which have been written on the history of these 
games, he feels, now that he proposes to publish his 
researches, it would be presumptuous were he to attempt 
to add to what has been already done so well ; he has 
confined himself therefore exclusively to the practical 
rules and principles of each game, so that anyone, with- 
out further application, may be able to play any of these 
games, as if they were modern games invented for the 
present times ; and he thinks it will be found that these 
games which were established in years gone by, whether 
of greater or less antiquity, contain merits which are 
not always to be found in the new and fanciful conceits 
which are brought out each day, and set aside by others 
to be introduced on the morrow, which will again in 
their turn soon be forgotten. 

In the examples of games given for each description 
of chess, the reader, and more especially the chess- 
player, will understand that the examples are merely 
given to show the moves ; being frequently played by 
friei;ds who were not chess-players, but who kindly 
learnt the moves so as to enable the author to score the 
game. 

CJiess, draughts, and backgammon, or games resem- 
bling these, have been played in all civilized countries, 
and at all times. In some instances there is little or no 
variation of the same game in difierent countries : in 
others the difference is such as to constitute a new 
game, and very frequently a game of great interest. 
It is the object of this book to show some of these 
varieties, and what is more, by giving examples of these 
games to enable anyone to learn the games and play 
them. We have not as yet found them in Nineveh or 
Babylon, though we are convinced they were played 



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INTEODUCnON. 3 

there ; but we see them depicted on the walls of Egypt ; 
and the most ancient of all the games of chess, the 
details of which are known to us, comes from India. 
Kings and princes, bishops and laymen, are depicted on 
ancient monuments and in mediaeval MSS., playing at 
these games. Learned men in all ages have sought 
relaxation in such pursuits, after hours of severe study ; 
and to all of us as we advance in years a game at whist or 
backgammon relieves the eyes and keeps us awake, when 
the faculties of the mind and body have become en- 
feebled. The invalid also, and the afficted, forget 
their troubles when absorbed in the intricacies and 
difficulties and the excitement of the game. The re- 
membrance of our friends is often associated with the 
games we have played together ; sometimes even when 
we have played only a single game, and have never 
met again. 

The formation of a magic square is an occupation 
which we can enjoy when alone, as it presents countless 
varieties of ingenious solution. Men in the present age 
of necessity and practical industry are apt to look upon 
such occupations as trivial, and as a waste of time; 
but they forget that the mind requires relaxation as 
well as the body; and that as some of the first wranglers 
have been the first athletes ; and as the most illustrious 
Greeks thought it their highest glory to be a victor 
in the Olympic games ; so Euler and other eminent 
mathematicians have not despised the solution of such 
problems. 

*' Deficiet sensim qui semper tenditur arcus." 

The utilitarian therefore is wrong in declaiming 
against such recreations as a waste of time ; as much so 
as when he affirms that classics and mathematics are 

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\^ 



^ 



4 INTRODUCTION. 

useless in this age of science. Every man who has risen 
to the highest grade of science will tell us that he could 
not have been where he is were it not for the education 
he received at college ; and in like manner a man who 
has never looked into the works of a Greek or Latin 
author, or worked a problem in Euclid, or solved an equa- 
tion in algebra, since he left school, will acknowledge that 
though he has never had occasion to apply these studies 
in after life, he has found them of immense advantage 
to him in improving and strengthening his mental facul- 

V ties in the position which he occupies. But whether 
these games are useful or not, they form the means of 
rational amusement and social amusement far superior 
to many of the amusements which are resorted to in the 
present day : and no apology therefore is needed either 
for the study or for the practice of any of these games. 

V But of all these games chess is the most useful ; for as 
mathematics is a handmaid to logic, and teaches the 
lawyer to build up and establish his proofs before he 
goes on ; so chess teaches the soldier not merely the 
science of attack, but instils caution in the mind of a 
prudent general to avoid surprises, to fortify his base of 
operations, and to despise no foe. Talleyrand regarded 
the pieces on a chess-board as applicable to mankind : — 
things to be made use of, whether of higher or lower 
degree ; and it is thus that priests regard the laity : — 
"Les hommes sont, k ses yeux, des tehees k faire 
mouvoir : ils occupent son esprit, mais ils ne disent rien 
h son coeur."^ 

Of late years indeed it has become -the parent of 
the Kriegs-spiel. And are not such habits essential 
and necessary to us all, whatever our position of 

^ M^moirefl. 



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INTRODUCTION. 5 

life may be, enabling us to concentrate all our efforts 
to the accomplishment of the task before us, and to 
stand on our guard constantly against all the tempta- 
tions and dangers with which we are surrounded ? 

Were we writing a history of chess and other games, ^ 
we should have to narrate liow kings and emperors, 
shahs and sultans, princes and bishops, conquerors and 
captives have played at chess ; and how provinces have 
been staked, lives lost, and others saved only by the 
delay in finishing a game ; how one who was summoned 
to execution in the middle of a game begged to finish it, 
and at the end of the game was proclaimed king ; and 
we should be able to give many other anecdotes con- 
nected with the game ; but these have been narrated 
many times and by better hands, and of late by Professor 
Forbes, from whose interesting history of Chess one 
anecdote we will give, which Mr. Bland had however 
previously narrated,* and others before him. 

" Two Persian princes had engaged in such deep play, 
that one of them having lost his whole fortune, was 
rendered desperate, and staked his favourite wife Dila- 
ram to retrieve it. He played, but with the same ill 
success, and at last saw that he must inevitably be 
checkmated by his adversary at the next move. Dila- 
ram, who had observed the game from behind the 
parda^ or gauze screen that separates the female from 
the male portion of the company, cried out to her 
husband in a voice of despair : — 

" Ai Shab ! do KuA;/t bidib, wa Dilaram ra madib ; 
Pil wa Piyada, peeb kun, wa zi Asp Sbab-mat." 

" Prince, sacrifice your two rooks, and save Dilaram ; 

Forward witb your bisbop and pawn, and witb tbe knigbt give 

cbeckmate.'' 
^Persian Chus, p. 23. 



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6 INTEODUCnON. 



WBITB. 

SdlutimL 
DILARAM. BLACK. 

1. R to R 8th (check). 1. K. takes R 

2. B. to K. B. 5th (discoveriDg check).^ 2. K. to his Kt*8. square.*-^ 

3. R to R 8th (check). 3, K. takes R 

4. Kt's. P. gives check. 4. K. to his Kt*3. square. 

5. Kt. to R 6th (mate). 

There is one anecdote, however, connected with our 
own history, which ought to be recorded. When the 
noble-minded, but weak and unfortunate King, Charles 
I. received a letter to inform him that the Scots had 
agreed to hand him over to the ParUamentary forces, 
he was playing at chess. '* Painful as the tidings must 
have been to him, his countenance betrayed no change ; 

^ The Bishop moves two squares always, with power of hopping over an inter- 
mediate square, whether occupied or not. 

' Black might have interposed Rook from his Q. Kt's. 7th to his K. IVs- 7th, but 
this would merely have delayed the game one move- 



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INTRODUCTION. 7 

and he continued the game with the same placidity of 
manner and apparent interest, as if the letter had 
remained unopened.* 

But it is our purpose, not to give a history of chess 
and other games, but to give the games themselves, 
with examples of games, so that anyone may play 
them ; «uch examples being given, as we have said, 
not for the superior play exhibited in such games, but 
simply to show the moves, and the nature and genius 
of the game. 

'* thou whose cynic sneers express 
Theoensure of our favourite chess, 
Know that its skill is science self, 
Its play distraction from distress. 
It soothes the anxious lover's care ; 
It weans the drunkard from excess : 
It counsels warriors in their art, 
When dangers threat, and perils press ; 
And yeilds us, when we need them most, 
Companions in our loneliness." 

From the Persian^ of Dm id Mutcizz.^ 



* John Heneage Jesse, Memoirs of the Court of Ei^yland during the reign of the 
Siwnrte, 1. 405. 



' Penian Cheu, by X. Bland Esq., M.R.A.S., 1850. 



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II. 

THE GAMES OF THE ANCIENT EGYPTIANS. 



The illustration on front book-cover is from a photo- 
graph of the bust of Queisn Hatasu in the Berlin Museum. 
She lived about 1600 B.C. ; and we shall presently 
describe her draught-board and other games. But these 
games were played as early as the time of Kftshepses 
and we can trace them even to the fourth dynasty; 
which we will leave to Egyptian chronologists to 
determine whether it was three or four thousand 
years B.C., or twice the age of Queen Hatasu before 
the Christian Era. The illustration on back book-cover 
is of the time of Trajan, a.d. 100, and thus we see 
through what a long period these Egyptian games con- 
tinued to be played, begin ing id the earliest, ages, and 
going down to the time of the Romans. 

We have said that many of our modern games have 
descended to us from ancient times, and that some are 
depicted on the walls of Egyptian temples and tombs. 
As Indians believed that the enjoyments of life with the 
Great Spirit in the future state would consist in hunting; 
as the Eomans placed theirs in the symposial enjoy- 
ments prefigured by the lectisternium, as evidenced by 
the recumbent figures so frequently found on their 
sarcophagi ; and as the Mahometans look forward to 
the solace of houris, so the Egyptians are represented as 



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10 THE GAMES OF THE 

passing their time in the future state in anointing (and 
therefore we may conclude in previous bathing,) in 
music, and dancing, and song, and in playing at various 
games. What these ancient games were will be seen by 
the following paper which was given to me in 1864, by 
the eminent Egyptologist, and founder of the Biblical 
Archaeological Society, the late Dr. Birch, of the British 
Museum, and which will be read with great interest. 
We have added the illustrations to make it more intelli- 
gible. 

'' B. M. 

1 April, 1864. 
" My dear Sir, 

"Herewith I send you the representations of the 
games of draughts on the monuments, which I have 
long promised you : — 

"On the Games of Ancient Egypt. 

" The earliest appearance of games is in a tomb of 
Rashepses, a scribe and functionary of the King of Tat- 
Ka-ra of the 5th Egyptian dynasty. Amidst the diver- 
sions of music and singing are seen two games : — 



LepiiMt Denhmdler, 11.61, Tomb 16. 

1. '* A low stand or table,* at each side of which is a 
player seated on the ground, each placing a hand on 

' About 16 inches high. £.F. 



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ANCIENT EGYPTIANS. 11 

one of the pieces. These pieces, twelve in number, are 
of two different kinds, those of the player on the left 
being conical, while those of the player on the right 
having a small cap or stud at the top of the cone. The 
pieces are placed alternately, plain and capped. Each 
player is represented as about to take up a piece. 
Hieroglyphical inscriptions are written over. Above the 
board is ^-<2>-^^'^'^ maa sent, "see the sen't,'* 
i.e.. the game. The word sent has many meanings in 
hieroglyphs, and being here written without any deter- 
minative, is very ambiguous.* It might be connected 
with sen^ a " robber," and if so, would be the lat runc ulus. 

Over the player on the right is "^^^ ^ ^^^^^ " ar 

en" {That makes) ''shamt" {three) *'m" {from) 
** sen't " {the board) : evidently alluding to the pieces 
taken. Over th e pl ayer on the left is inscribed 
^ ^P;— '^-^ "Fa" {Lifts) "shamt" {three) 
'' sen " {pieces) or two ^* m " (from) '* sen't " {the board.) 
2. •' The other game represents a circular board " 
(placed upright in order to show it). The description 
which follows is not very accurate, and the reader is 
referred to the description of the game further on. 
Prof. Lepsius's drawing, as noted by Dr. Birch, makes 
the two innermost rings pen-annular, but this arises 

1 ** ThiB word is not 8 » ^""" i (slen) as sometimes iDaccurately written, but 

^g www 

tZ3 (tendi) or rather ^^^ ^»^^- I* ^ al«o written ** [I ^ 

/wwv\ C==3 tIZ) CZZl ^^ '^'^'^'wv T ^^-^ 

(tendt). Now the apparently kindred word T^;^ 7\ {ten) has unquestionably 
the sense of ' passing, (moving from one place to another)' and in the Tablet of 
Canopus is rendered in the Greek fJUTari$rifu, * to alter, transpose, place differently. 
The word ten has however another meaning (which may possibly have given the 
liable to the game) viz. to removf, tnke away, cut off : hence perhaps ' game of take. * 
Thi« however does not appear to me as probable as the former, because the verb in 
this senae has usually the termination of cuUinff^>^" P. le P. Rbnoup. 



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12 THE GAMES OF THE 

probably from an imperfection in the painting, or from 
an intentional desire of the artist to give space for 
drawing the hands of the players.^) '' Above the board 

is a jar. The game is called 8 . ° J ^ki^ -^^^ ^^ 

han," the game of the jar. The arrangement of the 
board has great similarity to that of the circular Cretan 
labyrinth, as seen in the coins of Gnossus. 

3. "Some other representations of the first game 
occur in the tombs of Beni-Hassan. They are of the 
time of the twelfth dynasty. 

On a low table of painted wood (coloured yellow, with 
grey markings, E.F.), the men, twelve in number as 
before, are placed. They are conical, and tipped cones, 
as before ; the conical ones coloured yellow, the tipped 
ones green. They are placed, as in * the already de- 
scribed representation of the fifth dynasty, alternately 
yellow and green, conical and tipped, along the board. 
Each player is touching with delicate hand the piece 
nearest to him. 

4. *'A second representation has a similar board 
with players : but the green and tipped men are on one 
side of the board, and five in number : while the yellow 
cones on the other side are six in number. Over them 
is written the word O'^^f' J aaseb^ which is errone- 
ously translated leisure by Eosellini. It probably 
means some particular form of the game : or possibly 

5. ** There is also an historical representation of this 
game. The monarch, Eameses III, or Maimoun, is 
represented at Medinet-Haboo seated on a chair. 

1E.P. 

' It is hopeless to attempt interpreting the word, until we find it with acme 
kind of context. Mr. P, le P. Renouf. 



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ANCIENT EGYPTIANS. 



13 




" Before him is a female standing, supposed to be his 
queen.* Between them* is the table and board. The 
pieces are all alike, with tipped heads, (but probably of 
different colours, yellow and green^) each player lifts a 
piece. The men, (as in the last representation,) are 
placed at each end of the board, with a space between 
them. There are six close together on the king's side 
of the board, and five on the female's, who has taken 

^ In his artide published in the Trans, of R. Soc. of Lit. he quotes Herodotus 
II, 122, who says that Ramsinitus (Rameses III. the head of the 20th dynasty, 
and founder of the palace at Medinet Haboo at Thebes) played (at draughts) with 
Isis (Ceres) the wife of Osiris, and that sometimes he won, and sometimes he lost. 
Barneses is often represented with his queen sitting behind him, and looking at 
his play. It must therefore be either Isis, or his Queen, but not a slave. 

* Dr. Birch writes here — " Between them is a chess or draught table.*' Chess is 
quite out of the question. 

>E.F. 



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14 



THE GAMES OF THE 



up the fourth piece. This makes the number of men 
eleven, which is probably an error in the drawing." 
(The queen has five men with a gap between them, and 
she has one piece in her hand ; while Eameses also has 
five on the board, and one in each hand. He there- 
fore is the winner : and he seems to show it in his 
countenance.') 

6. " At a late period, viz. in the age of Trajan and 
the Antonines, the game was still played, as appears by 
the caricature papyrus in the British Museum. 

" A lion is seated on a stool playing at the game with 
a goat. On the board are eight pieces, four on each 
side, with tipped heads on the goat's side, and flat 
heads on the lion's side. Each player is lifting up a 
piece with his right forefoot.^ 




" Thus it will be seen that though the number of 
pieces varied in the representations, the proper number 
was six to each player ; that the number of squares on 

^ Ab Queen HataBu's pieces are lion-headed, and as the name of the pieces abu has 
some relation to a goat, it is probable that the caricature merely represents a battle 
between the two sides, in which the lion-headed pieces ha^e got the mastery. E.F. 



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ANCIENT EGYFTIANS, 



15 



each side of the board was six; and that the pieces 
were arranged parallel to the player, as in modern 
draughts. When the game advanced, the pieces were 
played side by side, and probably took laterally. The 
first move too was, it appears, one of the end pieces ; 
or at least that was the favourite move. 

7. " Different from this game are those shown on a 
board in the collection of (Dr.) Abbott. 

"On one side is a board formed of three lines of 
squares in width, the central one of which has twelve 
squares in length, and the two side ones four squares 
in length. A drawer underneath held the pieces, some 



£ 



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of which are tipped, and others reel-shaped. M. Prisse 
thinks the game was probably played like the Trcrrc/a of 
the Greeks, said to have been invented by Thoth, (Plato, 
Phcedr^ p. 227^) and that the central line was the line 
called c((>a y^fifiri or sacred line. He also considers 
that it may have been the origin of the Greek game 



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16 THE GAMES OF THE 

8. '* On the other side is a board of thirty com- 
partments, having three squares at each end, and ten 
on each side.' 

9. " Another kind of game is said to have resembled 
the game of draughts. This game was also supposed 
to afford diversion to the deceased in the future state. 
The pieces are found with different heads, as those of a 
man, a jackal, and a cat ; and are generally of porce- 
lain or wood." 



In the following year Dr. Birch sent a contribution 
on the same subject to the Revue Archeologique, Vol. ix. 
1865. 

And in 1866 he published a paper entitled " Adver- 
saria iEgyptiaca " in the Zeitschrift fur Egyptischer 
Sprache, in which he states: — 

" In my paper in the Rev ue A rcheologique I gave the 
explanation of the word a^aaaa^^t^ as signifying the 

Egyptian game of chess, and also that of 8 ^ Aaw, 

the game of the vase. To this I will add the ^* ^* ^^ 
tau or game of " Eobbers," the prototype of the Eatrun- 
culi of the Eomans which is found in an inscription at 
Thebes published by Mr. Brugsch in his Monuments 
Egyptiens, PI. LXVIII f. h., and in Champollion, 
Notices Descriptives, p. 566. From a comparison of 
these inscriptions it is evident that the hieroglyph c^ 
often in full texts represented chequered is really a 
chess-board with the pieces arranged ready for the 
game. 

' It will be notioed that the cells are sunk in each of these games, to keep the 
pieces in their places. In Queen Hatasu's board they are not sunk. E.F. 



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ANCIENT EGYPTIANS. 



17 



"The text in Champollion differs from that of 
Brugsch. It reads: 



P*kS k i-^} k ilT k 



P**^ 



delectatuB 



m 
in 



kab 
Indendo, 



11 



m 
in 



t'au 
latmncuHs, 



an 
fuit 



m lian m 

in ludo vasis, in 

ha 
princeps. 



StU't 

abaco, 



rpa 
dux 



" Here it is necessary to correct the form =— of 
the Notice descriptive to 8==», the form in which it 
occurs in the inscription published by Brugsch, while 
the form in other passages is sn-t as already elsewhere 
shown, which is the correct form, the 8==» being the 
homophone of o and the phonetic complement as I 
have elsewhere shown of the -#- or R. In Brugsch 
the text is larger. 

"The text in Brugsch, PI. LXVIII. f. reads: 



^ 



J I 



9^ 



i? 



ma 
visus est 



bu 
locus 



nefr 
bonus 



at 
hor& 



n 8'xm 8Uta m 

delectationis valetudinis. In 

IT ^ mi ^h^ ^m 

nefr-t ma hes ')(bt urlia 

videntur cantus, saltatio, 



bon& 



unctus, 



^^ k 



ana 
thura, 



m 
in 



stnt 
abaoo, 



m 
cum 



j^< nbt 

rebus omnibus, 



L^)J k i 



hdb 
ludus 



m 
in 



lum 
vase. 



11' 



m tail an 

in latrunculis, a (duce) etc. , 
^ We are indebted to Meean. Harrison & Sons for the use of this Egyptian i^pe: 




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18 THE GAMES OF THE 

" That the game snt means chess in general, there 
can not be a doubt from the evidence which I have 
already given. That of the tau or ** Eobbers " connects 
it with the Soman game of Latmnculi which both by 
name and probably as arranged had been derived from 
Egypt. This last game indeed is described as different 
from that of the vase and the chess-board. Perhaps 
future researches may throw some light upon its nature. 
It is mentioned however as latrones and not latro in the 
Egyptian texts." 

In 1867 I received a copy of this article in the 
Zeitschriftf with the accompanjring letter : 

"British Museum, 

4th December, 1867. 
*' Dear Falkener, 

** You can keep the dissertations in the journal, 
as other copies of the Zeitschrift are in my possession. 
Some years ago, about three as I remember, I wrote a 
short paper in French in the Revue Archiologique 
entitled "Ehampsenite et le jeux d'echecs." In it I 
showed that the unknown Egyptian word aawavstt*- 
meant chess ; and that the dead, or their spirits, were 
supposed to play at it in the future state. Something of 
this, as far as memory serves, takes place in the Greek 
or Boman Elysium, where the dead play at toZi, or 
knuckle-bones, an Elysian pleasure which I formerly 
realized when a boy at school Since then Lepsius has 
published a coflSn, with the very chapter of the Bitual 
which I illustrated ; in which are depicted the chess- 
men. This time it is my intention to amalgamate the 
two papers for the Royal Society of Literature in 
English, and add some additions and observations. 



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ANCIENT EGYPTIANS. 19 

" The * Vase ' game was played over a circular board, 
and the pieces moved on concentric circles. It is 
represented on early tombs. My article in the Beviie 
Arckeologique is in Vol. xii, 8° Paris 1865, p. 65 and 
foil. No copies of my paper were sent me, or I should 
have distributed them amongst my friends. 

Yours very truly, 

S. Birch.'' 

These two articles were incorporated together with 
some additions in a paper read before the Eoyal Society 
of Literature, Feby. 28, 1868, and published in its 
Transactions, Vol. ix, new series, in 1870. 

Here, in game No. 4 preceding, he gives the signifi- 
cation of aaseh as "consumed" or "extinguished." 
Eelative to game No. 5, he mentions that, as already 
stated, Eameses III. played at draughts with Isis. 
Game No. 6 he thinks may represent Khamsinitus " the 
old lion " playing with Isis, on whose head was placed 
a solar disk entwined with goats' horns. In the 17th 
chapter of the Ritual for the Dead we read — " Making 
transformations at their will ; and playing at (draughts) 
being in a pavilion, a living soul." 

Lastly, in 1878, we have some further observations 
by Dr. Birch in his notes in the second edition of Sir 
Gardner Wilkinson's Ancient Egyptians : — ^ 

" The board of the game was called p^^ eia or 

"^^^ K9n^ sent. They generally played with six pieces, 
and the set of each player was alike, but distinct from 
that of his opponent. The most ordinary form was the 
cone or conoid, either plain, or else surmounted by a 
pointed or spherical head: but there were several 
varieties of shape. A very old type of porcelain in the 



»c 



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20 TH£ GAMES OF THE 

British Museum, No. 6143" is a human head, and no 
doubt expresses ^^ the tau^ or robber, the latro of the 
Eoman draught-board, said to be made of glass, and 
supposed by some to be a single piece. Another type 
was cat -or possibly dog-headed, B.M. 6414, and another 
decidedly dog or jackal-headed, 6414^ of black porce- 
lain probably represented the hiOTiy or dog, as the 
Greeks called their pieces. One remarkable one has 
traced upon it, in darker colour, the name of the 
monarch Nechao, or Necho II of the 26th dynasty, 
600 B.C. It is numbered 6414^" (It was originally 
white: another 55 75'' is black. They are represented 
below, the former of full size, the latter of half size.) 



'• The game was one of the delights of the Egyptian 
Elysium, and played in the future state, according to 
the 17th chapter of the Ritual of the Dead ; and boards 
and men — five of one kind, and four of the other — are 
sometimes represented in the sarcophagi of the eleventh 
dynasty. The boards had nine squares one way, and 
seventeen the other : in all 153 squares. They were 
alternately coloured red and black. The draught-men 
were called ab or abur In another place he says — 
** The Egyptian chess-board had thirty squares, black 
and white," p. 259. 



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ANCIENT EGYPTIANS. 21 

It will be seen that these remarks of Dr. Birch 
extend from 1864 to 1878. Making no further pro- 
gress, I then laid aside my labours as hopeless, and 
turned my attention to the Ludus Latrunculorum of 
the Romans. But there also — notwithstanding all that 
had been written on the subject by learned students 
and antiquaries — as no board had been discovered, we 
had no clue to the game ; and the wildest theories were 
advanced for its solution ; and we got no further than 
the poets left us. For the reader will have observed 
from the foregoing that although numerous representa- 
tions of the Egyptian draught-board exist in Egyptian 
wall-painting, no plan of the board has been so repre- 
sented ; neither have any remains of a draught-board 
been discovered till very recently, although numerous 
draught-men have been found from time to time. As 
it was considered probable, as stated by Dr. Birch in 
the foregoing extracts, that one of the Egyptian games 
was the prototype of the famous Ludus Latrunculorum 
of the Romans, a game which is now lost to us, and of 
which likewise we have no remains of a board, or even 
a description which we knew to apply to this game, of 
the number of squares or the number of men; the 
reader will imagine how when after so many years of 
study, we had only got to the bare commencement of 
our work, we were struck with startling amazement 
and joy when we read the following announcement in 
the Times of June 22, 1887 :— 



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III. 



"Ancient Boyal Egyptian Relics at the 
Manchester Exhibition. 

"In the place of honour at Manchester— that is to 
say, on the dais, immediately under the dome in the 
centre of the exhibition building — stands an Egyptian- 
looking glass case containing a group of relics described 
in the catalogue as " The throne, signet, draught-board 
and draught-men of Queen Hatasu, B.C. 1600." 

" DrauglU'hoard and drattght-men" " 1600 years 
B.c," — I said '* we shall now know the number of squares, 
and the number of men: and it will be no difficult 
matter then to find the game." But we must go on 
with the description by the IHmes' Correspondent, for 
the particulars are most interesting : — 

" The date is sufficiently startling, but, due allowance 
being made for chronological difficulties, it is no doubt 
fairly correct. As for the contents of the case, whether 
as regards their extreme antiquity or their historical 
associations, it is not too much to say that they are the 
most remarkable objects in the exhibition. The throne 
is unique. Specimens of ancient Egyptian stools and 
chairs, some beautifully inlaid with marqueterie of 
ivory and various woods, may be seen in several 
European museums ; but in none do we find a Pharaonic 
throne plated with gold and silver, and adorned with 
the emblems of Egyptian sovereignty. It is not, of 
course, absolutely intact. The seat and back (which 
may have been made of plaited palm-fibre or bands of 
leather) have perished ; but a leopard skin hides the 
necessary restoration of these parts, and all that remains 
of the original piece of furniture is magnificent. The 



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QXTEEN HATASU'S DRAUGHT-BOARD. 23 

wood is very hard and heavy, and of a rich dark colour 
resembling rosewood. The four legs are carved in the 
shape of the legs of some hoofed animal, probably a 
bull, the front of each leg being decorated with two 
royal basilisks in gold. These basilisks are erect, face 
to face, their tails forming a continuous coil down to 
the rise of the hoof. Bound each fetlock nms a silver 
band, and under each hoof there was originally a plate 
of silver, of which only a few fragments remain. The 
cross rail in front of the seat is also plated with silver. 
The arms (or what would be the arms if placed in 
position) are very curious, consisting of two flat pieces 
of wood joined at right angles, so as to form an upright 
affixed to the framework of the back and a horizontal 
support for the arm of the sitter. These are of the 
same dark wood as the legs and rails, having a border 
line at each side ; while down the middle, with head 
erect at the top of the upright limb, and tail undulating 
downwards to the finish of the arm-rest, is a basilisk 
carved in some lighter coloured wood, and encrusted 
with hundreds of minute silver annulets, to represent 
the markings of the reptile. The nails connecting the 
various parts are round-headed and plated with gold, 
thus closely resembling the ornamental brass-headed 
nails in use at the present day. The gold and silver 
are both of the purest quality. Of the royal ovals 
which formerly adorned this beautiful chair of state, 
only one longitudinal fragment remains. This fragment 
measures some 9in. or lOin. in length, is carved on 
both sides, and contains about one-fourth part of what 
may be called the field of the cartouche. Enough, 
however, remains to identify on one side the throne- 
name, and on the other side the family name, of Queen 

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24 QUEEN HATASU*S DRAUGHT-BOABD. 

Hatasu, or, more correctly, Hatshepsu. The carving is 
admirable, every detail— even to the form of the nails 
and the creases of the finger-joints in part of a hand — 
being rendered with the most perfect truth and delicacy. 
The throne-name, **Ea-ma-ka," is surrounded by a 
palm-frond bordering, and the family name, "Amen- 
Knum Hatshepsu/' by a border of concentric spirals. 
The wood of this cartouche is the same as that of the 
basilisks upon the arms, being very hard and close- 
grained, and of a tawny yellow hue, like boxwood. 
Some gorgeously coloured throne-chairs depicted on 
the walls of a side chamber in the tomb of Kameses III. 
at Thebes show exactly into what parts of the frame- 
work these royal insignia were inserted, and might 
serve as models for the complete restoration of this 
most valuable and interesting relic. 

"Among other objects in Queen Hatshepsu's case is a 
fine female face — part of an effigy from a sarcophagus 
lid — carved in the same rich dark wood as the throne. 
In profile, this face not only bears a close resemblance 
to the face of the seated statue of Hatshepsu in the 
Berlin collection, but it is almost identical with the 
profile of Hatshepsu's grandmother, Queen Aah-hotep, 
as carved in effigy upon her sarcophagus lid in the 
Boulak Museum. It is a beautiful, low-browed, full- 
lipped Oriental face, of Egyptian type pur sang, without 
the least touch of Semitism. Is it a portrait of 
Hatshepsu ? This question (which it is perhaps impos- 
sible to answer) is one of no ordinary interest ; for 
Hatshepsu was not only a principal actor in the long 
and splendid drama of Egyptian history, but she was 
also one of the most extraordinary women in the history 
of the ancient world. A daughter of Thothmes I., she 



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QUEEN HATASU'S DRAUGHT-BOARD. 25 

appears to have inherited certain sovereign rights by 

virtue of her descent in the female line from the old 

legitimate Xllth Dynasty stock. Intermarrying with 

her brother, Thothmes II., she ratified that Pharaoh's 

succession, and after his death she reigned alone, 

literally as Pharaoh, for many years. As Pharaoh, she 

is represented in the garb of a king, crowned with the 

war helmet, and wearing a false beard. She was one 

of the most magnificent builder-Sovereigns of Egypt ; 

her great temple at Dayr-el-Baharee, in Western Thebes, 

being architecturally unlike every other temple in 

Egypt, and her obelisks at Karnak being the most 

admirabl)'' engraved and proportioned, as well as the 

loftiest, known. One 3'^et stands erect beside the fallen 

fragments of its fellow. The most striking incident of 

her reign was, however, the expedition which she 

despatched to the *• Land of Punt," now identified with 

the Somali country, on the east coast of Africa. For 

this purpose she built and fitted out a fleet of five 

ships, which successfully accomplished the voyage and 

returned to Thebes laden with foreign shrubs, gums, 

spices, rare woods, apes, elephant- tusks, and other 

treasures. The departure and return of this fleet, the 

incidents of the voyage, the lading of the ships, and the 

triumphal procession of the troops on re-entering 

Thebes, are represented on the terrace walls of Hat- 

shepsu's temple in a series of sculptured and painted 

tableaux of unparalleled interest. This is the earliest 

instance of the fitting out of a fleet, or of a voyage of 

discovery, known in history. Meanwhile, it may be 

asked what route they followed. That the ships started 

from and returned to Thebes is placed beyond doubt 

by the tableaux and inscriptions. It is incredible that 

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26 QUEEN HATASU'S DRAUGHT-BOARD. 

they should have descended the Nile, sailed westward 
through the Pillars of Hercules, doubled the Cape of 
Good Hope, and arrived at the Somali coast by way of 
the Mozambique Channel and the shores of Zanzibar. 
This would imply that they twice made the almost com- 
plete circuit of the African continent. If we reject this 
hypothesis, as we must, there remains no alternative 
route except by means of a canal, or chain of canals, 
connecting the Nile with the Eed Sea. The old Wady 
TAmilat Canal is generally ascribed to Seti I., second 
Pharaoh of the XlXth Dynasty and father of Eameses 
the Great; but this supposition rests upon no other 
evidence than the fact that a canal leading from the 
Nile to the ocean is represented upon a monument of 
his reign. There is really no reason why this canal 
may not have been made under the preceding dynasty, 
and it is far from improbable that the great woman- 
Pharaoh who first conceived the notion of venturing 
her ships upon an unknown sea may have also cut the 
channel of communication by which they went forth. 
The throne which is now to be seen at the Manchester 
Exhibition, the broken cartouche, the exquisitely-sculp- 
tured face, the elaborate draught-men, may all, per- 
chance, be carved in some of that very wood which the 
Queen's fleet brought back from the far shores of Punt. 
This, perhaps, is to consider the question too curiously ; 
but the woods, at all events, are not of Egyptian growth. 

" These rare and precious objects are the property of 
Mr. Jesse Haworth, and are, by his permission, now for 
the first time exhibited." 

In the catalogue of the Manchester Exhibition is the 
following description of the objects, written previously 
to the above, by Mr. A. Dodgson of Ashton-under-Lyne. 

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queen hatasu^s draught-board. 27 

" The Throne, Cartouche, Signet, Draught-board 
AND Draught-men of Queen Hatasu. Date b c. 
1600. — These remarkable relics, the workmanship of 
royal artists 3,500 years ago, i e., before the birth of 
Moses, are now being exhibited for the first time, by 
the kind permission of their owner, Jesse Haworth, Esq. 
Queen Hatasu was the favourite daughter of Thothmes 
L, and sister of Thothmes II. and III., Egyptian kings 
of the XVIII. dynasty. She reigned conjointly with 
her eldest brother ; then alone for 15 years, and for a 
short time with her younger brother, Thothmes III, 
She was the Elizabeth of Egyptian history ; had a mas- 
culine genius, and unbounded ambition. A woman, 
she assumed male attire ; was addressed as a king even 
in the inscriptions upon her monuments. Her edifices 
are said to be ** the most tasteful, most complete, and 
brilliant creations which ever left the hands of an 
Egyptian architect/' The largest and most beautifully 
executed Obelisk, still standing at Kamak, bears her 
name. On the walls of her unique and beautiful 
Temple at Dayr-el-Baharee, we see a naval expedition 
sent to explore the unknown land of Punt, the 
Somali country on the east coast of Africa, near Cape 
Guardafui, 600 years before the fleets of Solomon, and 
returning laden with foreign woods, rare trees, gums, 
perfumes, and strange beasts. Here we have (1) Queen 
Hatasu's Throne, made of wood foreign to Egypt, the 
legs most elegantly carved in imitation of the legs of an 
animal, covered with gold down to the hoof, finishing 
with a silver band. Each leg has carved in relief two 
Ursei, the sacred cobra serpent of Egypt, symbolical of 
a goddess. These are plated with gold. Each arm is 
ornamented with a serpent curving gracefully along 



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28 QUEEN HATASlfs DRAUGHT-BOARD- 

from head to tail, the scales admirably imitated by 
hundreds of inlaid silver rings. The only remaining 
rail is plated with silver. The gold and silver are each 
of the purest quality. (2) A fragment of the Cartouche 
or oval bearing the royal name, and once attached to 
the Throne ; the hieroglyphics are very elegantly 
carved in relief, with a scroll-pattern round the edge 
and around one margin, and a palm frond pattern 
around the other. About one-fourth of the oval 
remains, by means of which our distinguished Egypt- 
ologist. Miss Amelia B. Edwards, L.L.D., has been able 
to complete the name, and identify the Throne. On 
one side is the great Queen's name, " Ra-ma-ka." On 
the other the family name, " Amen-Khnum-Hat-Shepsu," 
commonly read Hatasu, With all its imperfections, it 
is unique, being the only throne which has ever been 
disinterred in Egypt. (3) A female face boldly but 
exquisitely carved in dark wood, from the lid of a 
coffin, the effigy strongly resembling the face of the 
sitting statue of Hatasu in the Berlin Museum ; the eyes 
and double crown are lost. (4) The Signet: this is a 
Scarabaeus, in turquoise, bearing the Cartouche of 
Queen Hatasu, once worn as a ring. (5) The Draught 
Box and Draught-men: the box is of dark wood, 
divided on its upper* side by strips of ivory into thirty 
squares, on its under* side into twenty squares, twelve 
being at one end and eight down the centre ;' some of 
these contained hieroglyphics inlaid, three of which 
still remain, also a drawer for holding the draughts. 
These draughts consist of about twenty pieces, carved 
with most exquisite art and finish in the form of lions' 
heads — the hieroglyphic sign for "Hat" in Hatasu. 

^ lower. ' upper. ^ ambiguous : see p. 33. 



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QUEEN HATASU'S DRAUGHT-BOARD. 29 

Also two little standing figures of Egyptian men like 
pages or attendants, perfect and admirable specimens 
of the most delicate Egyptian art. These may have 
been markers, or, perhaps, the principal pieces. Two 
sides of another draught box,^ of blue porcelain and 
ivory, with which are two conical draughts of blue 
porcelain and ivory and three other ivory pieces. 
(6) Also parts of two porcelain rings and porcelain 
rods, probably for some unknown game. (7) With the 
above were found a kind of salve or perfume spoon in 
green slate, and a second in alabaster." ^ 



Ra-vk-ka, Amen-Knum-Hatasu. 

(The throne name.) (The family name.) 




NUTAR HIMBT HaTASU. 

The divine spouse, 
(wifeof the King.) 

^ board. 

s [The coffin of Thothmes I., and the bodies of Thothmes II. and III. were 
found at Dayr-el-Baharee in 1881— that of their sister, Queen Hatasu, had disap- 
peared, but her Cabinet was there, and is now in the Boulack Museum, and '* I 
have no doubt whateTer/V says Mias Edwards, "that this Throne and these other 
relics are from that Tomb.'*] 



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30 QUEEN HATASU'S DBAUGHT-BOABD. 

The " dark wood bust," though not found with the 
other objects, was supposed to be that of Queen Hatasu, 
and to ^^ strongly resemble the face of the sitting 
statue of Queen Hatasu in the Berlin Museum/' a 
copy of which, in plaster, we have in our Museum ; but 
I must acknowledge that I see no resemblance whatever 
between them. Its identification being very uncertiun« 
Mr. Haworth did not present it to the British Museum. 
Queen Hatasu erected the magnificent obelisk at 
Karnak. Her father gave her the name of Mat Ka ra, 
Queen of the south and the north, that is to say, of 
the whole world. 

I naturally went to Manchester immediately after 
reading this account in the Times, but was disappointed 
to find that the " draught-board " is only the fragment 
of a draught-board, and so my conjecture of the 
Egyptian draught-board being a board of twelve squares 
on each side could not be verified. It is broken off at 
the end of the sixth square in length, and has only a 
square and a half in width remaining, so that it is a 
mere fragment. But the sixth square has the hieroglyph 
T nefer, good, upon it, and I take this as half the length.^ 
The squares are about 1^ inch, and the ivory divisions 
nearly J inch. The squares are filled with porcelain, 
and the black hieroglyph is burnt into the porcelain. 
The board stands three inches high, with an inch and a 
half porcelain pannel on each side, bordered with f inch 
ivory. The dark wood squares under the porcelain are 
veneered on rough wood. 

There are twenty pieces remaining of this game : ten 

^ The same sign, nrftr, is seen in three examples extant of the game of the 
Saerei Way^ which we shall describe presently, and which there seems to denote 
a division in the board. 



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Q 

< 
o 

? 

H 

X 

o 

D 

< 

P 
w 
b 

CO 

< 

< 

a: 
z 

D 
O 

O 
H 
U 

o 

< 



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QUEEN HATASU'S DRAUGHT-BOARD. 31 

of light colour wood, and nine of dark wood, and one 
of ivory; all these pieces have a lion's head. These 
lions' heads are not all of exactly the same size ; one is 
rather larger than the rest, and one is smaller. But 
there is not sufficient difference of size to lead to the 
supposition that they were of different powers, though 
they may have belonged to different sets. Together 
with these pieces are two reel-shaped pieces, one 
astragal, and two upright draught-men of the form 
represented in Egyptian paintings A; one white, the 
other of blue enamel, and a dark wooden one a little 
larger. ITiese are evidently the sole remnants of 
another set or sets. 



A double game was also found in Queen Hatasu's 
tomb, similar to that formerly belonging to Dr. Abbot 
of Cairo which is now in the Louvre. It is inlaid or 
veneered with dark wood like the draught-board ; and 
the squares are divided in like manner by ivory slips. 
It is 12^ inches long by A^ wide, and 2^ deep with a 
drawer in the middle to contain the men. On one side 
the board has ten squares in length, and three in breadth, 
the cells being a little more than an inch square. On 
the other side the middle row has twelve squares and the 
sides only four. Some of these ** squares '* are of oblong 



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32 THE GAMES OF THB 

form, in consequence of there being ten in length in- 
stead of twelve as on the other side. This game appears 
to be the game of the Sacred Way. The other game 
differs from that of Dr. Abbot's in having hieroglyphics 
in two of the squares. In a similar board discovered 
by Mr. Petrie, and exhibited by him in London in 1889, 
two squares are marked by I and II, thus appearing to 
denote position : consequently, the two figures in one of 
these squares, and the three figures in the next, in this 
example, denote II and III. The next square in Mr. 
Petrie's board has two diagonals across it, thus dividing 
it into four parts, and the fifth square has the nefer 
(good), as in this example. All these objects have been 
given to the Nation by Mr. Jesse Haworth, and are now 
in the British Museum. 

The reader will have perceived from the preceding 
article how much we are indebted to the learning and 
research of Dr. Birch, in collecting all the evidence 
relative to the games of ancient Egypt ; the more so as 
it would appear from his belief that these games, or one 
of them, represented chess, that he was occupied far 
more in Egyptian and Assyrian and Chinese literature 
and antiquities, than in these so-called ** idle " amuse- 
ments. No one can for a moment suppose that chess 
was invented in those ancient times. Draughts of some 
kind were certainly played then, but as there are 
various kinds of draughts in the present day — ^English, 
Polish, Turkish, and many others — so ''draughts" as 
played by the ancients were very different to the games 
we know. That the Eoman game of Latrunculi was 
known to the Egyptians, was taken for granted by Dr. 
Birch, and the probability of its being so is shown by 
his researches. In his paper of 1864 he thought sen 



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ANCIENT EGYPTIANS, 33 

Signified a robber, and so, he identified it with latro and 
latrunculus? But in his paper of 1868 he identified the 
game of Tau (robbers) with the latrunculi. Conse^ 
quently senat must mean something else ; and accord- 
ingly he there gave a different interpretation of the 
word, stating that aeni means " to traverse, or to open the 
gates." Possibly it had some other meaning, more 
appropriate to our purpose, and indeed, he tells us that 
sen has many meanings in hieroglyphics. 

In the inscriptions given us by Brugsch and Cham- 
pollion, we have a distinction between the games of 
Senat (" abacus " or " draughts "), and Tau (robbers). 
The word Senat is inscribed over Dr. Birch's No. 1 
(p. 1 0). That therefore cannot be the game of Tau. It 
will be observed that the game of Senat is there coupled 
with the game of Han or the Vase ; just as Dr. Birch's 
No. 3 and No. 4 are coupled together, and as in a repre- 
sentation of the Egyptian game called Mora by the 
Italians, which we shall presently consider, two different 
games are represented ; one where only one pUyer 
throws out his fingeiB, while the other guesses; the 
other where both do so, and each guesses. Nos. 3 
and 4 therefore of Dr. Birch's description are different 
games, though the board appears to be the same, with 
the exception of the pieces being differently placed; and. 
so we may conclude that one is the game of Senat 
(''draughts"), and the other the game o( Tau or 
Robbers. The word Aa^th written over the latter is 
acknowledged by Dr. Birch to be of doubtful meaning. 
From what is just stated that these grouped games 
represent different games, we cannot accept Dr. Birch's 
supposition that this word signifies ** lost," as being the 

> Bat this was a mistake, for the word here .is differently spelt 
D 

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34 



THE GAMES OF THE 



conclusion of the other game ; but rather that it repre- 
sents the other game of Tau, or robbers. If so, we see 
that the board, like that of the game of Senat, or 
*• draughts/' contained twelve cells each way, or 144 in 
all. As these two games of " draughts '' and robbers, 
were played apparently on the same board, and are 
represented in the paintings with the same men, it 
would be impossible to tell in these paintings which 
game is represented, where the name Senat or Tau is 
not given, were it not from other circumstances, which 
we shall mention presently. In some examples we find 
the men, instead of being placed in a continuous row, 
are divided between the two players. In Dr. Birch's 
No. 5 (p. 12) that of Eameses III. and Isis, or his 
queen, there are ten men on the board. In No. 6 
each side has four men remaining, while each player 
holds a piece en prise, and the lion has a bag in which 
he holds his captive pieces. In No. 4 one player has six 
pieces, and the other five, but relative to this also 
we will speak presently. We have seen that in 1878 
Dr. Birch thought that " the board had nine squares 
one way and seventeen the other, in all 153 squares.'* 
This idea was evidently taken from the painting on 
Mentuhotop's sarcophagus, published in Lepsius s ^l- 
teste Texte. 



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ANCIBNT EGYPTIANS. 35 

On examining Prof. Lepsius's work however it will 
be seen that this painting is in the middle of a long 
upright pannel, and that the so-called board is merely 
a piece of diaper ornament figuratively representing a 
board, but not the board itself. The diaper is a mere 
indication of the game, and goes for nothing in the 
argument. In this same article Dr. Birch said : " The 
Egyptian chess-board had thirty squares, black and 
white/' and " they generally played with six pieces.'' 
Dr. Birch, therefore cannot be trusted for the details of 
the game. Thirty also is the number given by Sou- 
terius, p. 60. 



D' 



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IV. 



THE GAME OP TAU 

OR QAUB OV ROBBERS. 
AFTERWARDS THE 

LUDUS LATRUNCULORUM, 

OR LUDUS CALCULORUM, OR PRCEUA LATRONUM, OR BBLLUM LATRONUM 

OF THE ROMANS. 




Salmasius, Historiae Aug. Scriptores Sex - - 1620 

Soaterius, Palamides .... 1625 

Bulengems, De ludis Veterum - - - 1627 

Semptlebius, De alea Veterum ... 1667 

Severinus, Dell' antica Pettia - - - 1690 

Hyde, Historia Nerdiludii, h.e.d. Trunculorum - 1694 

James Christie, Inquiry into the ancient Oreek game 1801 

Becker, OaUus ..... 1838 

Van Oppen, in " Sohachzeitimg," for - - 1847 

Herbert Coleridge, on Greek and Boman Chess - 1855 

„ „ in Forbes* History of Chess - 1860 

L. Becq de Fouquidres, Les Teux des anciens - 1869 



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38 THE GAME OF TAXJ. 

IT is wonderful that this game should ever have 
fallen into dissuetude, that it should ever have become 
so completely forgotten, that the most zealous and 
learned antiquaries should have failed in restoring it to 
light. The goodly array of names at the head of this 
article is evidence sufficient to show that all has been 
done which learning and diligence could do. All 
passages from ancient poets and historians have been 
collected ; the bones of the entire skeleton have been 
put together, but there they remained ; the game was 
not played, and it could only be regarded as an inter- 
esting fragment of antiquity— curious, but incomplete, 
and useless. 

Few visitors to the British Museum, previous to the 
present time, could have failed to notice on the wall of 
the further staircase,* the Egyptian caricature drawn 
on papyrus, referred to in the first section, which repre- 
sents a lion and goat— and looking very much like our 
famous lion and unicorn — playing at a game which, 
from the appearance of the pieces, might be easily 
mistaken for chess. In the galleries upstairs may be 
seen some wooden and bone pieces of similar appear- 
ance, viz., lofty pieces like chess-men, and not flat, like 
draught-men. Several references have been given 
in the last section of Egyptian pictures of kings and 
other persons playing at a game which seems in every 
case to be identical. The pieces are always upright 
pieces, and there is a difference of colour, or else a slight 
difference of form observable between the two sides. 
In all these representations, there is but one form 
discernible in each colour or side, and this form is 
indicated with great precision. Thus it is evident that 

^ It is now removed, in order to protect it from the light. 



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LUDUS LATRUNCULORUM. 39 

the game so represented cannot be the game of chess ; 
but a game like draughts. Some of the pieces in our 
Museum, and of those in some foreign collections, have 
the heads of animals ; and this seems to connect the 
game with the game played by the Greeks and Romans, 
the pieces of which were called dogs, kvveq, by the 
Greeks.' Such heads of animals are observable in 
Queen Hatasu's pieces, but in general the pieces repre- 
sented in the Egyptian monuments were of cylindrical 
form rounded at the top, or tapering pieces sunnounted 
by a bead or knob. The latrunculi or latrones of the 
Roman game were originally soldiers, but by degrees 
the name became significant of licentiousness and 
audacity, as the soldier became a robber. Just so in 
our own language the terms knave, brigand, villain, 
have lost their original significance. But whether we 
regard the pieces in the Roman game of draughts as 
soldiers or thieves, they are equally deserving of their 
name : we have equally to guard against the strategies 
of war, and the stratagems of thieves. Sometimes we 
find our pieces taken by superior force or by skilful 
marshalling : sometimes we find them stolen from us 
when we least expect it. When most intent on taking an 
adversary our enemy comes with subtlety and robs us of 
our own piece. It is a lively inspiriting game, and likely 
to be a favourite in modem, as it was in ancient times. 

In the preceding sections we have shown the prob- 
ability of the Ludus Latrunculorum having its origin in 
Egypt. We have the myth of Thoth (Hermes) having 
invented the game of draughts ; we have inscriptions 
and wall paintings from tombs of the 4th dynasty ; we 
have the actual draught-board and draught-men used 

^ Bulengerus says they were called bo on account of their impudence. 

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40 



THE GAME OF TAU. 



by Queen Hatasu shortly after the time of Joseph ; we 
see on the wall-paintings Rameses III. playing the 
game in the time of the Exodus; we find in every tomb 
and sarcophagus, from the earliest to the latest times, 
evidence that the Egyptians believed that in the future 
state those who were weighed in the balance and found 
worthy would play at these games; and from the 
papyrus painting in our Museum we know that the 
Egyptian game was still played in the time of Trajan 
and the Antonines, say a.d. 100. We thus have 
evidence that it continued to Eoman times. Instead 
then of its being an idle assumption, a mere hypothesis, 
to connect the Ludus Latrunculorum of the Romans 
with the E^rptian game of Taw, it seems to be a most 
.strange, and unaccountable, and incredible thing to 
imagine that a game with a history of say 3000 years, 
and which, as we have seen, was played in the time of 
the Romans and early Christians, should not have been 
continued in practice by them, though under another 
name. But it is not another name : for Tau and 
Latrones or Latrunculi are synonymous; as are the dogs 
(icvvcc) as the Greeks called their ^5^ot, witli the dogs, 
kilab, as the Arabs still call their draught-men. The 
upright form also of the Egyptian piece (1) was merely 





(1) 



(2) 1859. 



(3) 1853. (4) 1888. 



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LUDUS LATRUNCUIX)RUM. 41 

diminished in height by the Eomans, as we may judge 
from the Grseco-Eoman latrunculus found by Mr. 
Newton* at Halicarnassus, (2) and now in the British 
Museum ; "jj®; the numerous pieces found in the tombs 
of Cuma,^ and other Etruscan cities ; (3) ; and from the 
still smaller and shorter latrunculus found at Eome in 
1888, (4), in my possessioQ. 

The dijfference in size of these latrunculi is interesting 
as showing the habits of the various peoples. The 
Egyptians in the earliest times played the game sitting 
on the ground, as we see by their pictures, whereas 
the Greeks and Eomans sat on chairs. 

It is therefore only through neglect of this evidence 
that we have hitherto not been able to determine the 
details, and to recover the game of the Ludus Latrun- 
culorum. 

It will be observed that as the pieces diminished in 
height they became more diflBcult to handle. Other 
forms were therefore devised, gradually advancing to the 
reel-shape, so as to give greater stability, and greater 
facility of handling, though even in the old shape we 
see this attempted in the latrunculi of Cuma already 
given. 




i Sir CharlQB Newton, K.C3.. ^BuUet. Archeolog. Nap. N.S. 1883- 



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42 



THE GAME OF TAU. 



^ 



Those of Cuma were found in a tomb, the plan of 
which is seen below. It contained three graves, and 
on the podium round, the walls were placed the latrun- 
culi, ready for the dead to play with when they arose 
from their lethal state. No doubt there was the full 





c 

c 


oe OO O O 






.^ 

r 























Tomb at Cuma. 



number of them originally, sixty, but most of them 
must have been taken away by the workmen or others, 



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LQDUS LATRUNCULORUM. 43 

and sold to travellers or dealers before Sigr. Minervini 
visited the tomb.' 

It was probably with latrunculi similar to that of 
No. 4 that Quadratilla played.* 

We will now proceed to connect together what we 
know of each. While we have only disconnected refer- 
ences to the game by the Latin poets, but no represen- 
tation of the board ; in the Egyptian paintings and 
hieroglyphics we have only a profile of the board, and 
the name of the game, but no description. We will 
therefore endeavour to discover the game by applying 
the Homan description to the Egyptian board. We 
will begin with the board. 

There were two Egyptian games, the boards of which, 
and the pieces of which appear to be the same. The 
Sencit, as we have seen, was supposed to be the game 
of ** Draughts;" and the Tau the game of Robbers. 
Although in our Museum we see pieces of various forms, 
it is important to bear in mind that in the paintings 
the boards are always in profile, and of the same size, 
and the boards and pieces are alike. 

The games are represented also in hieroglyphics, In 

^ Sigr. Mioervini thus describee these objects : — " In a Cuman tomb of Roman 
construction were found the objects we publish, of the size of the original . . 
There were several hemispherical pieces of three different colours, white, yellow, 
and black .... With these were found two dice, with fragments of a carved 
ivory box, in which probably they were kept ; and similar fragments are seen in 
the work of the chev. Fiorelli's Monumenti Cumanij tav. ii, No. 6." The Brit. 
Has. has no copy of this book. Speaking of these hemispherical pieces, he oon- 
tinties —** h che in gran numero f uori da altri sepolchri, a me pare siano da riputarsi 
reservienti al giuoco de Calculi o LalrunculL" He then refers to the passages in 
Pollux, Ovid, Martial, and Sidonius Apollinaris, and lastly to the poem by Salens 
Baasus, and then concludes — " Non saprei giudicare quai movimenti si additsssero 
dal latino poeta." BuUcUino Archedofjko NapolUano. Nu(»va Serie, del P. R. 
Garucci e di Qiulio Minervini, anno primo, 1853. 

« Pliny's LeUer$9 vii, 24. 



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44 THE GAME OF TAU. 

general the board appears as a block with men on it : 
this will be seen in the hieroglyphic description in p. 17. 
The hieroglyph did not pretend to indicate the exax5t 
number of men, but merely a board with men upon it. 
But in larger hieroglyphic paintings the board is repre- 
sented with a greater number of men. The men are 
sometimes all of one height, and sometimes of high and 
low pieces placed alternately : and in the double group 
of the Benihassan tomb, p. 12, we find these two 
distributions of the men. These therefore are the two 
games. The left group will be seen to be the same 
as the left group in Eashepses' tomb p. 10, over which is 
the name ^* Senate The right hand group therefore 
must be the Tau. It is this which we are now con- 
sidering. It will be observed that, unlike the other 
game, the men are placed in close ranks on either side 
prior to commencing the game. 

The larger hieroglyphics represent the board with 
six, eight, ten or twelve men. Where the men are of 
unequal height there was a reason for this, as we shall 
presently see : but where they are of equal height, we 
may hold it as certain that the painter or engraver 
would never take the trouble to show more men than 
were necessary. We may conclude then that the 
greatest number shown in such hieroglyphs, twelve, 
was the full number. This number, twelve, is the exact 
number shown in all the paintings. The Egyptian 
board therefore was a square of twelve, having 144 
cells : for the men do not represent the number of men 
played with, but the number of cells on each side of 
the board. Thus in the papyrus . 

Burton in the British Museum we y^^. >^^ ittttt 



AA^^^yvNA 



see a fictitious board represented, O 



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z 

< 
en 

CO 

< 
X 

z 
u 

H 
< 

CQ 
2 
O 
H 

o 
o: 



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LUDUS LATRUNCtJLORUM, 45 

of six by three squares, and having six men on the top 
over the six squares. 

Eustathius and Hesychius, as we learn from Pollux, 
tell us that the Greek game, grammismos^ or diagram^ 
mismos — and from this we may draw the inference 
that the Roman game we are treating of, though it 
had its origin in Egypt, was known to the Greeks as 
well as the Romans — was played with many pieces 
{voXXwv i'lJ^^Dv), Hesychius says sixty, (cS^Kovra), and 
that the plinthion or board had certain parts of it 
called a city (iroXic), applying probably to groups or 
masses of pieces in different parts of the board, so firmly 
inti-enched that their opponents could not touch them. 
Thus if the board was twelve-square, and there were 
thirty men on each side, and the men were placed, as with 
us, on alternate squares, they would occupy five rows^ 
and this number, five, is what is shown in right hand 
group of Benihassan painting,' and in that of the Lion 
and Goat.* There would then remain only two vacant 
rows, so that the pieces would soon come in medias res. 

Here we find the fragment of Queen Hatasu's board 
of use: for if the sign nefer T, on the sixth square, marks 
the half of the board, it is probable that the other half 
was marked in the same way : and thus we have the 
two vacant rows of the Ludus Latrunculorum indicated. 

One of the meanings of the word T nefer, given us 
by Mr. le Page Eenouf in his letter which we wUl give 
presently, is door ; which probably may mean here open. 
If so, its appearance on these two lines would be very 

^ The left haDd figure appears ix> have six men ; but on examining it we see 
that the artist had drawn five only : but finding he had left too wide a space 
between two of them, he endeavoured to rectify it by squeezing in another to 
fill it up. 

' Four on the board, and one in each hand. 



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46 THE GAME OP TAU. 

appropriate, to designate the open space between the 
two armies at the commencement of the battle ; and 
this again would constitute a further argument both for 
the size of the board and the number of the men. In 
the game of the Sacred Way, which we shall consider 
further on, we find the same sign nefer again used to 
mark a division in the board. 

We see now that Rameses III, and the lion and the 
goat, are playing at the game of Tait\ not the game of 
Senate or " draughts." 

As Dr. Birch collected all the authorities for the 
Egyptian games, without discovering the games them- 
selves ; so Dr. Hyde brought together all the passages 
from the Latin poets without discovering the Ludus 
Latrunculorum. But we are equally indebted to both 
these writers for their diligent and learned researches. 
The following are the chief materials collected by Dr. 
Hyde, though his work will be found to contain many 
more of philological and antiquarian interest. 



Sive latrocinii sub imagine calculus ibit, 
Fac pereat vitreo miles ab hoste tuus. 

Ovid. Ara Amandt^ ii, 207. 

Cautaque, non stulte, latronum proelia ludat ; 

Unus cum gemino calculus hoste pent. 
Bellatorque sua prensus sine compare bellat, 

iEmuluB et cceptum saepe recurrit iter. 

Id. iii, 357. 

Discolor ut recto grassetur limite miles, 
Quum medius gemino calculus hoste pent : 

Ut mage veUe sequi sciat, et revocare priorem ; 
Nee, tuto fugiens, incomitatus eat. 

Id mat. ii, 477 



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Q 

a: 

O ; 

^ b 
o :j 

S N 

^ < / 

< 5 ' 

H P / 

3: a , 



O 



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LUDD8 LATRUNCULORUM. 47 

Sic vincas Noviumque Publiumque, 
Mandris et vitreo latrone clausos. 

Mart. Epig. vii, 72. 
Hie mihi bis seno numeratur tessera puncto : 
Calculus hie gemino discolor hoste pent. 

Id, xiv, 17. 
Insidiosorum si ludis bella latronum, 
Gemmeus iste tibi miles, et hostis erit. 

Id. xiv, 20. 
Vultisne diem sequentem, quem plerique omnes 
abaco et latrunculis eonterunt .... a prime 
lucis in coenae tempus. 

Maerob. Sat. i, 5. 

Calculi partim ordine moventur, partim yage. 

Ideo alios Ordinaries, alios Yagos appellant. 

At vero qui omnino moveri non possunt Incites 

dieunt. 

Isidor. Grig, xviii, 67. 

But the principal authority adduced by Dr. Hyde is 
the following panegyric to Calpurnius Piso, for his 
eflBciency in this game ; written by Saleius Bassus — 

Te si forte juvat studiorum pondere fessum, 
Non languere tamen, lususque movere per artem : 
Callidiore mode tabula variatur apertd 
Calculus, et vitreo peraguntur milite bella : 
TJt niveus nigros, nunc ut niger alliget albos. 
Sed tibi quis non terga dedit ? Quis te Duce cessit 
Calculus ? Aut quis non periturus perdidit hostem ? 
Mille modis acies tua dimicat, ille petentem 
Dum fugit, ipse rapit : longo yenit ille recessu 
Qui stetit in speeulis : hie se committere rizce 
Audet, et in praedam yenienCem decipit hostem. 
Ancipites subit ille moras, similisque ligato, 
Obligat ipse duos : hie ad majora movetur, 
Ut citus et fractd prorumpat in agmina mandr&, 
Clausaque dejeeto populetnr moenia yallo. 
Interea sectis quamyis acerrima surgunt. 



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48 THB QAMB OP TAU. 

Proelia militibus, plen& tamen ipse phalange, 

Aut etiam pauco spoliate milite vincis, 

Et tibi captiva resonat manus utraque turba. 

Which may be thus freely rendered : — 
When wearied in the studious hours, 
And yet you would not idle be, 
The Tabula invites your skill 
The sly latruncuU to move. 
The vitreous Boldiers see engage : 
The whites by times a black ensnare ; 
The blacks again a white destroy. 
But who is there can play with thee ? 
And imder you what knave can yield ? 
See how in death their foes they slay, 
For in a thousand ways they fight. 
That calculus pretends to fly : 
But lo, his follower he slays. 
There comes a man from his retreat. 
Who ever has been on the watch. 
See there a man who boldly comes 
His laden foe to intercept. 
And there one braves a double foe, 
That dying, he two more may slay. 
See how that man from conquests fresh. 
To other conquests now proceeds : 
Swift how he breaks the ramparts dense, 
And now the {ctti/) walls lays waste. 
But though in such fierce contests held. 
Thy phalanx still remains intact. 
And scarce a soldier hast thou lost. 
(The victory now, King^^ is thine !) 
And each hand rattles with the captive crowd. 

Now from these passages all that writers were agreed 
upon was that the pieces on each side were of different 
colours, and that a piece was captured or held in check 

* Pollux, Ofum, ix, 7. Segm. 98. 

' The conqueror in the game was called Dux, or Imperator. Vopiscus, /Voeii/. 
18. He is called Dux in the sixth line of this poem : and the same word dux is 
given by Champollion in his Noiica Detcriptives, p. 556. See p. 17. 



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LUDUS LATRUNCULOBUM. 49 

when Bs\ enemy attacked him and held him in on each 
side. This is suppcM3ed by some to be understood by 
the word alligatio ; and the piece so bound is supposed 
by some to be able to escape capture if there is an 
empty cell adjoining into which it can move : while 
others supposed that the piece so hound is incitus, unable 
to move, like the check-mate in Double Chess, only so 
long as it is thus bound. But neither of these supposi- 
tions can be correct : for the board is too large, the men 
too numerous ; and so the game could never come to an 
end, if there were so many means to escape capture. 
The " alligatio '' then occurs when two opposite pieces 
are in contiguous squares on the same line : then each 
ia joined to, and attacks, or is attacked by the other. 
But when a piece is " alligatus " by an enemy on each 
side, it is " incitus/' imable to move, and consequently 
is slain, or dead : — 

Fao pereat Titreo miles ab hoste tuus. Orid. A.A. 

XTnus cum gemino calculus hoste pent. Id. 

Quum medius gemino calculus hoste perit. Id. TiisL 

Calculus hie gemino discolor hoste perit. Mart, 
and the piece so slain is taken off: — 

Bum fugit, ipse rapit . . • . 

Et tibi captiy& resonat manus utraque turb&. Bassus. 

Ludi hujus ars est, comprehensione duarum 
tesserarum concolorum, alteram discolorem 
toUere. (dvaipetv) Pollux. Onam. ix, 7. § 98. 

and this is shown in the Egyptian painting of Bameses 
and Isis ; and in the caricature of the lion and goat, 
where the lion is seen to hold a bag full of captive 
pieces in one paw, and to take up a piece in the other. 
Much confusion has also arisen relative to the moves 
as described by S^ Isidor. He appears to say that 
some of the pieces move in a right, or "straight 
forward ** line, as in Ovid : — 

£ 

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50 THE GAME OF TAU. 

Disoolor nt recto grassetur limite miles, 
and some in a wandering, supposed to be a diagonal 
line: and he appears to accentuate this by calling the 
pieces by different names according to their moves — 
"ordinaries" and "vagos/* Accordingly more than 
one recent writer on the games of the ancients, suppose 
that the men on either side consisted of inferior and 
superior pieces — ^but, as we have seen, there is no 
authority for this. One writer indeed supposes that, 
as in chess, so in this game, there was first a line of 
eight pawns, which he calls infantry, and behind them a 
line of eight queens, or cavalry, on an ordinary eight- 
square board. But if the word vage means diagonally, 
then they would be like bishops, not like our queens. 
But even with this lower power, imagine eight bishops 
on either side fighting against eight pawns. What 
chance would the poor pawns have ? and what a fierce 
battle it would be between the bishops I It would be 
like the bishops of Antioch and Alexandria, of Constan- 
tinople and Ephesus fighting against each other, and 
ravaging their flocks I But I doubt whether Isidor 
meant anything of the kind : for after mentioning the 
"ordinaries" and the *'vagos," he describes the 
"incitos," or dead pieces. Now if the pieces had 
different moves and different powers, we should not, if 
we had taken two of each, say we had taken four 
captives, or four " shut up " pieces ; but two bishops 
and two pawns, or names denoting the respective 
powers of such pieces. I opprehend therefore that the 
passage merely means that all the pieces move both in 
an ordinal or straight line, forwards, sideways, and 
backwards, and in a diagonal line ; and that those that 
*' cannot move" are called by such a name, and are 



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LUDU8 LATBUNCULORUM, 51 

then taken off. That the pieces can move backwards 
is shown by Ovid : — 

. . . et coBptnm ssepe recurrit iter. 

XJt mage velle sequi Bciat, et reyooare priorem. 

With these data we began the game : but we soon 
found, although we made several trials, that as we 
moved up the pieces we arrived at a dead-lock. For if 
two solid lines of twelve pieces are advanced on either 
side, not a man could advance : we thus came to a 
stand-still, and so felt convinced that something was 
missing. Some pieces with increased power, like the 
bishop, as above suggested, would have got over this 
difficulty ; but queen Hatasu's draught-men being all 
alike, as those are also which have been found in 
Etruscan tombs, we see that there was no such differ- 
ence of power between the pieces, and that the pieces 
were all alike. 

I was thus on the point of giving up the game in 
despair. But fortunately I remembered that Dr. Birch 
stated that the name of the Egyptian draughtman 
was ah A, and I perceived that this sign is exactly like 
the representation of draught-men in Egyptian paintings, 
and like the draughtmen themselves so frequently seen 
in the British Museum, and Museums abroad, and three 
of which, two white and one black, were foimd in 
Queen Hatasu's tomb with the twenty lion-headed 
pieces, forming pieces of another set : and on making 
enquiry, I found that this word ah means to leap. But 
I must here give Mr. le Page RenouTs letter : — 

" 18 August, 1887. 
'' Dear Sir, 

" The hieroglyphic sign A representing what we 

may call a draught-man has the phonetic value ah, and 

Digitized by VjOOQIC 




52 THE GAME OF TAIT. 

the meaning of the Egyptian ah is * leap/ * jump/ ^ hop/ 
hence * play/ The heart in Egyptian is called ab on 
account of its motion, just as our own word * heart/ the 
German herz, the Latin cor (cord-is), the Greek KapSia, 
and other Indo European words have their origin in a 
root skardj which signifies ' spring/ * hop,' * play/ The 
Sanskrit hird has these meanings. The Greeks, as we 
know from the Etymologicum Magnum^ were aware 
of the sense of <cpa&'a, avo tov KiveiaOai. They called the 
extremity of the branch of a tree the dancing part 
icpaSti, and an especially lively dance was called jcopSaS, 
a word which in Egyptian would be rendered by 
ab. 
le Egyptian name of the piece in draughts, thus 
drawn from a verb of motion, is analogous to our own 
pawn, or the French * pion,' or the German * laiifer,' (for 
the bishop in chess). It is, I believe, quite true that 
the original word for pawn was paon (peacock), but 
this does not alter the fact that the idea of motion in 
connection with the game was so strong in people's 
minds as to obliterate the original signification derived 
from the shape of the piece. 

The Egyptian word T nefer originally signifies ' fair,' 
' beautiful/ and hence * good/ It is used as a substan- 
tive in the sense of a youth, a damsel, a pony, young 
cow, and even of wind {fair wind). Festal robes 
were called neferu. 

There are other meanings : nefer is once found signi- 
fying ' door,' and once in the sense of ' fire.' A string 
is also called nefert. Neferu also signfiies com, but 
this is probably only a form of the more common nepru. 

The object T is undoubtedly a stringed instrument, 
and its name neferit looks as if it were connected with 

Digitized by VjOOQIC 



LUDUS LATRUNCULORUM. 



53 



the Semitic b:iy or the Greek va/3Xa. But it means 
probably the ' stringed/ One of the Egyptian constel- 
lations was called the Lute-Bearer, t'ai-nefert. 

Believe me, 

Very faithfully yours, 

P. le P. Kbnouf." 

This solved the difficulty, and completed the game. 
Each piece was an a6, and therefore all the pieces, 
though moving only one square at a time in any 
direction, could leap over an adversary occupying a 
contiguous square, provided the next square were open, 
as in draughts, but without taking it. I then tried a 
game, and the following is the result : — 



19* 


29i 


393 


493 


69b 


693 


793 


893 


993 


1093 


1193 


1293 


19a 


29a 


39a 


49a 


59a 


69a 


79a 


89a 


99a 


109a 


119a 


129a 


19 


29 


39 


49 


59 


69 


79 


89 


99 


109 


119 


129 


18 


28 


38 


48 


58 


68 


78 


88 


98 


108 


118 


128 


17 


27 


37 


47 


57 


67 


77 


87 


97 


107 


117 


127 


16 


26 


36 


46 


56 


66 


76 


86 


96 


106 


116 


126 


15 


25 


35 


45 


55 


65 


75 


85 


95 


105 


115 


125 


14 


24 


34 


44 


54 


64 


74 


84 


94 


104 


114 


124 


13 


23 


33 


43 


53 


63 


73 


83 


93 


103 


113 


123 


12 


22 


32 


42 


52 


62 


72 


82 


92 


102 


112 


122 


11 


21 


31 


41 


51 


61 


71 


81 


91 


101 


111 


121 


10 


20 


30 


40 


50 


60 


70 


80 


90 


100 


110 


120 



Digitized by VjOOQIC 



54 



THB 6AMB OF TAU. 
Game I. 



White. 


Black. 


WhiU. 


Black 


14—16 


127—126 


43—44 


78—77 


15—16 


126—126 


85—86 


116—106 


34—26 


107—116 


44—35 


98—97 


54—65 


118—127 


66—88+87 


99(1—99+88 


28—14 


47—36 


14—15 


107—96 


94—85 


98—107 


86—85 


57—56 


74—65 


109—118 


63—74 


38—47 


83—94 


58—47 


25—26 


47—46 


55—66 


47—57 


65—55 


67—57 


94—95 


89—98 


26—37+36, 


46 57—47+37 



Here 26 by moying to 37, takes 36 and 46, but is lost itself ; 
thus illustrating Bassus : — 



Ancipites subit ille moras, 


similisque 


ligato, 


ObUgat 


ipse duos. 








16—17 


47—36 


15—25 




29—38 


17—16 


36—34 


17—18 




98—87 


32—33+34 


66—46 


25—16 




118—117 


33—44 


69—68 


23—24 




97—106 


44—34 


79*— 79 


21—22 




66—56 


34—25 


99—98 


54—55 




66—54 


16—17 


27—36 


55—44 




54—45 


66—37+36 


18—28+37 


24—35 




45—36 


35—36 


28—37 


44—45 




36—47 


62—53 


46—35+36 


16—26 




46—44 


53—44 


35—46 


45 55 




44—66 


44—45 


46—44 


22—33 




87—97 


45—54 


44—55 


33—44 




117—108 


54—65 


37—46 


65—77+86 


79—88+77 


25—36 


46—35 


35—46 




88—77 


12—23 


77—66 


74—75 




47—57 


65—54 


35—46 


72—63 




57—56 


36—56+55, 56 96—86 


75—65 




56—57 


103—94 


106—84+85,84 


63—74 




77—86 



^ Tbe piece 56 should not have been lost : as the rule is probably similar to that 
of Senat or Seega, in which a piece can place itself between two oppononta 
without loss. This rule should occur again three moves afterwards, with 84, and 
in other places ; and is rectified in the next game. See page 64. 



Digitized by VjOOQIC 



LUDUS LATRDNCULOBDM. 



55 



WkiU. 


Black. 


H'hite. 


Skuk. 


61—62 


49—68 


26—36 


38—47 


62—63 


108—107 


95—77+66, 77 


47—25 


44—55 


119<»— 109 


36—35 





Here Blades 25 is lost : but 58 comes up to the rescue, and White 
neglecting to cover 46 — 45, it jumps from 47 — 45, and takes 35, 
thus releasing his partner 25. 





• ••••••• ■■ ■ iv> o^ w/uxjuuuibi/VJ 

Audet, et in prsedam yenientem decipit 


hostem. 






58—47 






18—17 




47—45+35, 45 


78—76 


97—87 


46—37 




25—36 


54—55 


69-78 


55—66 




57—48 


92—93 


109—98 


17—26 




48—38+37 


41—42 


39—48 


56-^6 + 36 


68—57 


42—43 


48—26 


94—96 




38—47 


37—27 


26—17 


46—68 




57—79 


27—26 


19a— 19 


68—77 + 86 


47—57 


43—34 


29J— 39« 


77 67 




79—78 


57—48 


39(1—39 


67—47 




39i»— 39 


48—47 


17—27 


66—66 




57—67 


47—36 


27—38 


47—67 




67—58 


26—17 


49J— 59a 


26—87 




590—59 


17—18 


39—29 


63—54 




78—68 


36—37 


58—48 


66—67 




68—77 


55—56 


48—26 


67—78 




59—69 


37—46 


19—17 



Here by moving 17 to 18 four moves ago. Whits gradually 
detached a piece from its support, and must have inevitably lost it, 
had it not by good forttme eventually found shelter in I9h. 

Bellatorque suo prensus sine compare bellat. 
Nee, tuto fugiens, incomitatus eat. 



18—19 


29— 19a 


46—47 


78—68 


19—19* 


59a— 49a 


31—32 


77—67 


34—25 


38—37 


47—68+67 


37—48+58 


25—15 


490—39 


56—57 


48—47 


30—31 


26—16 


57—46 


19a— 19 

Digitized by Google 



56 



THR GAME OF TAU. 



White. 


Block. 


White. 


Black. 


74—75 


68—68 


36—44 


87—86 


7e— 66 


47—46 


67—46 


78—67 


46—66 


68—67 


76—66 


67—66+46 


66—66 


46—66 


44—45 


14_34+46 


66—44 


66—66 


32—43 


34—14 


66—66 


66—46 


43—33 


36—25 


66—66 


46—36 


24—13 


39—48 


66—68 


67—78 


33—34 


14 12 


68—67 


36—37 


I 18—23 


86—76 


44—46 


16—14 


95—85 


76—66 


16—24 


693— 69a 


65—65 


56—54 


46—86 


37—36 







Whitens piece 55 is here hemmed in. It camiot move into 44, 46, 
or 64, without losing 34 ; which would also be lost eventually if it 
moYcd into 56. In 46 or 65 it would be taken immediately. Its 
only escape is by leaping into 53. It is to such a position as this 
that Seneca alludes in Epiat. 117 : — 

Nemo qui ad incendium domus susb currit, tabulam latrun- 
culariam perspicit, quomodo alligatus exeat calculus. 



WhiU. 


Black. 


White. 


Black. 


65—63 


54—43 + 34 


84—75 


66—76 


23—33+43 


12—22 


114—105 


98—87 


150—41 


25—34 


54—65 


76—74 


33—11 


22—23 


75—84 


74—56 


11—12 


23—14 


45—46 


56—36 


53—43 


106—96 


41—42 


36—35 


93—84 


96—74 


46—45 


68—57 


86—63 


74—75 


42—33 


107—106 


63—64 


66—65 


33—34 


35—25 


64—66 + 76 


48—58 


84—86 


127—117 


66—75 


65—55 


112—103 


87—96 


76—66 


65—44 


105—107 + 96 


117—108 + 107 ! 


66—55 


44—35 


103—104 


125—115 


56—16 


34—62 


123—124 


108—97 


70—61 + 52 


35—56 


124—125 


115—116 


43—54 


55—66 


104—105 


106—104 


1 Should have been 10-11 : but the 10 had accidentally slipped off the board. 



Digitized by VjOOQIC 



LDDDS LATRUNCULOKUM. 



57 



White. 


Black. 


JFhite. 


Black. 


105—114 


104 124 


47—37 


25—26 


114—123+124 


129—118 


34—35 


26—48 


123—114 


118—107 


37—47 


19—28 


114—105 


97—106 


195— 29a 


28—37 


101—102 


17—16 


35—46 


48 57 + 47 


61—62 


69<j— 69 


290—29 


37—47 


81-82 


69—78 


29 38 


47—45 


85—86 


78—77 


46—47 


45—36 


86—76 


57—67 


47—58 


57—68 


45—56 


67—78 


65—56 


68—67 


5&— 67 


107—97 


56—66 


67—78 


125—107 + 106 


116—117 + 107 


105—96 


98—97 


105—96 


117—106 


124—125 


97—95 


96—116 


895— 89a 


96—105 


107—116 


82—83 


77—57 


105—96 


78—87 


67—47 


78—77 


96—107+116 95—96 


76—67 + 57,67 


1(»6— 126 


107—85 


36—46 


116—105 


126—115 


125—126 


46—56 


105—125 


97—106 


66—46 


16—26 


83—94 


115—126 


46—47 


56—46 


94—95 


106—116 


85—75 


87—76 


95—105 


126—124 


75—65 


76—54 


125—126 


116—127 


62—53 


54—45 


126—116 


77—87 


53—44 


14—24 


121—122 


124—125 


12—23 


26—35 


122—123 


87—97 


65—54 


96—86 


116—115 


97—107 


54—55 


24—22 


123—124 


89(1—99 


38—37+46 


35—24+23 


115—126 + 125,126 


99—98 


44—35+45 


Black resigns. 



Et tibi captiva resonat manus utraque turba. 
And each band rattles with the captive crowd. 

Beminding us of the jeering laugh with which the old lion 
shakes the bag of yictims in the face of the poor goat. 



Digitized by VjOOQIC 



58 



THE GAME OF TAU. 




The preceeding game was played before we had 
discovered the game of Senat, and consequently before 
we knew that a piece voluntarily going between two 
opponents is not forfeited. We therefore give another 
example of the game^ subject to this condition : as it 
may be regarded as certain that the same law would 
be common to each game. 



Oame n. 



WTiite. 


Black. 


TThife. 


Black. 


14—15 


27—26 


35—45 


36—46 


15—16 


47 46 


24—35 


58—57 


23—24 


46—36 


74—65 


57—56 


34—35 


38—37 


65—75 


87—86 


16—17+26 


37—26 


63—64 


107—96 


17—16 


67—66 


43—44 


127—116 


16—17+26 


36—26 


54—55 


118—107 


17—16 


26—36 


55 57 + 46,66 


49—584 



White^B 55 moving to 57 takes 46 and 66, but is taken itself. 

Andpites subit ille moras, similisque ligato, 
Obligat ipse duos. 



Digitized by VjOOQIC 



LUDUS LATRUNCULOBUM. 



59 



Whits. 


Black. 


White. 


Black. 


64—66 


68—47 


46—36 


86—64 


35—36 


56—66 


' 75—76 


64—75+76 


3&— 46 


86—64+65 


124—125 


98—97 


52—53+64 


78—77 


94—95 


89—88 


123—124 


96—95 


125—126 


18—27 


83—84 


129—128 


44—45 


27—37 


103—104 


107—106 


46—55 


47—56 


114—115 


69—68 


126—117+106,116 97—106+11 


104—105 


95—86 







Here again the same quotation applies, 
this was a f ayourite move in the game. 



It would appear that 



White. 


Black. 


White. 


Black. 


15—116 


106—107 


116—115 


118—107 


95—85 


37—26 


75—85 


88—87 


36—25 


66—65 


53—64 


29—38 


16—27+26 


56—66 


64—65 


38—48 


55—56 


66—67 


66—66 


67—56+66 


84—74+66 


75—76 


45—67+76 


56—66+67 


85—96 


128—118 


65—56 


66—67 


74—76 


107—125 


72—73 


109—98 



Here it is evident that if Whitens 72 could get up to 76, and then 
jump over to 78, it would take Blacl^s 67 and 87 : though it would 
be taken afterwards. He therefore tries it, 



- Longo venit ille recessu 



Qui stetit in speculis. 



but is not so successful as in the game described by Bassus : for on 
reaching 74 Black moves from 68 to 78, and thus stops him. 



» 75-66. 



>> 76— S5 and taking 96. 



Digitized by VjOOQIC 



60 



THE GAME OF TAU. 



mite. 


Black. 


WTiite. 


Black. 


73—74 


68—78 


44—55 


58—67 


115—124 


19(»— 29 


66—75 


98—97 


74—75 


29—38 


55—65 


1290—129 


105—116 


38—16 


95—85 


97—87 


27—17 


16—27 


117—107 


129—118 


56—47 


27—38 


107—96 


86—97 


47—46 


38—47 


75—86 


76—66 


116—126+125 


47—45 


92—83 


119—108 


46—56 


48—47 


47—57 


69—68 


25—34+45 


67—45 


65—75+66 


68—58 


56—46 


47—57 


57—66 


87—88 


34—44+45 


57—67 


85—95 


118—107 


46—57 


59i»— 59 


32—43 


39<i— 49 


75—76 


59—58 


86—87 


77—86+87 


57—47 


119(»— 119 


66—76+86 


108—117 


124—115 


79(j— 69 


96—106 


117—116 


126—117 


107—116 


106—126 


116—106 


117—127 


77—86 


126—117+106 


1095— 109a 


127—117+116 


67—66+76 


112—113 


109a— 99 


85—76+86 


66—65+76 


95—96 


107—98 


96—86 


87—85 


113—114 


98—87 


86—75 


65—76 


117—107 


87—86 


75—66 


1295— 129a 


107—98+97 


88—97+98 


115—106 


85—86 


^76— 87 


2 97—106+96 


106—95 


78—77 


75 85+86' 


67—76 



BlacVa men are now reduced to one half of White^a^ and so he 
gives up the game. 

The above being the first attempts to play the game, 
exhibit no brilliancy of movement. On the contrary 
they are full of oversights and mistakes, only two or 
three of which are noted ; but they will serve to show 
the genius of the game. The chief peculiarities of the 
game are the leaping power of the pieces, and the 
great facilities of att^ick and escape. The double capture 

1 96-85. » 86—77 and taking 97. 



Digitized by VjOOQIC 




LUDUS LATRUNCULOBUM. 61 

as shown in the beginning of the game, 
and the pinning in of two pieces 
as indicated in the last part, are -l--A-<{>-^ 
pretty moves. In the latter case if one of 
the pieces moves, the other is taken captive. But 
even from this first effort at a game, and with unprac- 
tised players, it is evident that the game is not only 
unlike any other game, but that it possesses great 
variety of movement, and owing to the leaping power 
of the pieces, these moves come upon us quite unex- 
pectedly, like those of a thief, as indeed the name of 
the game indicates, so that it requires the greatest 
attention and circumspection to prevent an attack. 

Cautaque, not stulte, Latronum F»Blia ludat. 

And thus, as we have seen from Seneca, and as we 
learn from the Scholiast in Juv. Sat. v. 109, people 
were accustomed to stand round the tables to watch 
the players, especially when men like Novius or Publius 
or Cneius Calpurnius Piso played. Like all other 
games of Oriental origin it is somewhat long : but this 
agrees with what we are told by Macrobius — **Vultisne 
diem sequentem, quam plerique omnes abaco et latrun- 
culis center unt .... a prime lucis in coensB tempus." 
The above game occupied about two hours : but no 
doubt with the celerity with which Orientals play, it 
might be accomplished in half that time, and indeed, it 
would be wrong to play a game like this, as if one were 
playing at chess, fearful of making a wrong move ; for 
the game would then become very tedious : but the 
players should be expected to play rapidly, as if at 
Atep, or Mora ; and to laugh at the mistakes that are 
made, instead of lamenting them^ especially when the 



Digitized by VjOOQIC 



62 THB GAME OF TAU. 

ardour of conquest has so carried us along, that we 
forget our own danger, and find ourselves taken captive. 
But this does not invalidate the maxim we have just 
quoted from Ovid : the game must not be played care- 
lessly or ignorantly, but with quickness of eye, and 
intelligently. 

It is to be hoped that Egyptian students will now be 
able to find some interpretation of the word 11^.0 J 
aaseh, having connection with this game. It cannot 
be, as Dr. Birch supposed lost, for the game as depicted 
is not yet begun. RoseUini's interpretation, leisure^ if 
correct, has some meaning, denoting it as a game of 
leisure or recreation. 

The game can be played, as an experiment, upon a 
paper board, or paste-board, with thirty bone coimters 
on each side of different colours, or with gun-barrel 
wads, some left white, and others blackened over ; as 
we ourselves have played the game. 



Digitized by VjOOQIC 



V. 



I^J 



THE GAME OF SENAT 

TBI ANCIENT IGTFTIAN OAMB. 



SnOA— THE MODEBN IGTPTIAK QAUE. 



Dr. Hyde— De ludo dicto Ufuba Wa Hulana, - 1694. 

£. W. Lane — ^Manners and Customs of the Modem 

Egyptians, - - - 1846. 

H. Carrington Bolton, PI1.D., Seega, in ** Field," June 1, 1889. 



The modem Egyptian game of Seega has been lately 
again brought to our notice by Dr. Carrington Bolton, 
of New York. It is described by Lane more than forty 
years previously, and is mentioned under another name 
by Dr. Hyde, two hundred years ago. The Wa-Hulana, 

1 Dr. Riou, of the BritiBh Museum, saya the word Seega is not notioed by 
natiTe Lezioographera ; and that it seems to be a local name. 



Digitized by VjOOQIC 



64 THE GAME OF SEBGA. 

or ^people of Hulana, appear to be natives of the lake 
district in Equatorial Africa, like the TTa-Humas, Wa- 
Tusi, TFa-Ima, TFa-Chevezi, TFa-Witu, TFa-Nyassa, 
and other tribes mentioned by Stanley, who describes 
them as being the finest race in Africa, and all speaking 
the same language. 

There can be no doubt that this was a very ancient 
game. As the ancient Egyptian games of Draughts 
and Robbers were very large games, and played with a 
great many pieces, it is evident that such games would 
be inconvenient and unsuitable to the common people, 
who generally play at short and simple games : and it 
is probable that this game, and that of Dabs, were 
played by the lower orders among the ancient Egyptians. 
Lane tells us that many of the fellaheen of Egypt 
frequently amuse themselves with the game of Seega. 
They dispense with a board by scooping holes in the 
ground or sand : and stones, or beads, or beans, or 
pieces of wood of different colours serve as pieces, which 
they call Kelbs, or dogs, as the Greeks called the men 
in their use of the game of Robbers or Latrunculi. 
The mode of capturing a man also in Seega is precisely 
similar to that of the ancient game of the latrunculi, 
namely by confining him, or manacling him on each 
side, and thus taking him prisoner. But here the 
similarity ceases. There are no diagonal, or " wander- 
ing " moves ; and the men are not arranged, at starting 
the game, in two hostile bands. 

The following is Lane's description of the game : — 

" Seega consists of a number of holes generally made 

in the ground, most commonly of five rows of five holes 

in each, or seven rows of seven in each, or nine rows of 

nine in each : the first kind is called the Khams-4wee 



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THB GAME OF SEEGA. 



65 



Seega, the second the Seb-dwee, the third the Tis- 
dwee/' We will take the first/ 







1 


3 












4 


2 








] 


4 








/ 




3 


I 







t » 



10 20 30 40 60 

" The holes are called * 'oyoon,' or eyes, in singular 
eyn/ In this seega they are twenty-five in number. 
The players have each twelve * kelbs/ similar to those 
used in the game of * Tab.* One of them places two of 
his kelbs in the 'eyns marked 1, 1 ; the other puts two 
of his in those marked 2, 2. (1).* They then alternately 
play two kelbs in any of the 'eyns that they may 
choose, except the central 'eyn of the seega. All the 
'eyiis but the central one being thus occupied, — most of 
the kelbs being placed at random, (2) — the game is 
commenced. The party who begins moves one of his 
kelbs from a contiguous *eyn into the central. The 
other party, if the 'eyn now made vacant be not next 
to any one of those occupied by his kelbs, desires his 
adversary to give him, or open to him, a way : and the 
latter must do so by removing, and thus losing (3) 
one of his own kelbs. This is also done on subsequent 
occasions, when required by similar circumstances. 
The aim of each party, after the first disposal of the 

^ The notaUon of the board is that which we have giyen previoiwly : the ceUs of 
each column starting from the base. 
' See following page. 
F 



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M TAB GAME OF SEEGA. 

kelbs, is to place any one of his kelbs in such a situa- 
tion that there shall be, between it and another of his, 
one of his adversary's kelbs. This, by so doing, he 
takes ; and as long as he can immediately make another 
capture by such means, lie does so, without allowing 
his adversary to move. (4) These are the only rules of 
the game, (5) It will be remarked that though most 
of the kelbs are placed at random^ (2) foresight is 
requisite in the disposal of the remainder. Several 
Seegas have been cut upon the stones on the summit of 
the Great Pyramid by Arabs who have served as guides 
to travelleiTs." 



Remarks on this description. 

1. Dr. Carrington Bolton says the Bedouins usually 
begin with 3, 3, and 4, 4 ; followed by 2, 2, and 1, 1. 

2. They appear to be placed at random, and moved 
at random ; but by experience and practice they know 
which are the best positions, and which to avoid. 

3. In the games which we have played we have not 
met with this necessity : and we would suggest 
reading — and the latter must do so by moving one of 
his own pieces. 

4. By studying Dr Carrington Bolton's example, 
we are able to define this more clearly. On taking a 
piece, the player may make another move with the 
same piece, provided if, by so doing, he can take another 
piece. 

5. An additional rule suggests itself in the necessity 
of not allowing a player to make the same move more 
th^n twice, when it occasions a *' see-saw." 



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THE GAME OF SEEGA. 67 

The Rules therefore are : — 

The first move to be determined by lot. 

Each player places two kelbs alternately. It is desir- 
able to place these two kelbs on opposite sides of the 
board. 

The central square is to be left open, and all the 
other squares are to be filled in. 

The kelbs move perpendicularly and horizontally, not 
diagonally. 

A kelb is taken by placing one on each side of it, as 
if manacling it : but a kelb so placed in filling in the 
squares before beginning the game, is not lost : and a 
kelb can, in the game, go between two hostile pieces 
without being taken. 

On taking a piece, the player may make another 
move with the same piece, provided if, by so doing, he 
can take another piece. 

If a player cannot move any of his pieces his oppo- 
nent plays again. 

When a see-saw takes place, another move must be 
made by the attacking party. 

A player surrounded by the enemy, and refusing to 
come out, surrenders the game. 

If both parties are blocked up, it is a drawn game. 



It will be seen in playing this game that it is advis- 
able to get command of as many outside squares as 
possible : and Game III will show the advantage of 
enclosing the enemy if possible. This is often done 
even when each party has the same number of pieces. 

Digitized by VjOOQIC 



68 



THE GAME OF SEEGA. 



Dr, Camngton Bolton devised the following game in 
order to show the moves, and to accomplish certain 
ends : whereby " Whitens first move being most unfor- 
tunate, gave Red the power of forcing nearly all 
Whitens moves." 

Gamb I. 

Placing, 



White. 


Red. 


34, 33 


42, 52 


12, 22 


31, 30 


23, 21 


43, 41 


63, 51 


24, 40 


44, 20 


13, 11 


10, 54 


14, 50 


Playing. 


White. 


Bed. 


33—32 


43-33+23,32 


22—32+33 


13—23 


12—13 


23— 22+32 and 12+13 


34—33 


24—34 


33—23 


14—24 


23—33 


42—32+33 


53—43 


32—42 


54-53+52 


42—52+51 


43 33 


81— 82+83, and 31+21 


44—54 


34—44 


20-21 


30—20 


21—22 


31—32+22 


53—43 


41—42+43 


54—53 


44—54+53 




20—30 
11—10+20. Game. 


10—20 



In this game White made several bad moves, in 
addition to a bad starting : but the game was prepared 
merely to show the moves. We will now accept the 
placing — which we may presume is in favour of lied — 
and play Whites men differently. 



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THE GAMK OP SEEGA. 



69 





Game IL 


White. 


Bed. 


22 32 




12-22 


11—12 


21—11 


31—21 


82—31+21, 


41 42—32+22, 31 : and 22+23 


34—33+43 


24—34 and 23+33 


53—43 


23—22 


54—53+52 


22—32+33 


61—52 


50—51 


43-42 


32—33 


63—43 


30—31 


42—32 


31—41 


32—42 


40—30 


11—21 


12—11 


21—22 


33—23 


22—12+11 


14—24 


10—11 


41 — 31 oveisight 


42—41 


31—32 


41—40+80 


32—33 


40—50+51 


23 22 


20—21 


24—23 


52 42 


33 32 


43—33 


32—31 


42—32+22 


31 41 


50—51 


41—40 


11—10 


40—30 


21—31 


30—40 


61—50 


23—22 


31—30+40 


22—21 


12—11 


21—31 


60—61 


34—24 


33—23 


24—14 


51—41 


31—21 


41—31+21 


14—24 


44—34 


24—14 


34-24 


13—12 


23—13+12 
13-12 




14— 8 


24—14—13 


Game. 




Digitized by Google 



70 



THE GAME OF 8EB6A. 



But we will now not only accept the placing of the 
first game, but also Whitfis " most unfortunate first 
move/' as it is described in the *' Field ;" and White 
still wins the game : — 

Game III. 



White. 


Red. 


33—32 


43—33+23, 32 


22—32+33 


13—23 


32—22 


23—13+12 


22—12+11 


13—23 


12—13 


23 33 


44—43 


33—32 


54—44 


32—33 


13—23+33 


14—13 


63—54 


42—32 


43—42 


32—22+23 


64—53+52 


13—12 


10—11 


22—23 


44 43 


23—13 


43—33 


13—23 


42—32 


23—13 


32—22 


31—32+22 


21—81+32,41 


12—22 


31—32 


22—12 


63—52 


13—23 


52 42 


23—13 


42—41 


13—23 


41—31 


23—13 


31—21 


13—23 


21—22 


23—13 


33—23 


24-14 


34—24 


40—41 


32—31+41 


30 40 


31—41 


40—30 


41—40+30 




40—30 


50-40 


51—60+40 




11—10 


12—11 


22—12+11 






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THE GAME OF 8ENAT. 



71 



White. 


Red. 


12—11 


13—12 


23—18+12 
13—12 




14—13 


2i— 14+13 Game. 





From the examples we have given it is evident that 
the gcime is one of great variety and interest, and one 
that requiras a quick eye and close attention. 

We will now show the connection between this and 



THE GAME OF SENAT. 







Wo have seen in the description of the amusements 
of the blessed in the future state, that among the 
games they were then supposed to play were the Senat 
and the Tan. The " Tau " means Robbers. We have 
identified the Tau with the Lud\is Latrunculorum of 
the Romans. The other game, represented on the left 
hand of the tomb-painting at Benihassan, p. 44, and on 
the Tomb of Rashepses, p. 10, has the name of Senat 
attached to it. 



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72 THE GAME OP SENAT. 

The game '* Senat," (Birch, 1, 3) was at first trans- 
lated chess^y and afterwards draughts. Certainly it 
could not be chess : and there is no reason whatever — 
except that it is not chess — for calling it draughts. 
We will therefore merely call it Senat. In this game 
we observe that the pieces are not separated, as in the 
game of Tau, half on one side, and half on the other ; 
but they are all mixed together. The pieces are repre- 
sented as of different sizes alternately, and of different 
colours. We cannot for one moment suppose that one 
player played with tall pieces, and the other with short 
ones : neither can we suppose that this difference of 
size was merely to distinguish the different sides : for 
the difference of colour would be quite suflBcient to 
so distinguish them. This difference of size therefore 
must have some other interpretation. We have stated 
that the picture of the game of Tau, p. 44, represents the 
position of the pieces before the game begins. It 
follows that the picture of the game of Senat must also 
represent the position of the men before beginning 
the game. Instead then of placing the men in two 
opposite camps as in the game of Tau, the pieces are 
placed on the board, one by one, or two by two, alter- 
nately, as in the game of Seega ; thus having a ccJnfused 
and promiscuous appearance, as if seen in perspective ; 
and the game is represented in the picture as it would 
appear when all the pieces are thus placed, and the 
game is about to begin. 

Lane tells us that Seega is played by the fellaheen 
on ''boards of five, seven, or nine rows of so many 
squares." Now it is curious that in the sarcophagus of 
Mentuhotop* we have boards depicted of nine, eleven, 

> LepaiuB, J)ie AdU$U TcsU dcs TtjdUnbuchSy BerliD, 1867. 



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THE GAME OF SENAT. 73 

and thirteen pieces, representing the number of squares 
in each board : under each of which is the word " Senat." 
It will be objected — as we ourselves have already 
stated — ^that in the smaller hieroglyphics the artist's 
intention was merely to show a '' draught ''-board, 
without indicating the exact number of squares. No 
doubt this was generally the case ; and so on different 
monuments we should expect to find that the artist 
represented the board with a greater or fewer number 
of squares, as he chose at the moment : but here we 
find the same artist has represented boards of different 
numbers of squares on the same sarcophagus ; and we 
are justified therefore in attaching a motive for his thus 
treating them. 



JliilMr^ 



(1) 

(2) (3) 

1. On left hand, inside the sarcophagus. 

Two others with checkered diaper under. 
2 On inside, right and left. 
8. On inside of lid of sarcophagus, 
and on right hand inside. 

These different representations of the game then 
would seem to indicate that the ancient Egyptians had, 
like the present fellaheen, boards of different sizes, 
intended for more or fewer pieces, and consequently 
for longer or shorter games, according to the time they 
had to spare. Thus it is evident that while the full 
game was played on a board having eleven or thirteen 
squares on each side, the principle of the game consisted 
only of having an odd number of squares, so as to 
have a vacant square in the middle : and thus the same 



Digitized by VjOOQIC 



74 THE GAME OF SENAT. 

game could be played with fewer pieces, and less 
trouble, and less time, by reducing it to squares of 
nine, seven or five cells. This proves the identity of 
the two games. 

We find a similarity between the two games of Tau 
and Senat in the modt^of taking ; namely, by confining 
a man on each side, as soldiers march off a deserter : 
but in Senat we do away with the necessity of leaping, 
in the game of Robbers, by placing the men promiscu- 
ously on the board in starting. 

There remains only the diflficulty of the board 
appearing to be the same in each game, (Birch, 3 and 
4,) though one game requires a board of an even 
number of squares, and the other of an odd number. 
But though we have supposed the boards to be repre- 
sented by the men, the artist of the pictures considered 
he could not give a greater number of pieces to one 
player, than to the other ; so he was obliged to make 
them equal in number, though the board itself had an 
odd number of squares ; while the scribe who wrote the 
hieroglyphics considered that he could not make the 
figure of his board lop-sided by having a tall piece on 
one side, and a short one on the other ; and thus in 
the larger hieroglyphics we have given it will be seen 
that the game is represented with an odd number. 

Though the two games appear to be so much alike in 
some particulars we have mentioned, in others they are 
very dissimilar. In one the pieces jump, in the other 
they do not ; in one the pieces are arranged in two 
serried phalanxes, in the other they appear in a confused 
mel^e ; in one the game is played with 60 pieces, in 
the other with 24, 48, 80, 120, or 168. 

But it will be asked — what sort of game would it be 



Digitized by VjOOQIC 



THE GAME OF SENAT. 



75 



if played with so many men ? So I thought I would 
try : and I give the result. As I anticipated, the 
greater number of pieces on the board gives an oppor- 
tunity of taking a great many pieces at one move. On 
examining the game it will be seen that the captures 
were not only very frequent, but that two, three, and 
even four pieces were sometimes captured at one move. 
The game occupied an hour and three-quarters, including 
scoring ; say an hour and a half without scoring. 
There were about a hundred and thirty moves on each 
side : whereas in the game of Latrunculi there were 
about two hundred and twenty on each side, occupying 
about two hours. The full game of thirteen squares is 



1 


2 


3 


4 


5 


6 


7 


8 


9 


10 


11 


12 13 


' u 


15 


16 


17 


18 


19 


20 


21 


22 


23 


24 


25 26 


27 


28 


29 


30 


31 


32 


33 


34 


35 


36 


37 


38 ! 39 


140 


-il 


42 


43 


44 


45 


46 


47 


48 


49 


50 


51 ' 62 


1 58 


54 


55 


56 


57 


5» 


59 


60 


61 


62 


63 


64 j 65 


! 66* 


67 


68 


69 


70 


71 


72 


78 


74 


75 


76 


77 78 


, 79 


80 


81 


82 


83 


84 


85 


86 


87 


88 


89 


90 


91 


02 


93 


94 


95 


96 


97 


98 


99 


IOC 


101 


102 


103 : 1C4 


105 


106 


107 


108 


109 


110 


HI 


112 


113 


111 


115 


1161117 

1 


jlKS 


119 


120 


121 


122 


123 


124 


125 


126 


127 


128 


129 1 130 


131 


182 


133 


184 


J 36 


136 


137 


188 


139 


140 


141 


142 


143 


144 


145 


146 


147 


14S 


149 


150 


151 


152 


153 


154 


155 


156 


157 


158 


159 


160 


161 


162 


133 1 164 


163 


166 


167 


168 


169 



Digitized by VjOOQIC 



76 THE GAME OF SENAT. 

a very different game to the smaller one of five squares, 
because the game of thirteen squares is played rapidly, 
from there being so many pieces : whereas the game of 
five squares is played very cautiously, step by step, and 
with careful calculation. The smaller game therefore 
will be the favourite in the present day when time is 
more valuable than it was before the properties and 
powers of steam and electricity were discovered. 





Placing 


THE Men. 




Bed. 


White. 


Red. 


White. 


44, 128 


157, 13 


31, 146 


81, 82 


56, 125 


79, 78 


48, 161 


102, 103 


20, 136 


1, 169 


77, 92 


139, 152 


29, 114 


105, 52 


40, 117 


56, 57 


17, 110 


27, 143 


66, 130 


120, 121 


134, 9 


4, 166 


131, 24 


142, 156 


18, 126 


7, 164 


90, 91 


135, 147 


38, 148 


11, 169 


163. 168 


42, 54 


34, 122 


104, 53 


133, 150 


45, 58 


15, 154 


132, 64 


69, 60 


123, 124 


2, 127 


43, 113 


80, 97 


21, 22 


5, 115 


118, 39 


94, 10 


6.' 8 


67, 141 


41, 129 


138, 140 


3, 23 


30, 155 


107, 37 


119, 106 


145, 93 


16, 153 


83, 74 


68, 69 


100, 101 


14, 167 


108, 62 


49, 166 


61, 63 


19, 137 


149, 151 


76, 61 


35, 36 


12, 158 


46, 47 


70, 50 


71, 72 


26, 144 


111, 112 


162, 116 


73, 95 


28, 65 


88, 89 


75, 109 


96, 84 


160, 2ft 


32, 83 


99, 87 


86, 98 



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THE GAME OF SENAT. 



77 



The Game. 




Bed. 


White. 




86— 85 
( 100— 87+86 
\ 100+99 


87— 86 






100— 99 
74— 87 
.• 62— 61+48,74 
( 62+49 




75— 74+61 




60— 61 


I 47— 60+69, 61 
I 47+34 




50— 49 


62— 61 


49— 50+63 » 
63+64 / 




1 6i_ 50+37 


65— 64 


78— 65 


91— 78 


104— 91+78,90 


77_ 90+103 


36— 37+24, 38 


25— 24+37 


102—103+116 


115—116+103 


101—102 


116—103 


91—104+103 


90— 91 + 104 


102—115+114 


117—116 


115—114 


116—115 


129—116+115 


130—129 


116—103 


128—115 


103-116+129,1] 


127—128 


142—129 


) 28— 115 


129—128 


115—102+89 


114 101 


102—115+128 


101—114+115 


76— 89 


116—103 


89—102 


114_101+102 


140—127 


/ 139— 140+153 




j 139+126 




\ 126+125 




I 125+138 


91—104 


166—153 


167—166 


61— 48 



1 Through some confusion Red plays here instead of WhiUf thus having three 



Digitized by VjOOQIC 



78 



THE GAME OF 8BNAT. 



Red. 


White. 


141_140+153 1 
130+152 ) 




151—152 


127—128 


, 152—151 + 150 




J 150+137 




( 137+136 


163— 150+ H9 


164—163+150 


10.-,— 164+168 


123—136 


128—115 


/ 136— 123+122 




j 122+109 




'S 109+108,110 




' 110+97 


115—102+103 


135—136 


24— 37 


35— 36 


12— 25 


r 39— 38+37 
1 39+26 




25— 12+11 


62— 51 


50— 37 


39_ 38+37 


143—135 


147—148 


135—122 


136—123+122 


146—147 


1 159—146+147, 133 
1 159+158 




134—133+132 
146+145 ] 




/ 120—133+146 




■j 120+119 




1 119+106 


144—145 


159—158 


145—144 


107-108 


94—107 


(105-106+107 
\ 105+92 




160—147 


81— 94 


162—149+148 


/ 82— 81+80 




\ 82+69 




( 69+70 


139—138 


137—186 


149—150 


79— 80+67 




1 79+66 




\ 66+53 




I 53+40 


appear to have been Red instead of White, by mistiike. 




Digitized by Google 



THE GAME OF SENAT, 



79 



Red. 
1501—37 

147—134 
12— 25 

25— 26 

63— 50 

10— 11 

11— 24 

24— 25 

25— 38+51 
166—153 
153—140 
140—139 
104—117 
139—126 
164—151 
161—148 
151—152+153 
102—115 
115—128 
154—153 
153—140 

64— 51 
128—127 
117—116 
116—103 
127—128 
152—151 
128—127 
127—114 
148—135 
114—115 
151—150 
135—122 
150—151 
151_-164 
164—151 



White. 
\ 54— 67+68 

I 54+55 

136—149 
: 149—150+137 
I 151+138 

38— 39+26 

48— 49+50 
23— 10+9 
27— 40 
13— 26 

36— 37+38 
40— 27+14 

143—142 

151—138 

142—141 

138—139+126 

141—140 

140—153 

27— 14 
101—114 

65— 78 

49— 62 
62— 63 

37— 50 
113—126 
123—136 
114—115 
115—102 
125—138 

39— 52+51 
88—101 

112—113 
78— 91 
124—137 
110—123+122 
137—150 
139—152 
152—153 



Digitized by VjOOQIC 



80 



THE GAME OP SENAT. 



Red. 
151—164 

155_-142 
28— 27 
142—129 
164—165 
165—152 
152—165 
129—142 

27— 40 
15— 28 

2— 15 
134—133 
133—132 
142—129 
129—130 

28— 27 
15— 28 

29— 28 
28— 27 

17— 16 
31— 30 

27— 28 

30— 31 

18— 31 

28— 27 

19— 18 

27— 28 

28— 29 
131—132 
130—129 



White. 
126—127+140 

128+115 

91—104+103 
153—154 
154—167+168 
167—166 
138—139 
150—163 
163—164+165 

14— 27+40 

27— 14 

1— 2 
121—134 
158—145+132 
134—133 
104-117 

53_ 40+27 

2— 15+28 
42 - 29+16 

29— 42 

4_ 17+16,30 

3— 4+5 

4— 5 
43_ 30+31 

30— 43+44 
43— 30+31 
32— 19+18,20 
14— 27 

27— 28+29 
118—131 + 132,144 
117—130+129 
Game, 



We have thus, we believe, not only discovered the 
Ludus Latrunculorum of the Romans, which has hitherto 
been the puzzle of antiquaries, but we have identified 
this game and that of the supposed modern game of 
Seega with the two Egyptian games depicted on monu- 



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THE GAME OF 8ENAT. '81 

ments of the earliest antiquity. And it is interesting 
to see how an idle Egyptian caricature of a lion and a 
goat, of the time of the Antonines, should enable us at 
the same time to discover the origin of a forgotten 
Koman game, and assist us to discover the meaning of 
an obscure Egyptian hieroglyphic of the remotest anti- 
quity, representing a game that the patriarch Joseph may 
have played as an ancient game in his time : and again 
how watching the fellaheen of the desert making holes 
in the sand for a game with twenty-four stones, and 
hearing the name which they called the stones, should 
enable us to discover the meaning of another obscure 
hieroglyphic representing a game played with 120 or 
168 pieces, according to whether the board was a square 
of eleven, or a square of thirteen. 

In the accompanying gem, formerly in the possession 
of the Due de Luynes, and published in the Bullet. 
Archeol. di Napoli,^ we see two figures playing at a 
game, the board of which has five squares in width, 
and, owing to the diflficulty of perspective, only four in 
length. It is evidently intended to represent a game 
of five squares each way, and therefore the Senat. It 
appears to be of the Grasco-Roman period, and thus is 
interesting as representing a medium between the 
fourth Egyptian dynasty, three thousand years B.C., 
from which all these games appear to date, and the 
present time when the fellaheen of Egypt play the 
game; and consequently showing how the game has 
been handed down. It represents the ordinary and 
favourite way of playing the game, on a board of five 
squares. The interest attached to the game is indicated 
by the two figures in the back ground intently looking 

1 Tav. viii. 6. 
G 

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82 THE GAME OF SBNAT. 

at the board. It will be seen that the squares are 
marked by double lines, showing that the squares were 
sunk in, to keep the pieces in their proper places, 
similar to Dr. Abbot's board ; and that a bag is 
suspended under the board, probably not merely for 
keeping the men, but for holding the stakes in playing ; 
and here again this gem affords another proof that the 
pieces were placed on the squares, and not on the lines, 
as has been supposed. 




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VI. 



HAB BU HAN. 

THE GAME OF THE BOWL/ 



We have no extraneous aids for determining the 
nature of this game, as we have for those of Senat and 
Tau. We have indeed nothing but this picture, and 
the name of the game. But however puzzling it may 
look, we think the difficulty may be solved by com- 
paring it with the other Egyptian games. 

Evidently it was a game of great interest : for spec- . 
tators are seen looking on, which we do not see in the 
other Egyptian games, as represented in the tomb 
paintings; though we find them represented in the 
Koman intaglio at the end of the game of Senat, and 
we find them referred to by the poets in their description 
of the Ludus Latrunculorum, the Egyptian game of 

^ThiB is generally described as the game of the Vase : but in the picture it is 
represented as a bowl, for the greater facility of putting in pieces, and taking out 
the stakes. 

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84 



THE GAME OF THE BOWL. 



Tau. It always formed one of the supposed recreations 
of those in the future state who had been " weighed 
in the balances, and (not) been found wanting." 

The artist has represented it upright, like a target, 
with a bowl standing on the top of it, because he 
could not represent it in profile as he represented other 
games. It was played on a circular board, having a 




bowl in the middle, containing the stakes for which the 
game was played, as also the pieces which succeeded 
in getting home ; and this would account for the 
interest and excitement shown by the spectators who 
are watching the game. As it was a game for money, 
it was evidently played with dice. This is proved by 
the hieroglyphic sign for this game, 0, the bowl for 
holding stakes, appearing between the two games of 
Atepf given us by Sir Gardner Wilkinson, as we shall 
see in a following game. 

The pieces were entered by throws of dice, and had 
to begin at the outer rim, and to proceed gradually to 
the centre as their home* 



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THE GAME OP THE BoWL. 85 

The pieces were taken, as in the games of Senat and 
Tau — and we are justified in believing in this analogy — 
by attacking them on each side. Being in a circle, a 
piece ivould operate all round the circle^ whether to the 
right or le/l. 

We will suppose a player has entered one of his 
pieces. On his adversary having the same throw, he 
would enter a piece in the same ring on his side. Each 
of these pieces would then attack the opposite one. 
Whichever side next entered a piece in the same ring 
would take the opponent's piece ; for he would have two 
pieces to his opponent's one, and one of these would 
attack it on the right side, and the other on the left. 
But should his opponent have two pieces already 
entered when he enters his first piece in the same ring, 
he will not lose such piece, as he put it voluntarily in 
that position : and his opponent must enter a fresh 
piece in the same ring before he can take it. This 
accords with the rule in the game of Senat, which we 
are bound to consider. 

We will now discuss the dice. The ordinary dice 
and the tarsal bone, called a cube and an astragal by the 
Greeks, and a tessei*a and a talus by the Romans, were 
used for games of chance, for purposes of gambling, 
and for divination and other purposes, from the earliest 
antiquity. The astragal from its form may be regarded 
as a double or elongated cube ; and among the Bomans 
it was occasionally numbered 1, 3, 4, 6 ;* leaving the 
ends unmarked. The dice which the Indians use in 
their game of Pachisi are elongated cubes with the 

^ Or it signified these numbers according to whatever side was uppermost, the 
concave or bottom 3 ; the convex or upper, 4 ; the right side 1, and the left 0. 
See Hyde, Hitl, NtrdUvdii, p. 143. 



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86 THE GAME OF THE BOWL. 

numbers 1, 2, 5, 6, on their four sides. But the astra- 
gal of the Egyptians is not numbered, the flat or 
concave side probably counting for one ; and the convex 
side as two^ or vice versa. They were frequently 
imitated in ivory, and one such is observable in the group 
of " draught-men " of Queen Hatasu. We may con- 
clude therefore that astragals were used in this game. 

The pieces would enter, or move, two at a time, as 
at Senate into the ring indicated by the throw of the 
astragals. This would cause a constant state of excite- 
ment, for if each of the two players had a piece in the 
same ring, and each piece was getting near the centre, 
they would each be in the greatest apprehensioa, lest, 
having so many adversaries behind his piece, the other 
should throw the exact number and take it up. 

Thus the aim of each player would be two-fold. He 
would endeavour to protect his pieces by getting 
always two or three in the same ring, and then gradu- 
ally moving them up towards the goal ; and he would 
be constantly on the watch to take his opponent's 
pieces. 

It will be seen that several pieces would be t^ken on 
either side. We cannot suppose that these pieces 
would enter again, as in Pachisi and Backgammon ; 
but that they would be slain as in Senat and Tau, and 
Chess, otherwise there would be no end to the game, or 
at least it would be too long. If this, however, were the 
case, the game would then consist — as all the pieces on 
each side would be in action, or expected action — in 
getting out first, as in the games we have mentioned : 
but we must assume rather that the game would 
resemble the kindred games of Tau and Senat in 
which the pieces are killed outright. 



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THE GAME OF THE BOWL. 87 

In the picture before us we observe that the left 
hand player has seven pieces, the right hand player 
only three. These are the pieces which have success- 
fully reached the innermost rings, notwithstanding all 
the dangers which beset them. There were therefore, 
probably, twice as many at starting : so we may con- 
clude that the number of pieces on each side originally 
was a dozen. It would appear that the artist's inten- 
tion was to represent the moment in the game immedi- 
ately before taking off by entering the home. If so, 
the player on the left has the advantage, although his 
pieces are two rings further backward ; for the game is 
determined, not by which side enters all his men first 
into the home — for this might be the weaker side, 
having the fewer number of pieces to take oflF, but by 
which side has entered the greatest number of pieces, 
and taken most men by the time one side is out ; or 
in other words, by which side has the greatest number 
of warriors come out safely from the battle, and which 
has taken or slain the greatest number of the enemy. 

As, therefore, the taking a prisoner counts the same 
as the getting a man home, it is desirable to use every 
endeavour to take pieces ; and this is done by keeping 
behind the opponent s pieces, and so being able to take 
advantage of any *'blot" he is obliged to make. 
Having thus marked the enemy's pieces, he can now 
push on his advanced forces to enter into the citadel 
or home, before he can get there. 

We have divided the board into sub-divisions of 
three rings each, for facility of counting. No doubt 
the Egyptians thus marked the rings, either by thick 
lines, or by colours, as yellow, green, and red, alternately; 
most probably the latter. 

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88 



THE GAMB OF THE BOWL. 



The Game. 





White. 


Throws. 


Enters. Moves. 


1 


1 


2 


2 


1 


1 


1 


1 



Takes. 



1 

2 

1 
2 



1 

2 

1 

2 

1 
2 

1 
1 

1 
1 

1 
1 



1—2 



2 - 
2 - 




1—3 
1—3 — 3 


1 
1 


1 

1 




1 - 

2 - 

2 




3—4 
2—4 — 4 

1—3 
• 1—3 


2 - 




1 
1 


1 

1 





1—2 
1-3 

3—4 



2—3 

2—4 



5—6 
5—6 

6—7 
6—7 



Blade. 

Throws. Enten. Moves. 
1 
1 



Takes. 



1—3 

1—2 
1— ?. 



2—4 

2—3 
1—3 — 3 



1—3 



3—4 

2—4 

3—4 
1—3 

1-2 

2—3 
1—3 

3—4 
3—4 

1—3 



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TflE GAME OF THE BOWL. 



89 



Thnm. 


IF/hVc. 

Mora. Takes, 


Out. 


Throws. 


Moves. Takes. Out. 
o 




7— 8 
7— 8 


1 
1 


4— 5 
4— 5 




2— 3 
2— 3 




1 

2 


6— 6 
6— 7 




3— 4 
3— 4 




2 
2 


3— 5 
3— 5 


2 


4— 5 
3— 5 




1 

1 


6— 7 
4 5 


1 
2 


3— 4 
3— 5 




1 
2 


7— 8 
5— 7 


2 
2 


4— 6 
6—8 8 




I 
1 


7— 8 
7— 8 


2 
2 


4— 6 
6— 8 




2 
2 


8—10 
8—10 


1 

1 


8— 9 
8— 9 




I 
2 


4— 5 
3— 5 


2 
2 


4— 6 

4— 6 




2 
2 


5— 7 
5—7 


1 
2 


5— 6 

6- 8 




1 
2 


4— 5 

5— 7 


1 
1 


6— 6 
5— 6 




1 

1 


10— 11 
10—11 


2 

2 


8—10 
6- 8 




1 

2 


5— 6 
5— 7 


1 
2 ■ 


8— 9 
6— 8 




1 
2 


11—12 

11 Out 


1 
2 


10-11 
9-11 




1 
2 


12 Out 

7— 9 


2 
2 


11 
11 


- Out 

- Out 


2 
2 


7— 9 
7— 9 




6 


+ 2 


3 + 2 








1 


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90 THE GAME OF THE BOWC. 

White. Black. 

Throws. Move*. Takes. Out. Thrown. Moves. Takes. Out 
. 5 + 2 3 + 2 

18—9 2 7—9 

2 9—11 2 6—8 

16—7 1 9—10 

16—7 1 9—10 

17—8 18—9 

2 11 Out 1 9—10 

1 9—10 1 10—11 

2 8—10 2 11 Out 

18—9 1 9—10 

2 8—10 1 9—10 

1 10-11 1 10-11 

2 11 Out 2 11 Out 

1 10—11 2 10—12 

2 11 Out 2 10—12 

1 9-«io 10 1 12 Out 

2 9—11 2 



1 10—11 2 

2 11 Out 2 



1 10—11 1 12 All Out 

2 11 Out 2 



6 + 7 — 13 3 + 6 = 9 

On the boaid 2 

15 Game. 

This forms a very capital and original game, subjected 
to uncertain but calculated dangers, and requiring 
great caution. 

Cowries can be used instead of astraofals. 



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VTI. 



THE GAME OF THE SACRED WAY. 

THE HIERA GRAMME 

OF THB GBBBK8, 

LUDUS DUODECIM SCRIPTORUM 

OF THE ROMANS. 



^ 



irnm-iT-inririnn!. 



I 



ir^nrJi 



JJCTJL 






1 




























H — 






1 







As the Egyptian game of TaUy or Robbers, and the 
Roman game of the Latrones or Latrunculi, or Thieves, 
were incapable of solution when considered separately, 
and resisted all attempts of the learned to explain 
them ; though each has explained the otter when the 
references to the Roman game were applied to the board 
of the Egyptian game : so the Greek and Roman games 
we are now about to consider have remained up to the 
present time mere abstract ideas, known only by name ; 
while the Egyptian game, when seen in our Museums, 
was known only by form. But no sooner do we com- 



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92 .THE GAMB OF THE SACttBD WAY. 

pare the two together, than we find them one and the 
same thing ; and are thus enabled to make each intelli- 
gible ; and thus, as in the games of Tau and the 
Latrunculi, in finding out one game, we discover two. 

The Egyptian name of this game is not known, but 
we have many examples of the board. One is in the 
Louvre which was obtained from the collection of Dr. 
Abbot of Cairo : it measures 28 ins. by 7 ins. and was 
found in Thebes ; and has been published in the Revue 
Archeologique in 18dG by M. Prisse d'Auvennes. 
Another, which belonged to Queen Hatasu, was pre- 
sented by Mr. Jesse Haworth of Manchester to the 
British Museum. Another, which also belonged to 
Queen Hatasu, and which, like it, has the squares 
inlaid with green porcelain, in now in the Salle His- 
torique of the Egyptian gallery of the Louvre,* and is 
described by M. Paul Pierret, in his MusSe du Louvre, 
1873. Another, which belonged to Amon-mes, an 
officer in the Egyptian Court, who lived possibly in the 
time of the Judges, about 1215 b.c.,^ is in the Salle 
Civile of the Louvre ; and is published by the same 
author in his Etudes figyptologiques.* Two others are 
in the Museum at Boulak, and are published by 
Mariette Bey in his '* Monuments Divers,"* one of 
which we will give presently. Another has lately 
been discovered by Mr. Petrie, the eminent exca- 
vator of Egyptian monuments, in the Fayoum, and 
was exhibited by him in London in 1889. Lastly, 
an Egyptian Treatise on the game is said to exist 
in the Museum at Turin. Evidently therefore, it 

J 616, Armoire C. 

^ The date of King Amon-mes. 

3 BuUieme Livraiton, DeuxUme Partie, 1878, p. 81, 82. 

* 1872, pL 51, 52. 

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THE GAME OF THE SACHBD WAT. 93 

was a very common game among the Egyptians, 
The game, however, is not referred to in the Kitual 
of the Dead, nor is it represented in any tomb-sculp- 
tures, or in hieroglyphic inscriptions. In fact, like 
all the Egyptian games, we have no description of 
it whatever. 

Nor, as we have mentioned, have we much informa- 
tion except in name, of the Greek or Eoman games. We 
are told however that they were played with dice, 
(icu/3€cac>^ not the astragal), having numbers, 1-6, on 
four sides only ; that the central line of the board was 
called the Sacred Way (upa y/oo/u/un),' that the pieces 
on this line were called kings, as in our game of draughts 
pieces are said to qiieen ; and that pieces could be 
taken off from this Sacred Way. This is all we knew 
of it : indeed, so little did we know, that it was sup- 
posed that the board consisted of six lines crossing six 
lines, thus making twenty-five squares, or thirty-six 
points. 

Let us then begin by studying the Egyptian board. 
The board has three columns. The side ones have 



' Pollax, Onom. **Dice were used by the Egyptians in the reign of Rham- 
sinitus ; that monarch, according to Herodotup, being reported to have played 

with the Qoddess Ceres Plutarch would lead us to believe that dice were 

a very early invention in Egypt, and acknowledged to be so by the Egyptians 
themselves, since they were introduced into one of their oldest mythological fables : 
Mercury being represented playing at dice with Selene (De Is. s. 12) previous to 
the birth of Osiris, and winning from her the tive days of the epact, which were 
added to complete the 365 dayH of the year." Sir Gardner Wilkinson, Anet, Egypt 
ii,62. 

Dr. Birch, however, contests this. He says, — " No dice have been found in 
Egypt older than the Roman period ; nor have they been recognized in inscriptions 
and texts : nor are there any representations of playing at dice in the earlier or 
older sepulchres.*' Nota to ditto. 

However, we have found the dice, as we shall see. 

'Theocritofl, Ti, 18. 8ekoL 



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94 



THE GAME OP THE SACRED WAY. 



only four cells, and the central one twelve. This 
accords with all we know of the requirements of the 
game of the Sacred Way. It has a central line, and 
this central line has twelve cells; and as no other 
boards comply with these requirements, and as other 
of the Egyptian games were handed down to the Greeks 
and Romans, we may conclude that this also is the 
game which was played by those nations. All these 
Egyptian boards we have described — like our backgam- 
mon boards — consist of two games ; and each of these 
games has three columns, and therefore a Sacred Way ; 
and consequently they must be variations of the same 
game. The principal game, which we have already 
described, is the uppermost one, and is determined by 
the position of the drawer which contains the pieces. 
The lower game consists of three rows of ten cells. 

In all these boards, with the exception of Dr. Abbot's, 
one of the side columns has four cells marked JPl^My 
with hieroglyphics. In Queen Hatasu's board, vllA 
in the British Museum, the second cell has two men 
marked on it ; the third has three men ; MyJRyAy 
and the first and fourth cells are wanting. 1>^ m VI 











"■ 








i 


«s 


«« 


( 



Queen Hatasu's board in the Louvre, and that of 
Amon-mes also, have two men in the second cell: 
but the third cell has three birds, forming the 



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THE GAME OF THE SACRED WAY. 95 

word Baa (spirits), and the fourth has the sign of 
water. In all the boards the fifth cell has the sign 
nef€T ; the two latter boards having three nefevs 
instead of one. Mr. Petrie's board, however, instead 
of having hieroglyphics, has the simple numerals II 
and III on the second and third cells, and the fourth 
cell divided by two diagonal lines, to signify four. 
There can be no doubt therefore that these four cells 
were known as 1, 2, 3, and 4. 

Queen Hatasu's board in the Louvre and that of 
Amon-mes and those in the Boulak Museum are further 
disting\iished by having all the plain surfaces, and even 
some of the cells, filled in with hieroglyphic inscrip- 
tions, precatory and laudatory. On one side of Queen 
Hatasu s is her cartouche name, on the opposite her 
throne name, Ra-ma-Ka ; and at one end is an embryo 
figure of Ptah. On the corresponding space of Amon- 
mes' board is a representation of himself playing the 
game, and moving one of the pieces. M. Pierret states 
that the first, fifth, and ninth cells of Queen Hatasu s 
central way are marked with hieroglyphics, which he 
thought had some " importance particuli^re :" but no 
doubt they are of the same nature as those on Amon- 
mes' board, on the fourth cell of which Mr. le Page 
Renouf reads " Favoured by the good God ;" on the 
eighth, " Commanding oflScer of the Royal Court ;" and 
on the twelfth, his own name, ** Amon-mes ;" which is 
also seen on the first of the right lateral row ; and on 
the first of the left lateral the words, " che-en-hap^^^ the 
signification of which is uncertain. 

From these materials we have to construct the game. 
Evidently it was a game for two players, who have four 
pieces each, and the central column was common to 



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90 THE GAME OF THE SACRED WAY. 

both players. This was the Sacred Way, on entering 
which each party would strive to take up the other's 
pieces, and arrive at the goal. There being so few 
men to start with, the game would soon come to an 
end if the prisoners were not made use of by the victor. 
Accordingly they were entered in the cells 1, 2, 3 or 4, 
as those numbers were thrown by the four-sided dice. 
It is this feature which gives interest to the game. 
One of the players may be reduced to one piece, and 
the game then be considered lost : but with this piece 
he takes one of his opponent's, and then another, and 
by entering these men as his own may eventually win 
the game. 

It v/ill be asked why the cells 2, 3, and 4 were 
marked on the lower game, and not on the upper ? I 
suppose it was because these four squares on the upper 
board speak for themselves. Again, why only four 
cells were thus distinguished on the lower game ? It 
was probably because the earlier dice had only four 
numbers ; and the nefer on the fifth cell did not mark 
a number, but only the termination of the series of 
re-entering cells. 

Since this was written Professor Maspero has 
directed my attention to the two boards in the Boulak 
Museum, published by Mariette Bey, one of which has 
the fourth cell of lower game divided off from the 
remaining six cells by a broad line, thus seeming to 
confirm this supposition. 

But not only is there this broad line of separation, 
but it will be observed that the cells beyond these four 
are divided from each other by two lines, while the 
four cells and all those of the central line are divided 
by four lines. There were two forms of pieces found 



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THE GAME OF THE SACRED WAY. 



97 



in the tomb of Ak-Hor, some of the ah shape, and 
some of reel shape. Many of these, we are informed, 
were stolen, and sold to travellers : but no " draught "- 
board for the game of Tau or Senat was found. We 
may suppose therefore that the reel-shaped pieces 
stood upon the cells outside the four cells, and that 
these reel-shaped pieces had not the power of re- 
entering. This board is remarkable also for combining 
in itself the two games for which all other boards 
of this description were intended. It could be used 



a c & o 



■I J il ill .1 ft 1.1 L. ..I ill lU lil II ..I IB III ■! Ill IK 



!■■ 11 J .U 11 II Hi f.l il. Ill IL III lU 



iif m ni iif3 lg 



o • 



for the upper game of the usual board, and with four 
a6 shaped pieces; or it could be used for the lower 
game with both the aft-shaped and the reel-shaped 
pieces : but in this case there would be twelve cells 
instead of ten as usual. Fortunately one dice is pre- 
served of this game, and this is highly interesting as it 
is of oblong form having only four numbers, as we 



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98 THE GAME OF THE SACRED WAY. 

sqrmised was the case, in consequence of the cells 
numbered 1, 2, 3 and 4. 

As all games increase in interest as there is greater 
opportunity for the exercise of skill and reasoning and 
the calculation of chances, we will imagine that players 
were not obliged to move unless they chose. 

The game would consist, not in getting out first, but 
in having the greater number of pieces at the end of 
the game, whether home or on the board, or prisoners 
as recruits not even entered ; and the end of the game 
would be when one of the players has no more men to 
play with. 

It has been surmised, but on insufficient evidence or 
consideration — for the word scribo may be equally 
understood to draw spaces or squares, as to draw lines — 
that the pieces were placed on the lines, not in the 
squares: for we may take it for granted that the 
custom in each country would be maintained through- 
out. Thus, in China, both the game of Chess and the 
game of Enclosing are played on lines. It is true that 
in Japan they play Chess on squares, and their game 
of Enclosing on lines : but the latter game was not 
their own, but was borrowed from China. We may 
therefore feel assured that the Greeks and Romans 
would play this game as the Egyptians played it. Now 
it is evident from Queen Hatasu's Taiz-board that the 
game was played on the squares, and it is evident from 
the Roman gem at the end of the article on the game 
of Senat that that game was played on the squares ; 
and it is evident again from the painting of the game 
of Han, that that game also was played on the squares. 
But independently of this analogy, it is certain that 
this game was played on the spaces, from all these 



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THE GAME OP THE SACRED WAY, 99 

Egyptian boards having the hieroglyphics or numbers 
painted on the squares, and not on the lines ; and still 
more conclusively by Dr. Abbot's board having the 
cells sunk in order to hold the pieces ; and if we accept 
these boards as representing, and being identical with 
the Ghreek and Boman games, then all doubt is at an 
end ; for the " dnodecim '* of the latter is represented 
by the twelve squares of the former. 

We will DOW give an example of the game, which we 
think will show that it is a very exciting game, exhibit- 
ing great changes of fortune, and sometimes ending 
with one player having all the eight pieces* The 
unexpected way in which the pieces are often taken 
up, or removed from the Sacred Way, accompanied by 
the expression, kIvuv rov af Upa^y^ I remove this from the 
Sacred (Way) passed into a proverb ; just as we should 
speak of anyone being ^* removed from the stage of 
life." 

In the score of the following game the squares on 
the sides 1, 2, 3 and 4 are lettered a, b, o and d ; and 
the Sacred Way numbered from 1 — 12. 

Game. 

i it t ^ S i ^ 

^ Black, t S W^«^^- S S ^^^^^ S H W^^*^«- § 

3 D— A 2 C— A 18—9 2 A— 2 

1 C— B 4 A— 4 4 9 Out 2 2— 4 

2 1 4—5 4 B— 3 3 A— 3 3 

2 1 D— C 4 B— 3 3 3 C 

4 A— 4 1 B— A 3 C 1 A 

3 A— 3 4 A— 4 4 13—44 3 A— 3 
1 3_ 4 4 3 5_8 2 4—6 13—4 

4 4—88 2 C— A 16—7 4 

The odds now are 6 to 2 in favour of Black. 



' Kol r^v knh ypctfuiris icirc? \l$w. Theoa Id, vi. 



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100 



THE GAME OF THE SACRED WAY. 



Black. 
3 7—10 

1 10—11 

2 11 

3 C 

1 C— B 
1 A 

1 A 

2 C— A 
2 A— 2 



15—6 
2 6—8 

1 A 
18—9 

2 9—11 
8 

1 11—12 

2 

2 A— 2 



Out 



Out 



i 

I White. 
4 4—8 

1 8— 9 

4 9 

3 

2 C— A 

2 

1 

3 

3 

The odds are still 6 

1 10—11 11 
1 11—12 12 

B 

12 Out 

A 



^ Black. ^ 



2 
2 



Willie. e2 



4 2—6 

4 6—10 1 

1 10—11 1 

4 A— 4 4 
4 A— 4 4 1 

4 4—8 3 

3 B— 2 4 

4 8—12 2 
3 2—5 1 

to 2 in favour of Black. 

12—3 1 
3— Ti 
5— 7 
7— 8 
8—11 



A 
A 

A— 3 
3— 7 
7— 9 
9—10 

12 



4 4 



Out 



A— 4 

4— 8 
8—11 
1 11—12 12 
Black 2 out 



2 
2 
1 
3 
4 — 

1 11- 
4 — 

2 — 



-12 



B— 2 

2— 3 

3— 6 

6— 7 

7—10 
C 
C— 1 

10—12 12 



White 3 out 

2 on board 
1 prisoner 

6 

Game ends 6 to 2 in favour of White, 

It will be seen that, owing to the uncertainty of 
dice, there are great fluctuations in this game; and 
that, like Croesus, being successful in the beginning is 
no proof of being victor at the end. 

Like so many other oriental games, it was a game of 
war. The four squares on each side represent the 
respective camps, and the Sacred Way the battle field, 
in which the pieces fight like hostile kings or heroes ; 
and the forces consist of victors, combatants and 
reserves. 



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THE GAME OF THE SACRED WAY. 10 1 



The game at the hack, of three by ten squares. 

This is merely a variety of the same game. The 
central line is still the Sacred Way ; but as each player 
has ten pieces instead of four, and the game thereby 
lengthened, the Sacred Way is made to correspond. 
The difference then between the two games would be, 
that they chose either the short game or the long 
game, according as they had a shorter or a longer time 
to play in ; or, if there was no option of playing in 
this game, they preferred a game more entirely of 
chance. And this accords with what we have seen in 
the game of Senat, and its modem name of Seega, in 
wliich larger or smaller boards were used, as they were 
disposed to give more or less time for their amusement. 

The nefer or nefers merely mark, as in Queen Hatasu s 
TVti^board, or the Ludus Latrunculorum, a division in 
the board, and confine the entries of new men or 
prisoners to the squares 1 to 4. 



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VIII. 
THE GAME OF ATEP 

DACfTTLOR BPALLAOB (Fmger-ohailging)— TBI ORUK OAMB. 

MIOATIO, laOABS, DIGITD MIRABB^THB BOICAII OAMB. 

MORA^THB ITALIAN OAMB. 




This is another game invented by the Egyptians, 
and handed down to modem times. We have shown 
that the double group of Benihassan (p. 44), represents 
two different games, the Senat and the Tau : so here 
there are two varieties of the same game. One group 
represents two women playing the double game, in 
which both players throw out their fingers at the 
same time, and each guesses ; the other represents two 
men playing the single game, when one throws out 
his fingers while the other guesses. The illustration 
is from Sir Gardner Wilkinson; but unfortunately, 
although he states it is from Thebes, he does not tell 
us whether he took it from any other author, or 
whether he copied it from the monument itself. The 
women will be distinguished by their hair, by their 



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104 



THE GAME OF ATEP. 



faces, by their tunics, and by their smaller stature, and 
more delicate bodies ; the men simply wear drawers. 
It will be observed that the attitude of the man with 
folded arms is exactly similar to that of the two 
spectators of the game of Han (p. 83) : thus showing that 
he is merely guessing, and not operating with his fingers. 
The vase in the middle shows that in each case they 
are playing for stakes ; and thus confirms our conjecture 
relative to the game of the Han. We cannot say 
whether an inscription exists above the groups : but 
Champollion gives us several other groups from Beni- 
hassan, accompanied with inscriptions ; from which we 
learn some fresh particulars of the game as practised 
by the Egyptians. In one group we have, written 
over the group, the words, " Let it be said" : or as we 
might say — guess ; or how many V 




In two other groups we have the name of the game, 
ATP. In one a player who is operating with one 
hand, conceals it behind the palm of the other which 
he places on the forehead of the other player, to prevent 
his seeing how many fingers he is stretching out : and 

1 The tnuudation of these inscriptions has been kindly giTen me by llr. Renouf. 



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THE GAME OF ATEP. 



105 



on his making a guess, withdraws his hand. The 
inscription is, '* Putting the Atep on the forehead.'* 




In the other the fingers are concealed as before in 
the palm of the other hand, and then placed on or 
under the opponent's band : and the inscription is, 
" Putting HieAtep on (or under) the hand." Unfortu- 
nately, the hand in this case is destroyed : so we 
cannot see how it was placed. 



^3 <g^ 




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106 



THE GAME OF ATEP. 



In another group we have the two players seated 
back to back ; so that they cannot see how many fingers 
their opponent stretches out. In this case a third 
party would watch the game, and declare the odds. 




Another group eidiibits a player prostrate on the 
ground on his hands and knees, while two other players 
thump hun with the fleshy part of their fists. In this 
case the game is not played for stakes, but is played for 
forfeits. The prostrate figure is evidently a defeated 
player; for his hand is clenched with the thumb 
extended, exactly similar to the hands of the other 
players, and to those of other groups.^ 

1 Dr. Birch| faoweyer, gave a different interpretation of this group ; the 
inscription over which however, ha ua em abqa^ he ooold not explain. He says, 
" Analogous to the game of Odd and Even was one in whidi two of the players 
held a number of shells or dice in their closed hands, over a third person who 
knelt between them, with his face towards the ground, and who was oUiged to 
guess the combined number ere he could be released from this position ; unless, 
indeed, it be the Kottdbitmo» of the Qreeks (PoUux, Onom. ix, 7), in which one 
person covered his eyes, and guessed which of the other players struck hiuL 
Note to Sir Oard, WWciMon, vol. ii, 59. 

It was possibly from their thinking of this last game that " The men that held 
Jesus blindfolded him, and struck him on the face, and blasphemously asked Him, 
saying, prophesy, who is it that smote Thee ? '* Luke zzii, 64. 



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THE GAME OF ATfiP. 



107 




As the Thebes painting shows, the game was not con- 
fined to men. In the accompanying playful illustration 




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108 THE GAME OF ATEP. 

we see two young Egyptian girls enjoying the game 
with the greatest animation. They stand upon a 
vase, to denote that they are competing for a prize. 
The vase is chequered to show that, like the chequered 
boards of Tan and Senat, it is a game of pleasure ; and 
the whole is surrounded by a purse with an outside 
pouch, in which to carry off the prize. It was, with 
the game of the Sacred Way, already described, found 
in the tomb of Ak-Hor.' 

In the Greek game another feature is observable. 
A long rod is held by each player in the left hand, 
while the game is played with the right hand. It 
appears from the following beautiful vase painting* that 
the rod was pulled away by the winning side from the 
opponent's hold. Possibly the rod was numbered with 
divisions, and the finger was advanced or withdrawn 
one mark or number at each correct guess or bad guess, 
as the case might be. If so, the lady on the right is 
evidently winning: for she is seated securely on her 
vase, and holds the rod firmly, and has a considerable 
length of it behind her. A cupid floats in the air 
above, holding a tssnia or fillet, and having his head 
adorned with a myrtle wreath ; and a female most 
richly attired stands behind the winner with a corona 
or wreath ; her rich attire showing the value of the 
prize. The two vases ai^ indicative of stakes as usual ; 
though the ladies appear to be playing for love or 
honour. 

Another beautiful vase painting represents a lady, 
possibly the same lady, richly apparelled, reclining on 
a rustic couch. She is evidently a celebrated player in 

1 Mariette Bey, Monts, divers, 1872, p. 51. 

* InBto. Archeologioo di Roma, Aunali, 1866, p. 326. 



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o 

z 

z 

< 
a, 

< 
> 



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in 
O 

q: 
u 

H 
2 

Q 

< 

CO 

O 

o; 



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THE GAME OF ATBP. 109 

the game : for her hair is decorated with a chaplet, and 
a cupid is flying towards her about to crown her with 
a wreath, which is drawn in perspective so as to fit the 
head. In front of her is a cupid sitting on a rock, 
with wings extended on each side of him ; and facing 
him is another cupid holding a wreath : while behind 
the lady is a group of Eros and Anteros playing the 
game.' They each hold the rod firmly with the left 
hand : showing that their forces are equal. Their 
placid and smiling faces are to teach us that as this 
lady played, gentleness and sweetness should always 
be present at games of play. They are crowned with 
myrtle, and are sitting on rustic seats in imitation of 
the feet of animals, covered with their clothes. 

Another example, given in the Annali^ represents an 
old man playing the game with a woman. The man is 
standing, supporting himself with a staff; the object 
of the artist apparently being to show that old age, 
with failing eyes, dull perception, and stiff fingers, has 
no cliance at such a game, against a woman's quick eye, 
or the activity of youth. All three paintings are in 
red on a black ground. 

The Italian game of Mora is thus described by Mr. 
Rich : " A game of chance, combined with skill, still 
common in the south of Italy, where it now goes by the 
name of Mora. (Varro, ap. non. s.v. p. 547. Suet. 
Aug. 13, Calpurn. Eel. ii, 26). It is played by two 
persons in the following manner. Both hold up their 
right hands with the fist closed ; they then simul- 
taneously extend a certain number of their fingers, 
calling out at the same time by guess-work the collective 

* Daboifl de MaisonneuTei Introduction d VHude des Vasa, 1817, p. xliv. 
InaL Arekeol., p. 327. 



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110 THB GAME OF ATBP. 

number extended by the two together, and he who 
succeeds in hitting on the right number wins the game. 
. . . . If neither succeeds in guessing right, they 
again close their hands, cry out a number, and open 
the fingers, until one of them calls the right amount. 
What appears to be so simple is most difficult to 
execute with any chance of success, and requires more 
skill and calculation than a person, who had not himself 
made the experiment, would imagine. Each player has 
first to settle in his own mind how many fingers he 
will show ; then to surmise how many his opponent is 
likely to put up, which he does by observing his usual 
style of play, by remembering the numbers he last called, 
and those he last showed ; he then adds these to his 
own, and calls the collective numbers, thus endeavouring 
to make the number he calls. But as all this, which 
takes so much time in narrating, is actually done with 
the greatest rapidity, the hands, being opened and 
closed, and the numbers simultaneously called as fast 
as one can pronounce them — eight, two, six. ten— it 
requires great readiness of intellect, and decision of 
purpose, for a player to have any chance of winning ; 
as well as a quick eye and acute observation, to see in 
a moment the aggregate number of fingers shown, so 
as not to overlook his own success ; nor, on the other 
hand, suffer himself to be imposed upon by a more 
astute opponent ; whence the Romans characterized a 
person of exceeding probity and honour, by saying that 
one might play at Mora with him in the dark — dignus^ 
quicum in tenebris mices, Cic. Off. iii, 19."^ 

Although Micatio^ or Micare, is the latin name, it 

1 Anthony Rich, Junr., B.A. The lUuUraUd Companion to the Latin DictUmaryt 
and Oreek Lexicon. Lond. 1849, t.v. Micatio, 



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THB GAME OF ATEP. Ill 

18 evident from the accompanying gem, published by 
Ch. Lenormant, m his TrSsor Numismatique de 1834/ 
that the name Mora was also an ancient name.^ M. 
Lenormant fancied the marks on the left indicate a 
vase on the top of a column, in which the stakes were 
held. 




^ Art. loonographie des Empereura RomaiDS, pi. z, med. 4. 
' See also Calpumiai, £dog, ii, 25. 



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CHESS. 



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INDIAN CHESS-BOARt). 



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CHESS. 

The laws of European Chess are so well known, that 
it is quite unnecessary to give the rules: we will 
therefore proceed to describe the rules and peculiarities 
of several of the oriental games, such as the Chatu- 
ranga, Tamerlane's Chess, Chinese Chess, Japanese 
Chess, and others. But before doing so, it is necessary, 
in order to note the games, to give a system of notation 
adapted to all such games ; and we think that this 
system, from its simplicity, must eventually succeed 
the one in present use. 

The chess-board from which the photograph is taken, 
was purchased at a pawnbroker's shop, so I cannot tell 
where it came from. It is of a light-coloured wood, 
like satin wood, but being of this colour it unfortunately 
appears dai-k by photography; but nevertheless on 
examining it, it will be seen to be of exquisite carving, 
and having no two squares alike. One of the cells 
represents a miniature chess-board. 



I* 

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IX. 



CHESS NOTATION. 



The established system of chess notation is liable to 
the following objections. Each piece is distinguished 
according to whether it is on the King's or the Queen's 
side; and the squares are reckoned sometimes from 
your own side, and sometimes from your opponent's 
side. Two men may thus be in two adjoining squares, 
but instead of being distinguished by two consecutive 
numbers, one may be termed King's Bishop's 2, and 
the other King's Knight's 7, designations which to the 
uninitiated would imply no idea of propinquity. I 
would therefore suggest the following system. 



17 


27 


37 


47 


67 


67 


77 


87 


16 


26 


36 


46 


56 


66 


76 


86 


15 


25 


35 


45 


55 


65 


75 


85 


14 


24 


34 


44 


54 


64 


74 


84 


13 


23 


33 


43 


53 


63 


73 


83 


12 


22 


32 


42 


52 


62 


72 


82 


11 


21 


31 


41 


51 


61 


71 


81 


10 


20 


30 


40 


50 


60 


70 


80 



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CHESS NOTATION* 117 

The Notation to proceed from one side only. The 
first or back row to be distinguished by decimal 
numbers, as 10, 20, 30, &c. The columns in front of 
this row to be distinguished by units, as 1, 2, 3, &c. 
Thus in the ordinary chess-board, the first row would 
consist of numbers 10 to 80, and the columns above 
them of 1 to 7. According to this method the four 
middle squares would be described as 43, 44, 53 and 54, 
and so with any others, and thus, instead of scoring 
K's. B's . 2, and K's. Kt's. 7; we should write 61 and 71. 

In order to score a game with celerity, I use the 
following signs or ciphers. 

O ^ King, as representing universal dominion, or tlie Sun; 

and indeed the Japanese sign for King. 
([ «=« Queen, or the Moon. 
+ = Bishop, or the Cross. 
2 =■ Knight, or horse's head, 
D == Bukh, a castle or tower. 
i. «» Pawn, a single man standing on a base. 
*y =— Check. 

In Tamerlane's chess we have castles of three powers. 
D = Greatest power which we will call the Rukh. 
e = Middle „ „ „ Castle, 

ffl «« Least „ „ „ Vizir. 

Bishops of three powers. 

([ -=» Pherz, the Queen, moving only one square at a time. 
T =« A piece we will call lame Bishop, moving or leaping 

always two squares at a time, as if on a cnttch. 
4- = Bishop. 

And Knights of three powers. 

2 =*- Knight, same as our Knight ; his horse's head. 

^ =- Chevalier, moving one diagonal and two straight 

squares, showing his spur. 
=» Cavalier, moving one diagonal and any number siraighti 
showing his lance and shield. 



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118 CHESS NOTATION. 

In Chinese ohess the only extra pieces are : 

O »> The Gannon, representing the wheels of agon carriage. 
G — Guards, or Mandarins. 

In Japanese chess the names and moves of the pieces are so peculiar* 
that we must leave them till we come to speak of the game itself. 

\* Thus it will be seen that these signs are not arbitrary or 
irrelevant signs, but signs significant of the pieces' movements ; and 
thus, with these signs, we not only remember the name but the power 
of the piece. 



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< 

o 

< 

D 

< 
u 



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CHATURANGA. 

INDIAN 0HB88. 

Sir William Jones, Asiatic Researches, Vol. ii. - 1788 

Captain Hiram Cox, „ „ „ vii. - 1799 

Professor Duncan Forbes, History of Chess • - 1860 
Antonius Van der Linde, Geschichte und Litteratur des 

Schachspieles 1874 



The photograph represents an Indian set, which I 
was fortunate to find in London. I have never met an 
Indian who played Chaturanga, so cannot say whether 
the game is still played. It will he seen that it has 
four kings, and boats instead of bishops. The red 
pieces appear black in photograghy. 

The LudusLatrunculorum, the progenitor of draughts, 
has been shown to have had its origin long before the 
time of Moses. The various games of oriental chess 
pretend to a like antiquity. The Chaturanga, the 
progenitor of chess, was supposed to go back to a period, 
according to Sir William Jones, of 3900 years, while 
Professor Forbes put it at "between three and four 
thousand years before the sixth century of our era," i.e., 
upwards of four or five thousand years ago. Like the 
fables of other countries which attribute the invention 
of chess to a time of war, the Chaturanga is said to 
have been invented by the wife of Havana, King of 
Ceylon, when his capital, Lanka, was besieged by 
Rama. 



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120 GHATURANGA. 

This pretended antiquity has been set aside by 
recent critics. The earliest* description of the game 
is found in the Bhavishya Parana: and Dr. Van 
der Linde asserts that some of the Puranas, though 
formerly considered to be extremely old, are held, in 
the light of modem research, to reach no further back 
in reality than the tenth century ; while, moreover, 
the copies of the Bhavishya Purana which are in the 
British Museum and Berlin do not contain the extract 
relied upon by Professor Forbes.* Herr Van der Linde 
ascribes the invention of chess to the eighth century. 

But admitting the judgment of Sanscrit scholars that 
the Bhavishya Puranas are not of the great antiquity 
which was supposed, and admitting, if need be, that 
the copy in which this description of the game is given 
was written later than the others, it is evident that 
the account must have been taken from some ancient 
record or tradition, and its antiquity may be greater 
than is now supposed. The very fact of its referring 
to the mythical and not historic characters of Yudhish- 
thira and Vyasa, Mahadeva and Parvati, Draupadi, 
Dhritarashtra, and Shakuni — as the Egyptian game, as 
we have seen, is associated with Isis the wife of Osiris — 
would denote an antiquity beyond record. Mahadeva 
and Parvati are represented as " playing with dice at 
the ancient game of Chaturanga, when they disputed 

^ A later description by Alberuni has been recently discovered, which will be 
given at the end of this article. He lived in 1000 a.d. 

3 ** The best original account of this very ancient game to which we have yet 
obtained access, is to be found in the Sanskrit Encyc. Shabda-Kalpa'Drwna, 
published at Calcutta within the last twenty years (t.e. after 1840) in seven vols., 
4° (in Vol. i under art. '* Chaturanga "), also in a work published at Seramporcr 
in two Vols., 8vo., 1834, entitled Jtaghu-Nandana-Tattoa, or Institutes of the 
Hindu Religion, &c, by Baghu-Nandana (see Vol. i, 88). Forbes, BiO. of Cka», 
p. 13. There have been later editions since. 



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CHATUBANGA. 121 

and parted ia wrath."* Mahadeva is the Siva of the 
Hindu Trinity — Brahma, Vishnu and Siva — and Par- 
vata, or Durga, or Kali, was his wife. Dice naturally 
were earlier than chess, and were used by the Hindoos 
at a very early age, and the habit of gambling was 
very prevalent, and was sanctioned by the Shastra. 
Thus we find in the Mahabharata the story of Nala and 
Damayanti, beginning with the fearful gambling by 
which he lost his Kingdom, and everything except his 
wife : — 

Lived of yore a Raja Nala, Virasena's mighty son, 

Gifted he with every virtue, beauteous, skilled in taming steeds, 

Head of all the kings of mortals, like the Monarch of the gods ; 

Over, over all exalted, in his splendour like the sun ; 

Holy, deep read in the Yedas, in Nishada lord of earth : 

Loving dice, of truth unblemished, chieftain of a mighty host. 

Who to Nala, with all virtue, rich endowed would not incline ? 
He who rightly knows each duty, he who ever rightly acts. 
He who reads the whole four Yedas, the Purana too, the fifth. 
In his palace with pure offerings, ever are the gods adored : 
Gentle to all living creatures, true in word, and strict in vow ; 
Good and constant he, and generous, holy temperate, patient, pure ; 
His are all those virtues ever, equal to earth guarding gods. 

Then follows a description of his bride : 

Jn her court shone Bhima's daughter, decked with every ornament^ 
Mid her maidens like the lightning, shone she with her faultless 

form; 
Like the long-eyed queen of beauty, without rival, without peer. 
Never did the gods immortal, never mid the Yaksha race. 
Nor 'mong men was maid so lovely, ever heard of, ever seen. 
Pearl art thou among all women, Nala is the pride of men: 
If the peerless wed the peerless, blessed must the union be. 

1 Lieut. Welford, AHatio Rtsearehu^ m^ 402, 

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122 CHATURANGA. 

A disappointed lover now vows vengeance : 

Kali with his dark ally 
Haunted they the stately palace, where Nishada's monarch ruled. 
Watching still the fatal instant, in Nishada long they dwelt. 
Twelve long years had passed ere Kali saw that fatal instant come, 
Nala, after act unseemly, the ahlution half performed, 
Prayed at eve with feet unwashen. 

Kali seized the fatal hour : 

Into Nala straight he entered, and possessed his inmost soul. 
Pushkara hy Kali summoned, ''come, with Nala play at dice ; 
" Ever in the gainful hazard, by my subtle aid thou'lt win, 
''E*en the kingdom of Nishada, e'en from Nala all his realm." 



Pushkara, the hero-slayer, to King Nala standing near : — 
" Play me with the dice, my brother ?" thus again, again he said. 
Long the lofty-minded Rajah that bold challenge might not brook. 
In Vidarbha's princess' presence, seemed he now the time to play. 
For his wealth, his golden treasures, for his chariots, for his robes. 
These possessed by Kali, Nala in the game was worsted still. 
He with love of gaming maddened, of his faithful friends not one 
Might arrest the desperate frenzy of the conqueror of his foes ! 



Thus of Pushkara and Nala, still went on the fatal play. 
Many a weary month it lasted, and still lost the king of men. 



As by Pushkara is worsted, ever more and more the king, 
More and more the fatal frenzy maddens in his heart for play. 



Scarce Varshneya had departed, still the King of men played on. 
Till to Pushkara his kingdom, all that he possessed was lost. 
Nala then, despoiled of kingdom, smiling Pushkara bespake : — 
•* Throw me yet another hazard, Nala, what is now thy stake ? 
" There remains thy Damayanti, all thou hast beside is mine ; 
** Throw we now for Damayanti, come, once more the hazard try."^ 

^ Story of Nala : nn episode of the Maha-bharata. By Monier Williams, Prof eeaor 
of Sanscrit at Haileybury ; metrically translated by the Very Rev. Dean H. H« 
Milmau. 8yo., Oxford, 1860. 



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CHATUBANGA. 123 

The overture was rejected with disdain; and Nala 
and Damayanti then enter the forest, with only one 
garment between them, and their adventures begin, 
which I hope terminated happily : but T had not time 
to read more ; so they may be still in the forest, for 
what I know. 

The story of Yudhishthira, the hero of this game, is 
very similar. He loses his kingdom by dice, and last 
of all his wife. On their being given back to him he 
loses all again at chess ; and they retire to the forest. 

" Yudhisht'hira first lost all his estates; then in 
succession, all the riches in his treasury, his four 
brothers, and his wife Droupudee. When Droupudee 
was brought to be given up to Dooryodhunu, he ordered 
her to sit on his knee, which she refused to do ; he 
then seized her by her clothes, but she left her clothes 
in his hands ; and as often as he stripped her, she was 
miraculously clothed again. At length Dhritu-rashtru, 
the father of Dooryodhunu, was so pleased with 
Droopudee, that he told her to ask what she w^ould, 
and he would grant it. She first asked for her 
husband's kingdom, this was granted; and she was 
permitted to ask for other blessings, till all that her 
husband had lost was restored. Yoodhisht'hiru again 
encounters Shukunee at chess, and again loses all. 
After this Droopudee and her five husbands enter the 
forest"* (her husband, and his four brothers). 

All these names, whether relating to the gods, or 
history, or legends, are mythical. It is evident there- 
fore that those who have described this game must 
have been satisfied that its origin was lost in the ages 

* William Ward. A View of tfie HitUny, UUnUure^ and Mythology of thi 
Hindoot. 4 Vols., Lond., 1820. Vol. iv, 488. 



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124 CHATUEANGA. 

of antiquity. But if we cannot date down from the 
time of Yudhishthira and Vyasa, we can at least date 
upward from the time when the more modern game of 
Shatranj was played. Now we are told by Professor 
Forbes that Masoudi, who lived about 950 a.d., says that 
Shatranj was played long before his time. Abul Abbas, 
who lived about a century earlier, wrote a treatise on 
chess ; and the celebrated poet Firdausi, who flourished 
in the tenth century, and wrote his Shahnama, or book 
of kings, a poem of 120,000 verses, founded on the 
Bastan-nama, or book of antiquity, gives an account of 
the introduction of the game into Persia by an ambas- 
sador of a Prince of India supposed to live about four 
hundred and fifty years before the time of Firdausi.^ 

Whatever its origin, whether of an earlier or later 
antiquity, Chaturanga was from the very beginning a 
game of war. The king and his ally went to battle 
with a hostile king and his ally. These forces were 
naturally placed opposite to each other, each Bajah 
occupied a central position, and had next to him his 
elephants, then his horsemen, and lastly his ships;* 
while his foot soldiers stood in front. The name 
Chaturanga signifies these four divisions of the army.' 
Chaturanga would also apply to the four armies, the red, 
the green, the yellow, and the black. 

The following is the description of the game as given 
in the Bhavishya Purana. a portion of the great poem 

^ Hist, of Cheit. 

> The ships played an important part in the conquest of Cyprus, when the game 
was supposed to have been invented ; and Professor Forbes points out that the 
boat is used in the Punjab, in the plains occasionally flooded by the Qangee. 

3 In the Amarak'otha^ where Nauka, the ship, had given place to HathOy the 
chariot, the game is called ** Hasti-aswa-ratha-padatam," '* elephant, horse, chariot, 
and infantry," Captain Hiram Cox. It is difficult to belieye that this could be a 
common appellation of the game. 



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CHATUBANGA. 125 

Mahabharata, translations of which are given by Sir 
William Jones, Professor Forbes, and later by Antonius 
Van der Linde, who in his exhaustive history and 
literature of the game of chess not only gives us a 
translation by the eminent Sanscrit scholar of Berlin, 
Dr. Weber, but appends the Sanscrit itself in the 
Eoman character. It is from this German rendering 
that I have endeavoured to offer the following transla- 
tion, making such alterations as I considered necessary 
from the requirements of the game, consistent with the 
original, and putting it in the form of poetry, so as to 
correspond better line by line with the original Sanscrit, 
and thus give it a more exact and picturesque appear- 
ance.^ It will be observed that the numbers of the 
verses are not all consecutive. Whether they have 
been dislocated in the original it is diflBcult to say: but 
I think it will be seen that they follow naturally in the 
order which I have assigned them. 

Yudhishthira having heard of the game of Chatu- 
ranga, applied to Vyasa for instructions concerning it, 

Tudhislitliira said : — 

1 Explain, supereminent in virtue, the game on the eight- 

times-eight board : 
Tell me, my Master, how the Chaturanga may be played. 
Vyasa replied : — 

2 On a board of eight squares place the red forces in front, 
The green to the right, the yellow at the back, and the black 

to the left 

3 To the left of the Eajah, Prince, place the Elephant, then 

the Horse, 
Then the Ship ; and then four foot-soldiers in front. 

^ I am indebted to my friend Mr. Bendall, the Profettsor of Sanscrit in 
Universal College, London, for great assistance in the more difficult passages, 
though it would be wrong to make him accountable for any mistakes which I may 
have made. 



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126 CflATURAKGA. 

4 OppositOi place the Ship in the angle, Son of Kunti:i the 

Horse in the second square, 
The Elephant in the third, and the Eajah in the fourth. 

5 In front of each place a foot-soldier. On throwing five, 
Play a foot-soldier or the Eajah ; if four, the Elephant : 

6 If three, the Horse ; if two, then, Prince, the Ship must move. 
The Eajah moves one square in any direction. 

7 Thefoot-soldiermovesonesquareforwards, and takes diagonally; 
The Elephant can move at will — ^north, south, east, or west. 

8 The Horse moves awry, crossing three squares at a time ;^ 
The Ship moves diagonally, two squares at a time, Yudhishthira. 

10 The foot-soldier and the ship may take; or rim the risk, 

Yudhishthira : 
The Eajah, Elephant and Horse may take ; but must avoid 
being taken. 

1 1 A player should guard his forces with all possible care. 
The Eajah, Prince, is the most powerful of all. 

12 The most powerful may be lost, if the weaker, son of Kunti, 

are not protected. 
As the Eajah's chief piece is the elephant ; all others must be 
sacrificed to save it. 

36J Never place an elephant where it can be taken by another 
elephant : 
For that, Prince, would be very dangerous. 

37 But if impossible to make any other move, 
Then, Prince, Gotama says it may be done. 

88 If you can take both of the hostile elephants. 

Take that to the left. 
(The following, Prince, are various positions and actions in 
the game): — 

He gives the mother*B name Kunti ; not the father's Pandu. 

' We should call it two squares at a time, one diagonal and one straight or vice 
versa ; but the Oriental way of looking at the move was like that of forked 
lightning, one forward, one horizontal, and one forward again. 

It might be supposed that the three squares include that from which the piece 
started ; but this cannot be, for in the next line the ship is said to move two squares. 



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CHATURANGA. 127 

9 Sinhaaanay Ohaturaji, Nripakrislita, Shatpada, 
Kakakashtha, Ynhannauka, Naokakrislitapracaraka. 

Sinhasana (A throne). 

14 If a Sajah enters the square of another Eajah, Yudhishthira, 
He is said to have gained a Sinhasana. 

15 If, when he gains the Sinhasana, he takes the Eajah, 
He gains a double stake : otherwise a single one. 

16 If a Sajah, Prince, mounts the throne of his ally, 
He gains a Sinhasana, and commands both forces. 

17 If a Rajah, in seeking a Sinhasana, moves six squares away. 
He exposes himself to danger, however secure he thinks himself. 

Chaturaji (The four Rajahs). 

18 If you still preserve your Rajah, and take the other Rajeihs, 
You obtain Chaturaji. 

19 In gaining Chaturaji, and taking the other Rajahs, 
Tou gain a double stake : otherwise, a single one. 

20 If a Rajah takes the other Rajahs on their own thrones. 
His stakes are fourfold. 

13 To enable the Rajah to obtain Sinhasana or Chaturaji, 
All other pieces, even the elephant, may be sacrificed. 

21 If both a Sinhasana and a Chaturaji are obtained. 
The latter only can be reckoned. 

Nripdkriahta (Exchange of prisoners). 

22 If you have taken a Rajah, and your ally has lost one of his, 
Tou may propose an exchange of prisoners. 

23 But if you have neither of the other Rajahs, and your ally has 

lost one. 
You must try to take one of the other Rajahs. 

24 If a Rajah has been restored, and is taken again, Yudhish- 

thira. 
He cannot be again restored. 



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128 CHATURANGA. 

Shatpada (six squares' move). 

25 When a foot-soldier reaches an opposite square, other than of 

the Bajah or Ship, 
He assumes the rank of the piece corresponding to such square. 

27 If the Shatpada is reached on the square of the Eajah or Ship, 
It has not the priyilege of a Shatpada. 

28 When a foot-soldier, after many moves, gains the seventh 

square. 
The defenceless f orcea on the opposite Hide can easily be taken. 

29 son of Kunti, if the player, however, has three foot-soldiers 

remaining, 
He cannot take his Shatpada. So decrees GK)tama. 

30 But if he have only one foot-soldier and a Ship, the piece is 

called GadhUf 
And he may take his Shatpada in any square he can. 

26 If Chaturaji and Shatpada, Prince, are both obtainable, 
Chaturaji will have the preference. 

Nauhakrishta (the Ships' move) : 
Vrihannauka (the great Ship). 

35 When three Ships come together, and the fourth Ship completes 

the square, 
The fourth Ship takes all the other three Ships. 

36 This fourth Ship is called Yrihannauka. 

EakakMhtha. 

31 If a Bajah has lost all his pieces before being taken, it is 

Kakakashtha, 
So decide all the Bakshasahs. It is a drawn game. 

32 If the Gadha, on gaining the Shatpada, and becoming a fifth 

Bajah, is taken, 
It is a misfortune : for the pieces which remain will have to 
fight the enemy. 

33 If this happens a second time. 

The conqueror then sweeps oft all the pieces. 

34 But if, Prince, Kakakashtha and Sinhasana occur together, 
It is counted as a Sinhasana, and is not called a Eakakashiha. 



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CHATURANGA. 129 

We cannot suppose for one moment that the use of 
dice^ as described in verses 5 and 6, would continue to 
be applied to every move when the game became fully 
established. The game, even in the primary stage of 
chess, exhibited in Chaturanga, is too ingenious to be 
subject to a chance which would render inoperative the 
most brilliant conceptions, and by which the worst 
player, having luck on his side, might defeat the most 
skilful. Indeed, by being obliged to move some other 
piece, the player might destroy his own game. Even 
if we were to suppose that dice were merely used for 
the first move on either side, this will be found to be 
attended with a difl&culty, a difficulty for the solution 
of which the description is not very clear ; for we are 
told " If four be thrown, the Elephant must move," but 
the Elephant cannot move till an opening is made. 
But we will consider this further on, when we discuss 
the openings of the game, in the last paragraph of this 
description of Chaturanga, p. 134. 

As to the stakes, we are told constantly by Oriental 
writers that chess was played for estates, for princi- 
palities, for petty kingdoms, and even for wives and 
children or other relatives; and we find examples 
of this gambling in the history of Yudhishthira and 
others. Gaming is an amusement of the most primi- 
tive races, and thus we find Mahadeva and Parvati 
quarrelling over their dice ; we read of " dice-loving " 
Nala, and we see Yudhishthira himself playing with 
dice before he had learnt to play at chess. No wonder 
then that chess was at this earliest period connected 
with stakes on certain contingencies happening ; and 
even when Chaturanga gave place to Shatranj a stake 
was still very frequently dependent on the issue of the 

K 

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ISO CHATURANGA. 

game. As our business, however, is confined to the 
game itself, in order to bring it into harmony with 
other games of chess, we will lay aside Sinhasana, 
Chaturaji, and all other stake-contingencies of the 
gamre, to which so much importance is given in the 
poem, and proceed now with the game itself. 



The Game. 

Each player has a Hajah, an Elephant, a Horse, and 
a Ship, and four foot-soldiers ; or, as we should term 
them, a King, a Rukh, a Knight, a Bishop, and four 
Pawns. 

The partners' pieces occupy the opposite diagonals. 

The pieces are placed in the order of Ship, Horse, 
Rukh, and Eajah, beginning from the left corner. In 
front are the four soldiers. 

The players play alternately in the order of the sun, 
red, green, yellow, and black, as described by Vyasa ; 
but with two sets of ivory and box-wood chessmen the 
colours would be red, buff, black and white ; the red 
and black against buff and white. My Indian chess- 
men are seen in the photograph, and are remarkable 
as having ships or boats. Although the allied forces 
are not distinguished from each other in colour, they 
are known, like the Japanese chessmen, by the direction 
in which they face. 

The Rajah, the Elephant, and the Horse move as in 
modern chess, the Ship always two squares diagonally, 
hopping over an intermediate piece if necessary. 

The Eajah was not checkmated in this early game ; 
but is taken like any other piece. The Eajah may 
remain in check, or may place himself in check, but at 



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CHATUBANGA. 131 

his peril ; and before dying or being taken prisoner, may 
slay any piece he can, either personally, or by any of 
his men. 

When the Bajah is slain or taken prisoner, all his 
forces, being leaderJess, may be taken by the enemy, or 
even by his ally if they stand in his way. 

When a Bajah sees that his ally's forces are not 
properly handled, or that the allied Rajah is about to 
be taken by the enemy, he may, if he can, take his ally, 
either personally or by any of his men, and so obtain 
sole direction of both armies. This power of taking 
a partner's Rajah has been misunderstood, and sup- 
posed to indicate a selfish Ishmaelitish principle, 
whereby each player would look at all the other 
three players as equally his enemy, and his lawful 
prey ; but it will be seen from the above that it 
results from consideration of the common interest, 
just as in military and naval action it is expedient 
and necessary that the imited forces should be under 
one control. 

When a Rajah on each side has been taken prisoner, 
such Rajahs may, by the consent of both parties, be 
restored, each Rajah being restored in the order of his 
turn, and each Rajah choosmg any unoccupied square, 
such restoration to count as a move.' This exchange 
of prisoners can only happen once. 

If all the Rajah's pieces are taken, the Rajah 

^ In the original this power seems to be given only to the last victor, and to 
be compulsory ; but independently of the unfairness of the second victor being 
entitled to a greater privilege than the first, and of an obligation to restore the 
Rajahs, when one has lost all his forces, and the other none — we must remember 
that the game represented real war : consequently, an exchange of prisoners would 
only be by mutual consent. This exchange of prisoners has a slight resemblance 
to the enrolling of prisoners in Japanese chess, for in each case the chances of the 
game may be materially altered by the sudden irruption of an unexpected force. 



K» 



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132 CHATURANGA. 

remaining alone, he retires with all the honours of war. 
It is a drawn game. 

The Elephant being the most powerful piece, and 
being so blocked in, it is expedient to get it out as soon 
as possible, and to prevent the opponents getting out 
theirs. 

The Ships, operating on different squares, can neither 
attack nor support each other : but should the four 
Ships come together, the last Ship takes the rival 
Ships. 

The Foot-soldier moves and takes as our Pawn. 
When two Foot-soldiers are taken, either of the 
remaining may become an Elephant or a Horse, on 
reaching the opposite side, according as it reaches the 
square opposite the Elephant or Horse, or the Horse's 
or the Elephant's square of the ally's quarters. But 
if only one Foot-soldier remains, and a Ship, he is 
called a Gadha, and is entitled to become a Kajah, an 
Elephant, a Horse, or a Ship, according to the square 
he reaches. 



The game must naturally, at first sight, strike 
everyone as being very similar to the modern Double 
Chess. But the resemblance is onlv outward ; there 
being only half the number of men, the board being of 
only half the number of squares, there being no Queen, 
and the Bishop being lame, all this constitutes a great 
difference in starting. But in addition to this, the 
genius of Double Chess is to attack the last player, 
hoping that the partner will follow up the attack, and 
thus assist in the capture of a piece ; but in Chaturanga 
the chief attention is given to the next player, to 
paralyze his action. Agreeably with this is the precept 

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CHATXTRANGA. 133 

of Vyasa, v. 38, which, looked at by a player of Double 
Chess, would seem to be a mistake. 

It is a good game, and superior to Double Chess in 
its being more convenient for two players, owing to its 
smaller size, and being a shorter game through having 
only half the number of pieces ; but, like it, requiring 
constantly a calculation of four moves in advance. 
It will therefore naturally be regarded as a new game, 
although older than any other game of chess. Unless 
played by experts, when played by four the partners 
on each side should be permitted to consult together, 
although by so doing they reveal their plans: as other- 
wise the best player would find himself beaten, and his 
pieces lost, through his partner not understanding his 
tactics. More especially should it be so in this game, 
it being a game of war, when the allied forces would 
naturally consult and act together. 

It will be seen at starting that the Rajah is in a 
place of danger, while the Elephant is shut in and 
powerless. The first thing to do, therefore, is to get 
out the Elephant, and to put the Rajah in a place of 
safety. Two ways of accomplishing this present them- 
selves. One is to bring out, say, the Red Rajah, 
diagonally from 14 to 23, and at next move to bring 
out the Elephant behind it from 15 to 13 ; and taking 
the Rajah back again at next move to 14. But White 
may prevent this, if not otherwise engaged, by moving 
out his Foot-soldier 21 to 22, which would drive back 
Red's Elephant before his Rajah could get behind it. 
The other way is by moving the Foot-soldier from 
25 to 35, and at next move to 45, when the Elephant 
could come out. Two other openings, however, may be 
made. One by Ship's Foot-soldier 27, being moved to 

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134 



CHATURANGA. 



87, which will prevent Buff's Eajah coming out ; or the 
Ship itself might come out and check Buff's Kajah : 
but this is not advisable, as it should be regarded as a 
Reserved Force, to be used only at a critical moment. 
The other by Horse's Pawn being moved from 26 to 36, 
and then bringing out the Horse ; or the Horse itself 
might be moved first. 

As, therefore, there are four openings, it is probable 
that the throws of the dice on starting meant one of 
the principal pieces, or its pawn, and this seems 
supported by the Rajah and its Pawn being mentioned 
together for the first throw, v. 5. If this be so, we 
should not only have a variety of openings in the game 
at starting, but we should get over the difficulty of the 
Elephant not being able to move when four is thrown. 



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CHATUBANOA. 



135 



Red. 
O 14—28 

— 23—34 
D 16—13 
+ 17—35 
D 13—63 
O 34—33 
± 24—34 
+ 35—63 
2 16—35 
O 33—42 

— 42—52 

— 52—62 

2 35—66 X 
O 62—52 

— 62—42 

— 42—32 D 



^/ 



V 



Buff. 
O 67—46 
a 67—47 
O 46—57 
— 57—67 



y 



66—65 
77—85 
76—75 
67—76 
76—74 
47—44 
85—73 
74—63 
44—64 
54—53 
86—85 
63—54 
63—64 
O 76—75 

□ 54—44 
O 76—66 

□ 44—43 
Oame. 



2 

± 
O 
± 
D 
2 



Gahb I. 

Black. 
2 81—62 

— 62—54 
+ 80—62 y 
X 70—60 

+ 62—44 
D 82—80 
O 83—82 

— 82—81 
X 71—61 

+ v/ — 61—51 
Xv// O 81—82 
D — 82—73 

— 73—63 
+ //_ 63—64 

X 72—62 

y O 64—63 

D 80—84 

— 84—81 

— 81—71 
X 51—41 



2 



White. 

X 31—32 y 

— 11—12 

— 40—31 
X 41—42 

— 42—43 / 

— 48—54 2 

— 12—13 
O 31—40 

2 20—41 / 
O 40—50 
2 41—33 
X 64—55 
2 33—41 / 
X 32—33 
D 30—32 / 
+ 10—32 O 
O 60—61 

— 61—50 

2 41—60 X 
X 13—14 



v/ 



Id this game the danger is shown of neglecting the 
counsel of Vyasa, v. 17 — not to move the Bajah too far 
from its base. 



Ga» n. 



+ 17—35 / 
O 14—23 
D 16—13 
O 23—14 
D 13—63 v/y 
X 26—36 
O 14—13 



O 67—46 

— 46—65 

X 86—85 y 
□ 67—47 
O 55—65 

— 65—76 



O 83—74 
D 82—84 
O 74—83 
+ 80—62 
□ 84—64 v/ 



O 40—51 
2 20—12 
□ 30—70 X 
— 70—71 X 
O 51—42 



2 81—60 + 10—30 / 



D 47—43 ^ U 64—44 



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136 



CHATURANOA. 



The Bed and Black Elephants form a very strong position : each 
Elephant being defended by its own Ship, and after Bed's next 
moTO the White Bajah seems in a hopeless condition : but though 
relieved by his Elephant, the Bed Ship nearly robs him of his 
victory. 



Red. 

D 53—43 D/ 
+ 35—57 / 



Buff, 

+ 87—65 / 
— 65—83 O 



Black. 
2 70—81 D 



Wldte. 
U 71—81 / 
O 42—43 D 
O 44—53 + 



The Red Rajah now surrenders in despair. 

A well-fought game. 

This game shows the advantage of not checking the 
Eajah prematurely with the Ship, but of keeping the 
power of check for the right moment, as a Keserve 
Force, 



Gahb III. 

Red. Buff. Black. 

O 14—23 i. 66—65 i. 72—62 

D 15—11 ± — 65—64 — 73—63 

— 11—12 D 67—65 O 83—72 
O 23—14 — 65—75 / — 72—61 

— 14—15 2 77—65 i. 62—52 
+ 17—35 / — 65—73 / O 61—60 



White. 
i. 21—22 
2 20—32 
— 32—44 / 
+ 10—32 y/ 
2 44—23 y/ 



A bold play — all four Rajahs being checked in four successive 
moves — and each attacking, instead of guarding against its own danger. 



2 53—61 
+ 87—65 
D 75—85 
X 76—85 D 
+ 65—83 
X 64—63 
— 63—62 ± 



O 50—61 
— 61—60 
D 82—85 
J. 63—52 
O 60—51 
± 70—60 
O 51—52 i. 



D 



2 23—15 O 
D 30—20 
O 40—30 
J. 41—52 J. 
+ 32—54 
O 30—21 
+ 54—32 
D 20—60/ 



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CHATUBANOA. 



137 



± — 



JRe^l Buff, 

— 56—55 

— 55—54 

— 85—84 

— 54—53 

— 63—62 
O 57—56 

Black's pawn is now a Gadha, but can do nothing 

— 56—55 

— 55—64 

— 64—73 

— 73—82 

— 82—72 



Black. 

— 52—62 

— 62—72 
2 81—62 
O 72—82 
+ 80—62 
O 82—81 



White. 
15—34 
50—53 
53—73 
34—42 
42—63 



— 81—80 

— 80—70 
X 60—50 
O 70—80 
+ 62—84 



± 2 



v/ 



D 73—71 ±v/ 



71—41 

63—42 

41—51 

51—71 

42—61 y/ 

Game, 



This game shows the power of opening by Elephant's 
pawn and Horse's pawn. 



Gamb IV. 



Red. 
+ 17—25 v/ 
2 16—37 
O 14—23 

— 23—34 

— 34—45 / 



Buff. 
O 57—46 
X 86—85 / 

— 56—55 / 

— 55—54 y/ 
46— 45 



Black. 
O 83—74 

— 74—64 

— 64—63 

— 63—54 X 

— 54—45 O 



White. 
40—51 
D 30—70 X 
X 11—12 / 
+ 10—32 v/ 
X 21—22 



Nripakrishtiu or an exchange of captive Rajahs is here made. 



O 16 

+ 35—53 

— 53—31 X 
X24— 34 
+ 31—53 
X26— 36 

— 25— 34X 
D15— 45 v/ 

— 45—25 

— 25—20 2 

— 20—40 



O 86 

D 67—47 ^ 
+ 87—65 

— 65—87 
X 66—65 

D 47—37 2 

— 37—67 
X 76—75 

— 75—74 

— 65—64 

D 67—65 / 



X 72—62 v/ 
O 45—36 

— 36—35 
D82— 84 

2 81—60 / 
35— 46 
X 73—63 
D84— 83 

— 83—82 
46— 35 

— 35—26 



O 51—52 
+ 32—54 y/ 
X 22—23 
D 70—30 
52— 42 
X 23—34 X 
D 30—34 X 
O 42—33 
□ 34—44 / 
33— 43 
D 44—14/ 



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138 CHATUfiAKOA. 

The Bed and Black Rajahs being in contiguous squares, Black 
might take his ally's Bajah and so gain Sinhasana, and have command 
of both forces ; but it is not expedient to do so, as both would be lost 

Bed. Buff. Black. White. 

_ 40._4i j^ / 2 77—56 ± 65—54 + v/^ O ^3— 54 ± 

+ 53—36 — 56—36 + / 2 60—52 D 14—16 O / 

J. 64—63 O 26—25 — 16—17 

2 35 -47 / — 25—24 — 17—27 ± / 

□ 65—35 — 24—14 O 54—46 

— 35—36 ± — 14—15 — 46—64 

2 47—86 2 52—33 y/ —54—56 
D 36—16 / 
Oame. 



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CHATURANGA. 139 



Alberunis description of Chaturanga. 

Alberuni's name was Abu-Raihan Muhammad. He 
was born at Khiva (Khwarizm or Chorasmia) in 973, 
and lived in Hyrcania, on the southern shore of the 
Caspian Sea ; and dedicated his Description of India, 
from which book* this account is taken, about the year 
1000, to the Prince of that country. He died in 1048. 

**In playing chess, they move the Elephant straight 
on, not to the other sides, one square at a time, like 
the pawn, and to the four corners also one square at a 
time, like the Queen (firzan). They say that these five 
squares — i.e. the one straight forward, and the others at 
the comers — are the places occupied by the trunk and 
four feet of the Elephant.'' 

This does not in the least agree with the foregoing 
description, and indeed seems to have been taken from 
the Japanese game ; for Alberuni travelled about every- 
where, and indeed the move he describes is that of the 
Japanese Ohin. Evidently therefore he was not a chess- 
player, and this seems implied by what he himself 
says immediately : ** I will explain ivhat I know of it" 
It is probable however that many of his accounts were 
collected from other travellers, and so became mixed 
together. 

1 Alberunti India, By Edward C. Sachau, Prof. R. Univ., Berlin, 2 vola 8S 1888. 
Triiboer'a Oriental Striei, 

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140 



OfiATURANGA. 



" They play chess, four persons at a time, with a pair 
of dice. Their arrangement of the figures on the chess- 
board is the following': — 





Shah. 


Ele- 
phant 


Horse 


Tower. 


Pawn. 


Pawn. 


Pawn. 


Pawn. 























" As this kind of chess is not known to us, I shall 
here explain what I know of it. 

" The four persons playing together sit so as to form 
a square round a chess-board, and throw the two dice 
alternately. Of the numbers of the dice the five and 
six are blank. In that case, if the dice show five or 
six, the player takes one instead of five, and four 
instead of six, because the figures of these two numerals 
are drawn in the following manner : 
6 5 

4 3 2 1 
so as to exhibit a certain likeness of form to four and 
one in the Indian signs. 

" The name Shdh or King applies here to the Queen.* 

' In the Oernian or English translation the diagram is revereed by mistake, 
probably by taking it from a tracing. 
< What does the good man mean ? 



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CHATUBANOA. 141 

" Each number of the dice causes a move of one of 
the figures. 

"The one moves either the Pawn or the King. 
Their moves are the same as in the common chess. 
The King may be taken, but is not required to leave 
his place. 

" The tux> moves the Tower. It moves to the third 
square in the direction of the diagonal, as the Elephant 
moves in our chess. 

"The three moves the Horse. Its move is the 
generally known one, to the third square in oblique 
direction. 

"The four moves the Elephant. It moves in a 
straight line, as the Tower does in our chess, unless it 
be prevented from moving on. If this be the case, as 
sometimes happens, one of the dice removes the obstacle, 
and enables it to move on. Its smallest move is one 
square, the greatest fifteen squares, because the dice 
sometimes show two fours, or two sixes, or a four and 
a six. In consequence of one of these numbers, the 
Elephant moves along the whole side on the margin of 
the chess-board ; in consequence of the other number it 
moves along the other side, on the other margin of the 
board, in case there is no impediment in its way. In 
consequence of these two numbers, the Elephant, in the 
course of his moves, occupies the two ends of the 
diagonal. 

" The pieces have certain values, according to which 
the player gets his share of the stakes ; for the pieces 
are taken, and pass into the hands of the player. The 
value of the King is five, that of the Elephant four, of 
the Horse three, of the Tower two, and of the Pawn 
one. He who takes a King gets five, for two Kings 

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142 CHATUKANGA. 

he gets ten, for three Kings fifteen, if the winner is no 
longer in possession of his own King. But if he has 
still his own King, and takes all three Kings, he gets 
fifty-four, a number which represents a progression 
based on general consent, not on an algebraic principle." * 
This account is interesting from being the only other 
description of the game handed down to us, but it is 
wholly unintelligible. The King is said to be the 
Queen ! The Elephant is first described as moving like 
the Ghin in Japanese chess ^ and as representing the 
four feet and trunk of the Elephant : afterwards as 
having the move of our Rukh. Again, the " Tower " or 
" Rukh " has the move of the Oriental Elephant (our 
Bishop), but moving always two squares only ; and 
finally, although stakes are mentioned in both descrip- 
tions, the accounts of them do not agree. He evidently 
makes a mistake both in the names and the powers of 
the pieces. The confusion arises from Alberuni not 
understanding the game. But whether he saw the 
game played, or whether it was described to him by 
somebody who played the game, the description he has 
given us shows if such were the case, that about the 
year 1000 a.d. the moves were directed by dice, and 
the game was played for money ; unless indeed, as is 
more probable, he borrowed the account from the 
Purana, but did not thoroughly understand it. 



1, 188—186. 

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XI. 
CHINESE CHESS. 

Triganthius, De Christiana Ezpeditione apud Sinas - 1616 

Purchas, His Pilgrimes ... 1625 

SamedOy Belatione della grand Monarchia della China 1643 

De la Loubere, Belatione du Bojaume de Slam - 1693 

Hyde, De Shahiludio Chinensium - - 1694 

Ejles Irwin, Trans. Boy. Irish Academy - - 1793 

Hiram Cox, Asiatic Besearches - - - 1801 

Silberschmidt, Lehrbuch des Schachspieles - 1845 



The Chinese game of Chess is said to have had its 
origin about two hundred years before the time of our 
Lord.* The usual story is given of the game being 
invented during a state of siege. In this case the 
honour is given to Hong Cochu, king of Kiangnan, who 
is said to have sent an army to invade the Shense 
countiy. On the approach of winter his general Han- 
Sing invented the game in order to amuse his soldiers 
and keep them together. When operations were 
renewed in the spring the King of Shense was defeated, 
and he killed himself in despair. 

From one of its names, Choke choo-hong-ki — game 
of the science of war — it is considered to have had its 
origin in an imitation of actual war : and thus we find 
in this game not only elephants, cavalry, infantry, and 
war-chariots, but a fortress in which the king and his 
counsellors are intrenched, and from which they direct 
operations ; a fortress belonging to the enemy, which 
they have to storm, and a wide river between the two 

^ " Two hoDclred and Beyenty-nine yean after the time of Confudut." 

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144 CHINESE CHESS. 

armies, winch can only be crossed with difficulty. The 
elephants, being supposed to be unable to cross, are 
left behind to protect the field against any of the 
enemy who might get across ; and we see them moving 
slowly and heavily up and down with measured tread. 
And lastly, we have the introduction of artillery, in 
the shape of a gun and a catapult, which send their 
missiles over the heads of intervening forces and indeed 
across the river. The military character of the game 
is further seen by the king taking the command of his 
forces, and calling himself general or governor, and his 
two councillors acting as his lieutenants or guards. 
Next to these, on either side, are the elephants, 
then the cavalry and the war-chariots in the wings, 
while the artillery and infantry are placed in advance. 
The river dividing the two forces is called Kia-ho^ the 
dividing river, and is supposed to be the Hoang-ho, or 
the Yellow River, one of the great rivers of China, 
which flows into the Yellow Sea, dividing China proper 
from Manchouria and the Corea, a tributary of which 
has its source in Shense. 

The Chinese chess-board is only a paper board, which 
can be folded up and carried with the chess-men, or a 
new one can always be bought and thrown away when 
the game is over. The Chinese game of Enclosing is 
also commonly played on a paper board, with a margin 
attached at top for making notes. One chess-board in 
my possession has an inscription on the river — Fung- 
chang-tso-ching : Ku-seu-po-Whei : which may be 
translated — " An amusing game for friendly meeting: 
Touch a piece, move it." * The chess-board consists of 
two halves, each of eight squares by four, which are 

^ Prol Douglas, British Museum. 



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CHINESE CHESS. 145 

separated from each other by a river, the width of 
which is equal to one square, thus forming one move 
for the pawn, and half a move for the knight. The 
pieces are placed, not in the centre of the squares, but 
on the intersection of the lines : so there are nine men 
in a row instead of eight. In the centre of each side, 
50, is the King or General, with a Guard on each side, 
40 and 60. They occupy the fortress, a square of nine 
points, having diagonal lines running through it, the 
King moving along the perpendicular and horizontal 
lines, and his Guards along the diagonal lines. They 
never quit the fortress, but other pieces may enter, or 
pass through it. Next to the Guards are the Elephants, 
30 and 70, then the Horse, 20 and 80, and in the 
corners the Chariots, 10 and 90. In front of the Horse 
are the Guns, on the third line, 22 and 82 ; and on 
the fourth line are five Soldiers, 13, 33, 53, 73 and 93. 
The men are circular in form, and flat, like draught- 
men, and have their names engraved on each side. 
I have an ivory set, and a wooden one ; in each case 
the engraving of one player's men is filled with blue, 
and that of the other's in red, but the colours cannot 
be shown in the photograph. The red writing appears 
black, and the blue inscription disappearing altogether 
had to be filled in again with ink and re-photographed. 
Some of the corresponding pieces of the opposite 
players have difierent names. Thus the General of the 
blue becomes the Governor of the red : the Elephant 
of the blue the Assistant of the red ; the Catapult of 
the blue the Cannon of the red ; and the Soldiers or 
pawns of the different colours are written differently, 
though pronounced alike. The following are the names 
of the pieces: — 

L 

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146 



CHINESE CHESS. 










M 



* 






Tsiang 



Ssu 



Sang 



Ma 



Tche 



Pao 



Ping 



Name. 
(General 



Mandarin 
Officer 
Ghiard 



Elephant 



Horse 



Chariot 



Catapult 



Footsoldier 



Equivftlent 
King 



Sign. 
O 



Ghiard 



G 



Bishop 



Knight 



Castle 



Cannon 



® 



Pawn 



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CHINESE CfHESS. 147 

The red pieces have the following distinctions: — 







m 


Seu 


49 


Sang 


m 


Pao 


* 


Tsu 



Governor 
(Oeneral) 



AflsiBtant 
(Elephant) 



Cannon 
(Catapult) 



Footsoldier 



The King's moves we have already described. The 
game is won when the king is checkmated. Wo-t6 is 
check, and Tsumda is checkmate. 

The Elephants have the move of the ship in Chatur- 
anga — two squares diagonally : but they cannot jump 
over an intermediate piece, neither can they cross the 



nver. 



The Horse has the move of our Imight, but may not 
jump over an intermediate piece; it may cross the 
river, the river forming one half of the knight's move. 



L* 



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148 CHINESE CHESS. 

The Chariot moves as our rukh, and may cross the 
river. 

The Catapult and Cannon move like the Chariot, 
except that they cannot move without jumping over 
one piece ; but they cannot jump over two. 

The Soldiers move and take one point at a time in a 
forward direction; they can cross the river, the river 
itself being one move ; when across they can move and 
take either in a forward or a lateral direction; on reaching 
the opposite end they can move and take only laterally. 

The Kings may not face each other without inter- 
vening pieces. He who moves away his only inter- 
vening piece between the two kings, would place his 
own King in check by so doing. 

The most characteristic piece of the game is evidently 
the Catapult or Cannon ; and as its move is so compli- 
cated it is at the same time most dangerous in its 
attack, and yet constantly liable to capture. It should 
never be left without support, for if then attacked it 
has no means of escape. For this reason great caution 
is requisite in moving into the enemy's field, relying 
solely on some one of his pieces over which to vault at 
the next move : for if this piece be moved the Cannon s 
escape is cut off, and its capture is inevitable. 

On the other hand, the King should be very watchful 
against its attack : for when the Cannon is opposed to 
it, without any other piece intervening, it is latent 
check, and so cannot put any piece between. 

The prettiest checkmate is with two Cannons in 
a line, in which case the second Cannon gives the 
checkmate ; and if the enemy insert another piece, 
the first Cannon would checkmate, should the King 
not be able to move away. 

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CHINESE CHESS. 



149 



This hidden power of the Cannons, and the character 
they give to the game, makes them dangerous pieces 
in the hands of a lady whose quick eye and ready wit 
would enable her to take advantage of their power of 
sudden and unexpected attack, and of the means of 
obviating it. Indeed owing to the lightness and 
brilliancy which distinguish this game as compared 
with the solidity and deep-thinking of ordinary Chess, 
it might with great propriety be designated Ladies' 
Chess. 



Game. I. 



Red. 
27—97 
2 89—68 
® 97—37 
+ 39—17 
J. 16—15 
G 49—58 
37—34 J. 
— 34—37 
D 99—97 
J. 56—55 J. 
G 58—49 
® 37—32 2 



White. 
82—12 
2 20—32 
12—14 
J. 33—34 
14—54 v/ 
— 54—51 
± 53—54 
2 32—53 
J. 54—55 
51—55 Xv/ 
2 53—32 
22—52 Maie. 



Checkmate by the two Gannons in one lino. 



Game II. 



27—99 

— 99—37 

— 37—33 X 

— 33—73 J. 
G 49—58 

73—77 
G 58—49 
2 29—37 



Checkmate by the two Camions in one line. 



2 80—72 

— 20—32 
82—52 

_ 52—54 / 

— 54—51 

— 51—56 J. / 

— 22—52 

— 52—55 Mate. 



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150 



CHIKESB CHESS. 



Game III. 
Bed. 
27—97 

— 97—37 
_ 37_33 X 

— 33—73 J. 

— 73—33 
2 29—48 
G 49—58 
2 48—56 

Checkmate from elephant's square. 



WhiU. 
® 22—92 

— 92—72 

— 82—52 
2 80—92 

® 52—56 J. 

_ 56—61 y/ 

— 51—54 / 

— 72—79 + Mate. 



Gamb IV. 



2 29—48 
® 87—80 2 
D 99—98 
80—88 
2 89—68 
G 69—58 
2 68—89 

— 89—68 
G 58—47 

J_ 56—55 ± 
G 49—58 
D 98—97 
O 50—60 
D 97—67 

— 67—65 D 



® 27—97 
2 89—68 
® 97—37 
+ 89—17 
j_ 16—15 
G 49—58 

— 58—49 
O 59—58 

— 58—48 



Gamb V. 



D 90—91 
® 82—12 
D 91—81 

— 81—87 

_ 87—57 / 
J. 53—54 
□ 57—87 

— 87—85 
± 54—55 

® 12—52 y 

D 85—55 X 

— 55—65 v/ 
® 22—62 

— 52—82 

— 82—89 Mate, 

® 82—12 
2 20—32 
® 12—14 
J. 33—34 
14_54 / 

_ 54—57 y 

— 22—52 

— 57—54 y/ 

— 52—12 



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CHINESE CHBSS. 



151 



Sed. 
X 56—55 
+ 17—39 
37—34 JL 

— 34—37 
2 68—56 
37—97 

— 97—47 



All moves, except four, by the cannon. 



Wldte 

— 64—62 

— 12—42 

— 62— 66 JL 

— 56—52 

— 52—54 

2 32—44 y 

— 44—66 2 /v/3fa<«. 



2 

+ 

D 

± 

2 

D 
1 



2 



0'27— 97 
_*97_37 

— 37—33 

— 33—37 
89—77 
39—67 
99—89 
76—75 
29—48 
19—29 
29—21 
21—71 
71—21 
56—65 
77—65 
48—56 
56—68 
68—76 
49—68 
69—87 



Gamb VI. 



G 
D 



87—17 
2 29—48 

— 89—97 
® 17—37 

— 27—77 



Gauk VII. 



® 22—92 

— 92—62 
2 80—61 
+ 30—12 
® 82—32 
□ 90—80 
32—72 
X 63—54 

— 54—55 

— 73—74 
2 61—42 
62—22 

± 74—75 X 

— 75—76 
D 80—82 
22—52 

— 62—57 + 

— 67—52 v/ 
D 82—87 

72—79 + Mate. 

22—92 

— 92—72 

— 82—52 
2 20—41 
72—74 



AtUcka 2 61; and ® 37 tbiMteiie 80 y/ and then taking D 10. 



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152 



CHINESE CHESS. 



Game VII- 
Bed. 
2 97—85 

— 85—73 X 

— 73—52 ® 
D 99—97 

— 97—47 
G 69—58 
D 47—77 
2 48—67 
G 58—69 
+ 39—57 
D 77—79 
± 16—15 
O 59—58 

— 58—59 

— 59—58 

+ 57—79 ® 
® 27—97 
O 58—57 



'Coniinued, 

White. 
2 80—72 
® 74—77 ® 
+ 70—52 2 
® 77—73 

— 73—79 +y 
D 90—80 

— 80—89 

79—49 G v/ 

— 49—19 D / ' 

— 19—69 G 

— 69—19 
D 10—20 

— 20—28 / 
28—29 v/ 

® 19—79 D 
D 89—99 

— 99—98 y 

— 29—27 Mate. 



® 27—97 

— 97—37 
2 29—48 

— 48—27 
J. 16—15 
2 89—77 
+ 79—97 
® 87—57 

— 57—55 
J. 76—75 
D 99—89 
J. 96—95 
® 55—58 

+ 97—75 ± 
2 27—35 
® 58—55 



Game VIU. 



v/ 



* D 20-27 2 



® 82—12 
2 20—41 
D 10—20 
2 80—72 
® 22—92 
1 _ 92—94 
± 73—74 
2 72—64 
G 60—51 
j_ 74—75 ± 
2 64—76 
® 94—92 

— 92—95 X 
2 76—68 

95—35 2 

— 25—27 ® 

' To guard 47 fronl checkmate. 



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CHINESE CHESS. 



153 



o 

D 

O 



Red. 
59—58 
19—18 
58—57 

— 57—67 

— 67—68 
D 89—87 
® 55—58 

— 58—98 

— 98—18 
O 68—58 
® 19—48 
+ 75—97 
® 48—98 
+ 97—79 
J. 36—35 
O 58—48 

— 48—58 

— 58—68 



® 27—97 
J. 56—55 
® 97—95 
2 89—68 
® 95—35 

— 35—75 
D 19—17 
® 75—72 
+ 39—57 
2 29—48 
D 99—97 

— 17—27 
2 68—76 
® 87—67 
D 27—21 
G 69—58 
2 76—64 

— 48—69 



Gamb IX. 



White. 
2 68—47 
_ 47_39 + / 

D 20—27 
® 37—77 2 y 
2 39—18 D 
D 28—27 v/ 

— 27—28 

— 90—92 

— 92—62 / 

— 27—28 v/ 
® 12—72 

D 28—27 

— 62—67 

® 72—79 + 
D 27—57 v/ 

— 57_47 / 
_ 67—57 -/ 



— 47—48 
Game, 



y 



2 80—72 
® 82—52 
□ 90—80 
J. 93—94 
+ 30—12 
X 53—54 
® 52—55 X 

— 55—52 y 

— 22—72 ® 
X 73—74 

— 74—75 
_ 75—76 X 
® 72—77 

— 77—72 

_ 72—79 + v/ 

— 79—72 

D 80—89 v/ 
® 52—57 +v/ 



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154 



CHINESE CHESS. 



+ 



Bed. 
G 68—47 
2 64—72 (9 
67—17 
D 21—22 

— 22—12 
® 17—57 

— 57—53 
G 49—58 
D 12—42 

— 42—12 
® 53—57 
2 69—77 

— 77—69 
2 72—84 

— 69—57 

— 84—92 
D 12—13 

— 13—33 
O 59—69 






Gahb IX — (kmiinued. 

White. 

— 57—97 n 

— 97—47 Q 
2 20—32 

* D 10—30 
2 32—44 
+ 70—52 
G 40—51 
® 47—43 
n 30—40 
43—23 
a 89—86 

— 85—55 
2 44—65 

— 65—67 ® 
n 56—57 2 

— 40—42 
® 23—53 
D 57—68 G v/ 
_ 42—49 Mate. 



> 2 32—41. 



' Next move checkmate. 



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CHINESE CHESS-BOARD. 



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o 
a: 
< 
o 



X 
o 

u 

w 

z 

< 

< 



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XII. 
JAPANESE CHESS. 

SHIO-OHI'THB QKNEBAL*8 GAME. 

Chinese Repository - - - 1840 

Games with Natives - - - 1872-1888 



Shio-ghi is played chiefly by the intellectual classes ; 
Go is the popular game, and Sugorochu, or Double-six, 
a game of chance, is the favourite of the lower orders. 

Japanese Chess diflfers from all other games of chess 
in having the men all of one colour, and thus the same 
pieces serve for the player and his adversary. The 
pieces are punt-shaped pieces of wood of different sizes, 
lying flat upon the board, not upright, and slightly 
incluied towards the front ; the direction of the point 
determining to whom the piece belongs. Any piece 
taken np may be entered by the adversary in any 
vacant place he chooses, and at any time he thinks 
it desirable to enter it, such entry constituting his 
move. The consequence is that the loss of any piece is 
a double loss: for not only do you lose a piece, but 
your adversary gains one whenever he is disposed to 
make use of it. And another consequence is that 
the game can never be judged of by the appearance 
of the board; for fresh pieces can be entered in at 
any moment— if you have taken prisoners — which 
may change the whole character of the game. Another 



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y 



156 JAPANESE CHESS. 

kJ' peculiarity is that the pieces gain increased power on 
arriving at a certain portion of the board, or if a piece 
be a conquered piece, and re-entered in this portion of 
the board, it acquires this increased power after it has 
made one move. Consequently a conquered piece 
frequently becomes more formidable than it was before. 
Another peculiarity of the game consists in the board 
being constantly covered with men : for as soon as any 
are taken ojff they can be replaced on the board. 
But a still stranger peculiarity, if possible, is exhibited 
in the fact that while the game is begun with one set 
of men, it may be finished with another set. Indeed, 
it is possible that while beginning with a King, a Hisha, 
a Kaku, two Kins, two Gins, two Kas, two Yaris, and 
nine pawns, it may finish with a King, a Nari-Hisha, 
a Nari-Kaku, and seventeen Kins on each side. 

Like all other games of chess, it has a military 
character ; it is called the Game of War, The King 
General has at his side a gold commander, and a silver 
commander, he has infantry and cavalry, and lancers 
or spearmen, he has swift chariots, and reserved forces: 
for the prisoners are compelled to fight for their 

y conqueror. In one respect it resembles war more than 
any other game of chess, for the general has not 
merely to calculate the chances of the armies in the 
field, but the contingency of other forces coming up. 
The board consists of a square of nine, or 81 cells, 
which are of a slightly oblong form for the greater 
convenience of placing the pieces. The pieces are 
placed in the cells, not on the intersections as in 
Chinese chess. The cells are all of one colour. The 
portion of board containing the nine central cells has a 
dot at the four comers, the use of which is to mark the 



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JAPANESE CHESS. 



157 



seventh, eighth, and ninth rows of squares which form 
that portion of the board on which pieces on arriving 
acquire their increased power. 

The following are the names and positions of the 
pieces. It will be observed that the Yari and Hio 
or Fu are narrower in shape than the other pieces, to 
distinguish their perpendicular movement. 

Names of the pieces. 

In print. Pronunciation. Tranfilation. Equivalent Sign. 







I 

^ 





or 
Sho 






AH 



Hisha 



Nuri 
Hisha 



Kaku 



Nari 
Kaku 



Kin 



.g 



King 
General 



King 



Flying Dragon 
Chariot King ! ^^"^ 



Diagonal Dragon 
Moving Horse 



Gold 
General 



Bishop 



Kin 



I 



D D 



+ + 



' The maker's name is often written at the bottom of the King. In this set it is Shei-Sei. 
' The chariot in Giinese chess alsOi Tchtf is the castle. 



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158 



JAPANESE CHESS. 
In print. Prouundation. Translation. EquivtJenL Sign. 




t^ 






» 



t 






Ghin Kin 



Ka 

Ma 



Kin 



Yari 

or Kin 

Kioshia 



Fu 
or 
Hio 



Kin 



Silver 
General 



8 



Kin 



Horse 



Kin 



Spear. 

Fragrant Kin 
Chariot 



Foot 
Soldier 



Kin 



Ghin 



Knight 



Yari 



Pawn 



These names are written differently by different 
writers, and at different times, so the writing does not 
always agree. I have three sets, but only one table, 
which is shown in the photograph, and this suits the 
smallest set. This table is only 5f by 6^ ins. square, 
and 3^ high ; my largest set has only a yellow paper 
with the squares printed on it, measuring 10^ by 12^ ; 
for the squares are somewhat elongated in order to 
contain the pieces. The pieces here represented are of 
the middle size, and they also had originally only a 
folded paper board inside the box. The nine squares 



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JAPANESE CHESS. 159 

in the centre are distinguished by round points at the 
four angles, so as to mark the line of increased power. 

O, the King, written king general, stands in the 
centre of first row. He moves one square in any 
direction ; and loses the game when checkmated. 
Check is called 0-t6, check to the king ; and check- 
mate is Tsumu, or Tsumda, finished. 

Kiuy written Kin-sho, gold general, stands on either 
side of the King, and moves one square in any direction, 
except the two back diagonals. 

Gin (pronounced Ghin), written Gin-sho, silver 
general, stands on each side next to the Kin, and 
moves one square in every direction, except sideways 
and backwards. 

Ka-McCy^ a horse, stands next to the Gin, and has a 
knight's move, but only forwards. 

Yariy spearman, occupies the extreme ends, and 
moves any number of squares, perpendicularly only. 

ffisha, flying chariot, stands in front of the right- 
hand Ka, and has the move of our rook. 

KdkUy diagonal-moving, stands in front of the left- 
hand Ka, and has the move of our bishop. 

HiOy or Fuy soldier. These, nine in number, occupy 
the third row, and move and take one square forwards 
only. 

The King, and the Gold General hold their full 
honours, but all the other pieces look forward to 
promotion immediately on entering the enemy's camp, 
which comprises the three furthest lines of squares. 

The Gin, the Ka-Ma, the Yari, and the Hio or Fu 
can all attain the rank of ELin. 

The Hisha, now called Nari-Hisha, dragon-king, has 

^ Ma U a hoifle, boUi in Japanese and Chineee. In Burmese it is Mbee. 

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160 JAPANESE CHESS. 

increased rank, and the privilege, in addition to his 
former power, of moving one square diagonally like the 
Kaku. 

The Kaku, now called Nari-Kaku, dragon-horse, has 
increased rank, and the privilege, in addition to his 
former power, of moving one square forward, sideways, 
or backwards, like the Hisha. 

Prisoners are forced to enter the army, but are not 
obliged to begin from the ranks. They may be placed 
in any open square, even if desired, in the enemy's 
camp ; but, if placed within the enemy's lines they do 
not get their promotion till they have held their 
position sufficiently long to make one move ; but when 
re-entered go back to their original power. Thus, 
though the Gin, the Ka, the Yari, or the Fu may have 
acquired the rank of Kin before being taken, they are 
re-entered only according to their original power. In 
like manner the conquered Nari-Hisha, or Nari-Kaku, 
becomes a simple Hisha, or Kaku. 

A captive pawn may not be entered in a peipen- 
dicular line with another pawn. 

The Gin, the Ka-Ma, the Yari, and the Hio or Fu, 
on becoming Kins, have the name Kin on the other side 
written in a more or less negligent way, according to 
the original value of the piece. The Kin itself is ^^ 
the Gin is written rapidly '^, the Ka ^, the Yari ]^, and 
the Hio or Fu J or | , thus enabling a player to perceive 
the original power of a piece should it be turned over. 

We fear that this account of Japanese chess, 
interesting though it may be, will appear too confused 
and intricate to be made available for our use, and will 
be given up as hopeless : so we will endeavour to 
simplify it by calling the pieces by names we can 



Digitized by VjOOQIC 



JAPANESE CHESS. 161 

understand, and by changing the punt-shaped pieces, 
with their, to us, unintelligible writing, to an arrange- 
ment of ordinary chessmen. To do this we must make 
use of parts of three sets of chessmen, two of ivory— a 
medium and a smaller set — and one of box-wood of 
larger size. The pieces and their signs will now be: — 





Ivory Che^men 


Ivory Chessmen 


Box-wood Chessmen 




Small site. 




Medium $iu 


Large size. 


O King 


... 




... o 




D Hisha (Castle) 


.. 




... D 




+ AaA-tt (Bishop) 


... 




... + 




K Kin 








... X 


a Ghin 


+ on 


becoming a Kin 


... X 


2 Knigbt 


2 


»> 


»♦ 


... ± 


Y Yari 


D 


99 


99 


•• ± 


X Tawu 


± 


99 


19 


... J. 


9 Nari'HUha,,. 


... 




... 


... D 


i Nari-Kdku ... 


.. 




... 


... + 



But on using a wooden pawn for the kin, it will not 
be known whether the piece was originally of lower 
value; and as it has to return to that lower value 
when taken, it is necessary when a piece becomes a 
Kin, to put a small piece of paper under the Kin, or 
a label over it, giving the name of the original piece. 
Gin, Ka, Yari or Hio ; the Nari-Hisha and Nari-Kaku 
will not require it, as they would go back to their 
original ivory. 

A pawn is used by the Japanese to determine the 
first move, and in throwing for it you ask your opponent 
whether it is a Hio or a Kin ? just as we say heads or 
tails ; or, as in tennis, rough or smooth ? 

In opening the game the first thing to be done is to 
clear the way for the Hisha and the Kaku ; but as the 
opponent will naturally do the same on his side, care 

M 

Digitized by VjOOQIC 



162 JAFANESB CHESS. 

must be taken to prevent the opposite HisWs attack 
on the left: but a defensive game is not a safe game ; 
and victory will generally follow the first success. If 
the Hisha and the Kaku are prevented from operating 
by the defences of the enemy, the Gin and the Ka can 
be brought out to break the outposts, and form a 
breach for the entry of the superior pieces, thus, at 
the end of Game I, although White had two Hishas, it 
was unable to pierce the intrenchment, till the Gin 
came up in six moves and did so. The Ka would 
reach the intrenchment in three moves, and the Hio in 
four. As the Hios have only half the taking power of 
our Pawns, and cannot support each other, their use is 
not so much to force the intrenchment, as to support 
other pieces in doing so. 

As in war victory often follows the unexpected 
entry of fresh troops, so in Japanese chess, the great 
danger to be constantly kept in view is the entry of 
captive pieces, forming the reserved forces. The eye 
must be ever fixed on the captives in the possession of 
the enemy, and on what points they may possibly 
enter. An example of this occurs in Game I, in 
White's moves 17, 18 and 20. Two captive Gins are 
suddenly brought in, in two successive moves, thus 
causing the loss of a Hisha ; and this Hisha is as 
unexpectedly entered in the innermost line of the 
enemy's intrenchment, giving check to the king, 
and at the next move becoming a Nari-Hishaj and 
soon giving a checkmate. In like manner in Game II, 
the Hisha is lost by the entrance in two successive 
moves of the Yari and Kama, and checkmate follows 
in four moves afterwards. The loss of a piece there- 
fore is not merely the loss of such piece, but, as we 



Digitized by VjOOQIC 



JAPANESE CHESS. 163 

have said, the conqueror thus gains an extra piece 
of the same value. Nor is this all : for this exti-a 
piece, instead of being placed where such piece would 
stand in the beginning of a game, can be placed 
anywhere on the board, and, if placed within the 
enemy's line, will gain its increased power at the 
next move — a result resembling that of an Indian 
game of cards, Shataro (seventeen), in which after 
every deal, the winners take at chance as many cards 
from the hand of the loser as they have won tricks, 
and give back to him in return as many of the worst 
cards they have in their own hands; and thus at 
every deal he is worse off, till he is happily out of 
the game. For this reason, when two pieces are 
en prise J it is advisable to examine carefully whether, 
if the pieces are exchanged, the new piece can be 
entered in a more commanding position, or whether 
the opponent can improve his position ; and in either 
case to be the first to exchange, so as to be the first 
to enter the new piece, and then perhaps obtain 
another piece, or even lead to a checkmate; and 
thus give no opportunity for the opponent to enter 
his piece. This also is seen in Game I. In his seventh 
move Bed opened a way for his Kaku, and White 
opened his Kaku five moves afterwards. Red should 
have immediately exchanged Kakus : but neglecting 
to do so. White made the exchange, and thus at 
the next move entered a new Kaku, forking the 
Hisha and Gin, taking two Gins, and, as we have 
already seen, with these two new Gins taking the 
Hisha. 

Owing to the necessity of carefully and continually 
watching the number and powers of the captive 

Digitized by VjOOQIC 



164 JAPANESE CHES& 

pieces belonging to the enemy, and how they may 
affect the game ; and of not neglecting to make use 
of one's own captive pieces as occasion offers ; it is 
advisable that they should be placed carefully on 
each side, so as to be seen by both players. When 
each player has taken a piece of the same value, 
the prisoners should be exchanged, so as to enter 
the right colour on each side. 

This is a very intricate game, indeed the most so 
of all varieties of chess, owing to the complicated 
nature of the moves, the imexpected importation 
of new pieces, and the constant changing of the 
power of the pieces : but for this very reason, and 
from the fact of its being so peculiar, it becomes a 
game of great interest. The game requires great 
practice, before a novice however experienced in 
European chess, can recollect the powers of the 
several pieces, present or prospective ; and can grasp 
at a glance the effect produced by the advent of 
new pieces, and understand where to place them. 
The result ia each such case must be a lamentable 
and disgraceful defeat. This circumstance therefore 
proves that Japanese chess is no weak variety of 
ordinary chess; but that it is a game of great 
originality, and of high intellect. 

The examples of games which follow were played 
' by different Japanese of various degrees of efficiency, 
but however weak the play in some instances, they 
all show the nature of the game. The men being 
all alike, except in size, and not having any difference, 
in colour, as in the Chinese, it must be very difficult, 
even for the Japanese, to distinguish one man from 
another merely by the writing; and even this writing 



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JAPANESE CHESS. 165 

though it is upright for one's own men, is upside 
down for one's opponent's ; and of course it is as 
necessary, or even more so, to distinguish the adver- 
sary's men than one's own, for though it takes a 
long time to make a successful attack, a single 
advei-se move by one's own may be fatal. Owing 
to this difficulty, although Japanese, and indeed all 
Orientals, unlike European chess players, play very 
rapidly, from their quicker preception,' they occasion- 
ally make mistakes or oversights relative to the 
pieces; and it is astonishing that such mistakes are 
not more frequent. If anyone doubt this, let him 
write the names of the pieces in English on flat 
counters, and see what he would make of it. 

From the games which I have seen played, they 
do not always observe the rule — "Touch a piece, 
move it." On the contrary, I have seen them touch 
one piece, and then another, and then go back perhaps 
to their first move. The pieces were turned over 
also on entering the seventh line of squares, without 
directing attention to the fact by saying Kin, Nari- 
Hisha, or Nari-Kaku ; taking it for granted that the 
opponent would perceive that it was all right ; and 
in like manner new pieces would be entered without 
comment. Some players did not even call out O te, 
check, when checking the King ; and I have seen a 
game finished without saying Tsumu, or Tsumda, 
checkmate, or finished : so that I had to ask whether 
it was checkmate. 

Game IV, notwithstanding its mistakes, is interest- 
ing as exhibiting a well-fought game. It is curious 

^ In a chess tournament played recently, I see it was provided that fifteen 
moves be made in the hour. Game iv. occupied one hour exactly, and there were 
109 moves : so the Japanese play was more than seven times as rapid. 

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166 JAPANESE CHESS. 

to see how Red, in 95, had won the game if he had 
played the right piece; and how a second time he 
had the chance of doing so in 99, in two moves, but 
failed to see it, and how by not doing so, and making 
a false move through the temptation of taking a Kin, 
he thus allowed White to get the move, which being 
skilfully followed up by entering his reserved forces 
unexpectedly, ended in checkmate. 

Owing to the intricacy and length of Game IV, and 
the mistakes which arose from errors in following the 
score, which obliged me to begin several times all over 
again, I found it necessary to take account of the game 
fi'om time to time, as bankers cast their balance every 
day, to prevent having to go back. The result will be 
seen in the score of the game, and will show how 
available the notation I employ is for noting down 
the condition of a game from time to time throughout 
the game. This repeated record of the score will 
also be found of use to the reader who wishes to 
learn the game by playing it out according to the 
score: for if at any of tliese breaks he finds his 
game does not accord with the score, he will be 
obliged either to begin again, or to start afresh from 
one of these scores. 

The following announcement in the Times will be 
read with pleasure by chess players : — 

" The Japan Maily referring to attempts now being 
made to revive chess in Japan, says that during the 
long peace enjoyed by that country under the rule 
of the Shoguns the game of chess flourished. Once 
every year, on the seventeenth day of the eleventh 
month, the masters of the game met in Yedo and 
fought a grand tourney in an appointed place within 



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JAPANESE CHESS. 167 

the precincts of the palace. Judges, umpu'es, strict 
rules, and all things necessary to the combat were 
provided, and after the fight was over the ranks of the 
various combatants were officially fixed. The number 
of ranks was seven in all, the seventh being the 
highest.' Rarely did any player attain the distinction 
of reaching this, but the sixth generally had one or 
two representatives. There appears to have been a 
certain element of heredity in the game as played in 
Japan, for certain families took the lead for many 
generations, and the contests between their champions 
were a salient feature of every tourney. To this time- 
honoured custom, as to many another of even greater 
merit, the Eevolution of 1867 put a stop. A long era 
of neglect ensued for chess players ; but it did not fall 
into disuse because Court patronage was wanting. 
Its votaries still studied their gambits and elaborated 
their variations, and now once more the science 
promises to resume its place of importance. In 
October last a grand meeting of all the principal 
chess-players in Japan was organized in Tokio. Over 
200 players assembled, all boasting greater or less 
degrees of skill, from the first up to the sixth. Count 
Todo, the former Daimio of Tsu, who has the honour 
of belonging to the sixth rank, is among the chief 
promoters of the revival. Another meeting took place 
on the 18th of January, when a ceremonial in honour 
of the revival of chess was performed. There appears 
to be a considerable chess literature in Japan : one 

^ The early Arab and Persian chess players were divided into five classes. The 
first were called *Alii/(Uf or grandees. Frequently it consisted of only one player, 
seldom of more than three. A grandee gave a pawn to a member of the second 
class, a Queen or Ferz to the third dass, a Knight to the fourth dass, and a Rook 
to the fifth class. ForheB, HitU of Chett. 



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168 JAPANESE CHESS. 

leading work contains pi'oblems, the solution of which 
is said to make the player worthy to be placed in 
the sixth rank." * 

Game I. 





Red. 






While. 


; 


1 


X 


26—25 




K 


40—31 




2 


— 


25—24 




X 


82—83 




3 


K 


68—77 




— 


83—84 




4 


X 


21-23 




— 


22—23 


X 


5 


a 


27—23 


X 




X 22 




6 


— 


23—25 




X 


12—13 




7 


X 


76—75 




— 


81—85 




8 


— 


86—85 


X 


D 


81—85 


X 


» 




X 86 




— 


85—81 




10 


G 


78—67 




G 


70—71 




11 


X 


56—55 




X 


32—33 




12 


G 


67—56 




+ 


21—87 


+ 


13 


K 


77—87 


+ 




+ 34 




14 


D 


25—35 




— 


34—56 G 


15 


K 


48—57 




— 


56—38 G (Xari-Kaku) 


16 


D 


35—25 




K 


31—32 




17 




+ 47 






G 31 




18 


— 


25—26 






— 25 




19 


+ 


47—38 


+ 


G 


25—26 


D 


20 




+ 54 






D 78 


V 


21 


O 


58—47 




D 


78—75 


X(Nari-lIi8ha) 


22 




X 76 




D 


75-55 


X 


23 


+ 


54-05 




U 


71—82 




24 


K 


57—56 




n 


65—64 




25 


X 


76—75 




G 


82-73 




26 


K 


87—76 




— 


73 84 




27 


X 


86—85 




— . 


84—85 


X 


28 


K 


76—77 




— 


85—86 


(Kin) 


20 


— 


77—78 




D 


64—75 


X 


30 


— 


78-68 




K 


80—77 





' Timet, 10th April, 1890. 

19 White $ Nari-Kaku captured by Red is eDtere<l ia the following move, but 
being a captive, goea back to its first estate, viz., a Kaku. 



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JAPANKSE CHESS. 169 





Sed. 


While. 


31 


O 47-58 


— 77—68 K 


32 


— 58-68 K 


D 81—88 2 v/(Nari-nUUa) 


33 


— 68—57 


a 75—77 


31 


G 67 


— 88—68 


35 


— 57—47 


— 77—67 K Mate. 



In move 12 Red ought to have exchanged Kakus 
first, 87 — 21. Nedecting to do so White had the first 
exchange 21 — 87, and entered his prisoner in the 
following move, which took two Gins in the two 
following moves, and became a Nari-Kaku. Hed 
entered his Kaku in move 17, which took Whites 
Nari-Kaku in move II), but in the same move While 
immediately took lied'ff Hisha, which he entered in 
the following move, and which eventually gave the 
checkmate. 

32 In like mAnner W/iUe*s Kin taken by Red U entered in 34 as a Gin. 



Game II. 





White. 




Red, 


1 


± 32—33 




K 68-77 


2 


K 40-31 




G 78—67 


3 


X 82 -83 




X 26—25 


4 


— 83—84 




— 25—24 


5 


— 84-85 




— 86—85 


6 


D 81—85 


A. 


X 86 


7 


— 85—83 




— 24-23 


8 


X 22—23 


± 


— 96—95 


9 


K 31—22 




(i 38-37 


10 


X 72—73 




— 37—26 


U 


(} 70-Cl 




— 26-35 


12 


X 52—53 




O 58-57 


2 Bed O should have stopped to protect + 




8 Rtdnn- 23 ± 







Digitized by VjOOQIC 



170 JAPANESE CHESS. 

Gaub it — Continued. 





White. 




Red. 


13 


G 61—52 


X 


66—65 


14 


O 50—61 


K 


77—66 


15 


X 85 


X 


86—85 X 


16 


D 83 85 JL 


+ 


87—96 


17 


— 85—88 2 (Nari-Hisha) 




X 24 


IK 


X 23—24 X 


G 


35—24 X 


19 


+ 21—43 


— 


24—33 X 


20 


X 26 


D 


27—26 X 


21 


X 25 


— 


26—27 


22 


K 22—23 G 


X 


26-35 


23 


G 26 


D 


27—47 


24 


G 26—35 X becomes K 


X 


46—45 


25 


X 25—26 becomes K 


— 


45—44 


26 


+ 43—25 


— 


44—43 


27 


X 42—43 X 




X 36 


28 


K 26 36 X 


2 


28—36 K 


29 


G 35—36 2 becomes K 


D 


47—45 


30 


+ 25 34 


— 


45—15 


31 


K 33—24 


— 


15 55 


32 


g 88—98 Y 


X 


65—64 


33 


— 98—96 + 


D 


55—75 


34 


Y 74 


— 


75—65 


35 


2 46 y 


— 


65—45 2 


36 


+ 34—46 D 




2 37 


37 


+ 35 v/ 


O 


67—58 


38 


D 96—98 y 


G 


67—78 


39 


— 98—78 G McUe. 







18 Rtd blocks up his own -]- 
n BedU 27—24 ± 
20 Good play. 

25 This is a mistake. The J. must make another move, being a captiTe piece, 
before it becomes a K. 

26 Q 67—- 78 : as Q 88 could not take 98 without being ultimately taken, and 
if it moved to 86> + would move to 87, and so drive it away. 

84 Courtiog capture, in order to draw away D 75. 



Digitized by VjOOQIC 



JAPANESE CHESS. 171 

Gamb III. 

Bed. White. 

K 40—31 i. 76—75 

D 81—41 — 26—25 

50—61 — 25—24 

± 32—33 + 87—21 + 

G 30—21 + X 24—23 

± 22—23 ± D 27—23 ± 

JL 22 — 23—27 

— 42—43 K 68-77 

— 43—44 G 78—67 
K 31—32 — 38—37 

X 44—45 ± 46-45 JL 

D 41—45 JL X 46 

— 45—75 ± — 76 

— 75—73 +64 

— 73—63 + 64—20 2(Nari.Kaku) 
X 22—23 + 20—21 G 

K 32—42 D 27—23 X 

— 42—53 — 23—22 (Nari-Hisha) 
X 72—73 + 21—10 Y 

G 70—71 g 22—21 v/ 

O 61—72 2 75 

a 63—64 D 21—41 

X 82—83 X 66—65 

□ 64—65 X Y 66 

— 65—25 D 41—42 

K 53—63 Y 66—63 K 

X 62—63 Y -h 10—54 

D 25—27 — 64—63 X / 

O 72—82 g 42—52 X / 

— 82—91 2 75—83 X Clieckmaie. 

The Japanese who played Bed was evidently only 

a beginner, who " knew the moves, but that was all:" 
for when once the game was fairly opened every move 

he made was a bad one. But White's play shows 
some new points, especially in the power of the Kaku, 



Digitized by VjOOQIC 



172 JAPANESE CHESS. 

and the skill in bringing in new pieces ; whereas Red 
never used his captive Kaku, and only brought in a JL, 
and even in the last move he might have avoided 
checkmate by entering his Kaku at 72, or placing 
his 2 there ; and instead of using his Hisha, he placed 
it out of the way where it could be of no use. 

Gamb IV. 







White. 






Red. 




1 


K 


40—31 




X 


76—75 




2 


± 


82—83 




K 


68—77 




3 


— 


83—84 




G 


78—67 




4 


— 


84—85 




X 


86—85 


X 


.5 


D 


81—85 


X 


G 


67—76 




6 


— 


85 81 






X 86 




1 


G 


70—71 




X 


26—25 




8 


O 


50—51 




o 


68—57 




9 


G 


71—82 




X 


96—95 




10 


± 


92—93 




— 


25—24 




11 


— 


12—13 




— 


16—15 




12 


G 


82—83 




G 


76—85 




13 


K 


60—61 




X 


24—23 




U 


X 


22—23 


X 


a 


27—23 


X 


15 




X 22 




— 


23—24 




16 


G 30—41 




K 


48—47 




17 


X 


52—53 




G 


38—37 




18 


6 


41—52 




— 


37—26 




19 


K 


61—71 




— 


26—25 




20 


X 


32—33 






X 23 




21 


+ 


21—87 


+ 


K 


77—87 


+ 


22 


X 


22—23 


X 


D 


24—23 


X 


23 




i. 22 




— 


23—33 


X 


24 




X 32 




— 


33—35 




25 




+ 44 




— 


35—65 




26 


+ 


44—26 


(Nari-Kaku) 


G 


25—16 




2r 


X 


72—73 






+ 45 




28 


G 


83—72 




X 


75—74 




29 


X 


73—74 


X 


G 


86-74 

Digitized by 


X 
Google 



JAPANESE CHESS. 



173 





White. 




Red. 




30 


a 81—84 




— 74—73 




31 


G 72—63 




— 73—84 


D 


33 


— 53-51 




+ 46—54 


G 


33 


J. 53 54 




D 65—75 




34 


X 72 




G 84—83 




35 


+ 26—53 




D 75—78 




36 


X 54—55 




X 56—55 


X 


37 


+ 43 




G 54 




38 


X 43—54 G 


X 55 54 


+ 


39 


+ 63 54 


X 


X 76 




40 


X 55 




D 84 




41 


G 52-63 




G 83—82 




42 


G 73 




D 84— r)4 


±(+) 


43 


G 63 54 


D 


G 82—71 


K(K) 



Condition of the game as at present. 
White, O 51 : K 31 : G 54.73: 2 20.80: Y 10.90: i. 13.22.32 
42.55.62.72.93. 

Red, 57: D 78: K 47.71.87 : G 16 : 2 28.88: Y 18.93 : 
X 15.36,46.66.76.86.95. 

Prisoners or Reserved Forces. 
White, Q. Red, + + : K : X ± ±. 

Red lias tlio best of Ihe game by + + : KKK: JLJL: including 
Reserved Forces. 



Continiuxtlon, 



44 
45 
46 
47 
48 
49 
50 
51 
52 



White. 
G 73—64 
O 51—52 

— 52—53 
G 54—63 

— 64—73 
X 42-43 
G 63—74 

— 73—74 
O 53—64 



X 

a 



Red. 

+ 60 v/ 

+ 70 v/ 
+ 60—51 (Nuri-Kaku) 
K 71—61 
X 76—75 
— 75—74 
□ 78—74 G 
K 61—62 X 
+ 70-43 X(Nari-Kaku) 



81 An overeigbt G 72—73 0. 



Digitized by VjOOQIC 



174 JAPANESE CHESS. 





WhUe. 








Red. 


53 


U 78 








G 65 v/ 


54 


O 64—75 








G 65—76 y 


56 


— 76—64 








X 66—65 v/ 


66 


— 64—73 








K 62—63 y/y 


67 


— 73—82 








± 51—61 


58 


D 58 


v/ 






O 57—66 


59 


D 78—68 


v/ (Nari- 


Ilisha) 


K 67 


60 


G 74—63 K 


(G) 




K 67—68 D (t 


61 


D 58—68 K 


/(ITari-Hishn) 


G 76 57 


62 


G 54 








+ 61—60 v/ 


63 


O 82—73 








— 43—70 


64 


± 75 








O 66—75 X 


65 


G 63-74 








— 76—66 



Condition of the game aa at present. 

White, O 73 : D 68 : K 31 : G 54.74 : 2 20.80 : Y 10.90 : J. 13 
22.32.55.72.93 

Bed, O 66 : + 60.70 : K 47.87 : G 16.67 : 2 28.88 : Y 18.98 : 
J. 15.36.46.65.86.95. 

Prisoners or Reserved Forces/ 
White, K Red, D X±±±±± 

Relative Value. 
White, D Red, U ++ ±±±±±±: so still has the best of 
the game. 

Continuation, 
White. Red, 

66 G 74—65 X / O 66—75 

67 D 68—67 G X 95—94 

Here White might have won the game at the next move L}- playing 
G 66—75 checkmate. 

68 O 73—63 ± 64 / 

69 — 63—53 + 60—71 / 

70 G 62 "" D 62 / 

71 o 53—44 + 71—62 G / 

72 — 44—33 D 62—53 / (Nati-hibha) 

73 K 43 + 62—51 / 



Digitized by VjOOQIC 



JAFAKBSE CHESS. 



175 





White. 


Red. 


74 


33—23 


+ 70—43 K 


76 


D 67—66 / 


O 75—85 


76 


G 54—43 + (+) 


D 53—43 G / 


77 


O 23—12 


+ 51—40 


78 


X 42 


D 43—53 


79 


+ 58 / 


G 76 


80 


G 65—76 G / 


O 85—74 


81 


D 66—65 / 


— 74—63 


82 


G 30 


X 15—14 


83 


O 12—21 


— 14—13 X 


84 


+ 58—47 K (Nari-Kaku) 


G 16—25 


85 


+ 47-56 


D 53—51 


86 


K 41 


K 87—76 G 


87 


K 41—51 D (D) 


+ 40—51 K 


88 


n 65-68 


G 12 v/ 


89 


Y 10—12 G 


X 13—12 Y 


90 


2 20—12 J. 


Y 18—12 2 


91 


+ 56—12 Y 


2 24 


92 


— 12—23 


X 12 / 


93 


— 23—12 X 


2 24—12 + (+) 


94 


O 21—12 2 


Y 14 / 



Condition of the game as at present. 
TTAtYc, 012: D 68. K 31 : 30: 2 80: Y 90: ±22.32.42 
55.72.93. 

Redy O 63 : + 51 : K 76 : G 25 • 2 28.88 : Y 14.98 : ± 36.46 
64.86.94. 

Prisoners or Reserved Forces. 

White, D G 2 Y±± Red, +KKG ±±±±± 

Relative Value. 

White, D D R^d, + + KK ±±± 

At this period of the game each player made several mistakes. 
In 95 White went into a trap, but Red neglected to checkmate him. 
In 96 White should have opened an escape. In 99 White should 
have opened another escape, by taking Nari-EIaku 52 ; and Red 
should have moved up JL to become a K, and given check, and at 
next move entered K at 22, and given checkmate. 



Digitized by VjOOQIC 



176 JAPANESE CHESS. 

Conclusion, 

White. Bed. 

95 O 12—21 X 12 

96 K 31—41 G 10 v/ 

97 O 21—31 K 21 / 

98 G 30—21 K G 10—21 G 

99 o 31—21 G ± 51—41 K 

100 D 61 / O 63—52 

101 K 62 / — 52-42 JL 

102 G 53 y — 42—43 

103 D 61 -41 + v^' goes buck to + — 43—34 

104 — 41—44 v/ — 34—35 

105 D 68—28 2 O 45 

106 — 44—64 X K 44 

107 + 26 v/ O 35—34 

108 G 23 v/ — 34—43 

109 X 42 ChecK-nmie. 



95 WhiU O 12— 28 : SidKU cLeckmate next move. 

96 WhiU ± 22— £3. 

97 WhiU O 21 could not take G 10, for X 12 would move to 11 and bcccnie 
K, and give checkniate. 

99 White K 41—61 + : Jied ± 12—11 and become K y/, and entering K 21 
checkmate. 



Digitized by VjOOQIC 



Digitized by VjOOQIC 



p 

< 
o 

m 

CO 
CO 

Ui 
X 
o 

W 
w 
u 

D 



Digitized by VjOOQIC 



XIII. 
BURMESE CHESS. 

CHIT-THABBBN| OF the Geuerars game. 

Major Sjmes, Embassy to the Kingdom of Ava .... 1800 

Capt. Hiram Cox, Trans. Bengal Asiatic Soc 1801 

Shway Yoe (James Oeorge Scott), The Burman. 

His life and notions 1882 



Professor Forbes thought this game common to the 
regions situated between India and China, viz., Tibet, 
Burmah, Siam, and Cochin China. 

The names of the pieces are, according to Captain 
Cox:— 

Meng— The King, or General^ which we will call King, O 



Ghekoj — Lieutenant General, 
Hatha — ^War Chariots, 
Chein — Elephants, 
Mhee-^Cavalry, 
Yein — ^Poot Soldiers, 



„ Queen, ([ 

„ Eukhs, n 

„ Bishops, + 

„ Knights, 2 

„ Pawns, J. 



The King has the same move as with us. 

The Queen moves diagonally only, but only one 
square at a time. 

The Eukhs have the same move as with us. 

The Bishops move one square diagonally, but are 
able to move, but not to take, one square forward, 
being thus able to change their colour. They are 
therefore like the Japanese Ghin, except that this 
latter is able to take, as well as to move, one square 
forward. 

N 

Digitized by VjOOQIC 



178 



BURMESE CHESS. 



The Knights move as our Knights. 

The Pawns also move and take as our Pawns, and 
queen on arriving at the diagonal line. 

The Board is a square of eight cells, and has a line, 
or is supposed to have a line running diagonally from 
top of right side to bottom of left side. 



□ 














D 




o 


+ 


2 


2 




/ 






+ 


d 


± 


± 


J. 


± 


± 


± 


J. 


± 






















± 


± 


± 


± 


± 


/ 


J. 


J. 


d 


+ 










2 


2 


+ 


O 




/ 














□ 



Although this is the ordinary disposition of the men, 
either party may adopt another line of battle ; but the 
pawns must not be altered. The board is very large, 
and stands bigh, for the convenience of the players, 
who sit upon the ground; as will be seen from the 
photograph which Mr. Scott of St. John's Collie, 
Cambridge, obligingly allowed me to take of the table 
and men in his possession. 

It will be seen on examining this game that there is 
only one line of squares dividing the combatants, and 
that the battle must begin immediately. Further, 
that as the diagonal line shows the line of queening, 
the pawns would soon queen were they not opposed 



Digitized by VjOOQIC 



BURMESE CHESS. 179 

by hostile pawns. The power of queening is confined 
to the three* advanced pawns on right hand side ; and 
thus the first pawn queens in four moves, the second 
in three, and the third in two moves. But we will 
speak of this presently. 

As the game is peculiar in the pawns being put in 
fighting position, and in strike of each other : so the 
defensive position of the King is equally remarkable. 
The King stands in a strong intrenchment. He fights 
as it were '* with his back to the wall," being close to a 
corner, and thus protected on one side and the rear, 
while he has guards to protect him on the other side 
and the front. Of these guards the Elephants, being of 
the same colour, defend each other, and three diagonal 
points each, the Queen protects three diagonal points, 
and the King protects all those in the rear, besides 
giving support to his guards. Thus all the surounding 
squares are protected from attack. 



^ Captain Cox giyes the privflege of qaeening to the Jive right hand pawns : but 
this ia a mistake. Were it so, each player would be enabled to queen at his 
first move, if placed originally as in diagram ; for if all five were to be in the 
advanced line, one would be already on the line. This, therefore, is eyidently a 
mistake, in writing five for three. 

Mr. Scott — who, of course, is a great authority—says that the/otir pawns to 
the right may queen, but this seems unlikely, as the fourth pawn would be at 
striking distance if placed in the advanced row, and so might as well not be 
placed on the board. 



Digitized by VjOOQIC 



180 9UBMESE CHESS. 

As all these pieces move oiily one square at a time, 
they often remain in much the same position all 
through the game, unless the King, in the ardour 
of battle, thinkjs more of attacking his opponent than 
of defending himself. 

Owing to this strong position there is no sudden 
checkmate at an early period of the game, or so long as 
piost of the pieces are in the field ; and when the 
principal pieces are much reduced, it becomes very 
difficult, unless an additional piece can be obtained by 
queening a pawn, to get a checkmate. 

A good way of getting into the fortress is to place a 
Castle opposite each Bishop, at a and B, and then 
taking one of the Bishops with some other piece* 
This move will be seen in Game I, move a, where 2 
takes d 35, being protected by □ 30 ; and + 46 being 
prevented from moving by □ 66. 

Other peculiarities of the game are exhibited in the 
power of the Bishops of changing their colour ; and in 
the facility with which the Castles are enabled to 
support each other, and to force a passage. 

The distinctive peculiarity of the early queening of 
the pawn would invest this game with interest, if the 
pawns on reaching the diagonal could exchange as in 
other games for one of the superior pieces : but not 
only is the increased power limited to that of the 
Chekoy, or Queen ; but after all the difficulties of 
obtaining this position have been overcome, they 
cannot acquire even this privilege, unless the Queen 
has been previously taken ; but have to wait, at 
constant risk of capture, till such event occurs. Mr. 
Scott, indeed, gives a still further limitation of privi- 
lege : for he says — " he must be placed on one of the 

Digitized by VjOOQIC 



BURMESE CHESS. 



J81 



eight squares around the King/* but he does not state 
whether these squares are those around the original 
position of the King, or whether they must be in a 
square contiguous to the King, wherever he may be. 

It cannot be supposed that a game Uke this — where 
the King is so securely intrenched behind his guards ; 
where the Castles and Knights, and these matched 
against others of their like, are the only formidable 
pieces — can be a very brilliant one. Indeed, where 
the players are pretty equal, it must be a heavy, 
wearisome, uninteresting game. Even the queening of 
the pawns is of such trifling advantage, being allowed 
only when the Queen is taken, that it scarcely enters 
into consideration. We give, however, two examples: — 



Game I. 



Red. 
i. 65—64 

— 85—84 

— 64—53 

— 45—44 

— 44—53 
2 56—64 
([ 35—24 

— 24—35 
2 46—65 
D 17—47 
2 64—85 
J. 34—23 

— 23—32 

— 32—31 
2 85—73 
+ 36—45 
D 47—67 
O 26—36 

D 87—57 2 
2 73—65 i. 






White. 
X 73—74 

— 52—53 

— 42—53 i. 

— 12—13 

2 41—53 i. 
i. 13—24 X 
D 10—50 
2 53—65 
jL 74— 65 2 
d 62—63 
X 22—23 
2 61—43 

— 43—62 
D 40—30 
2 62—54 

— 54—66 

_ 66—45 + y 

— 45—57 D / 
D 80—50 

+ 61—62 



Digitized by VjOOQIC 



182 



BURMESB CHKSS. 



Bed. 
± 14—13 
O 36—26 
± 13—12 
+ 25—24 
j^ 75—64 J. 
_L 55—64 ([ 
D 57—67 
2 65—44 

— 44—63 / 

— 63—44 
O 26—25 

X 64—63 v/ 
□ 67—77 v/ 

— 77—37 
O 25—26 

— 26—25 
X 12—11 
D 37—36 
O 25—14 

— 14—25 

— 25—14 
i. 63—62 

D 36—35 + 

i. 11 — 10 becomes ([ 

O 14—23 

— 23—32 

— 32—33 

— 33—22 

— 22—11 
([ 10—21 

— 21—12 
O 11—21 

— 21—31 

— 31—21 

— 21—22 



White. 
D 30—31 X 
+ 72-61 
D 31—41 
X 63—64 
([ 53—64 X 
D 41—45 

— 50—55 

— 55—85 
O 71—72 

D 85—86 y 

— 86—85 
O 72—71 

— 71—81 

D 45—44 2 

— 85—86 / 

— 86—85 

— 44—40 
+ 62—53 
D 40—30 
_ 85—84 X 
+ 53—44 

— 44—35 1 
D 30—35 D 

— 35—34 

— 34—24 + v/ 

— 84—44 

— 24—34 y/ 

— 44—43 

— 43—23 

_ 34—14 y/ 

— 23—13 
„ 13—12 a 

— 14—44 

— 12—17 

— 44—46 

and soon wins the game 



Digitized by VjOOQIC 



BUBHESE CHESS. 



183 



± 

+ 

2 

+ 



Sed. 
A. 65—54 

— 75—64 
2 56—64 
D 17—77 
2 64—52 

— 52— 7a 
D 77—73 
± 65—64 

— 54—43 

— 24—33 
2 46—64 

87—77 
45—44 
35—46 
36—45 
54—66 
45—36 

— 25—24 
D 73—77 
O 26—25 
+ 36—45 
2 66—74 

— 74—53 

— 53—72 
J 46—55 
□ 77—17 

— 17—12 

— 12—11 
+ 45—54 

64—63 
11—10 
34—33 
26—36 
24—33 
D 10—11 

— 11—15 
+ 33—32 
O 36—25 

— 25—26 

— 26—37 
» + <6— 64. 



±v/ 
+ / 

JL 



+ 



±v/ 



± 
a 

± 
o 

+ 



v/ 



2 



Gamb IL White. 

± 63—64 
_ 73—64 ± 
+ 72—73 

— 61—72 
O 71—61 
C 62—73 2 
J. 83—84 

— 42—43 

— 32—33 

— 22—33 JL 
2 61—63 

□ 80—82 
j^ 33—44 J. 

— 44—45 
2 63—44 

— 41—33 

— 44—65 

— 65—77 □ 

— 33—14 JL / 

— 14—22 
D 82—83 

— 83—63 
O 61—62 
D 10—70 

— 70—72 2 
2 22—41 
O 62—61 

— 61—60 
D 63—62 

— 72—75 
O 50—61 
D 76—55 d / 
2 41—33 J. 

□ 65—54 + 
O 61—70 
D 62—63 J. 

— 63—66 y/ 

— 66—65 y 

— 64—66 y/ 

— 66—67 Checkmale. 
* Would " queen " next move. 

Digitized by CjOOSlC 



tSi BURMESE CHESS. 

BURMESE CHESS, 
No. II. 



The following variety of the game agrees better with 
other games of Chess, where the Pawn in queening 
takes the power of one of the superior pieces, which 
the Queen in Oriental chess never is. The only 
difference in this game is that it allows the three 
right hand Pawns to become Castles when they reach 
the diagonal line : and the game becomes one of some 
interest. Every attention has now to be given to 
these three Pawns : for when one of them reaches the 
diagonal, the player has immediately three Castles to 
his opponent's two, and can then afford to exchange 
Castles, indeed, it is to his interest to do so, for by 
such exchange the proportion of strength in Cafitles 
becomes 2 : 1, instead of 3 : 2. 

The following are examples of this game . — 

Game I. 

White. 
± 12—13 

— 32—23 

— 63—64 

— 73—64 
a 62—53 
i. 83—84 
+ 61—62 

— 72—73 
i. 42—53 
D 80—82 

— 10-^20 
O 71—72 
2 41—33 

^d 53-1 



Digitized by VjOOQIC 



Bed. 




± 55—54 




— 24—23 




— 34—23 


± 


— 75—64 


1 


D 17—77 




— 77—73 




X 45—44 




D 73—76 




X 44—53 


a 


□ 87—77 




2 46 34 




a 35—46 




2 34—42 




■62 would have been better. 



BX7BMESE CHESS. 



18^ 



Sed. 






WhUe. 




— 42—34 




D 


20—21 




— 34—53 


Xv/ 


+ 


62—53 


2 


□ 76—73 


+ / 


O 72—62 




+ 36—35 




• 2 


33—54 


± 


± 65—54 


2 


± 


64 — 66 becomes D 


+ 35—44 




+ 


.W— 64 




D 73—74 




± 


52—53 




+ 44—35 




D 


6.")— 85 


X 


' 2 56—64 


+ 


± 


53—64 


2 


D 74—64 


j.y 


O 


62—52 




— 77—67 




D 


85—86 




— 64—66 




— 


86—66 


□ 


— 67—66 


□ 


± 


84—85 




— 66—86 




2 


51—72 




O 26 36 




— 


72—53 




d 46—55 




— 


53—74 




D 86 87 




± 


85—86 




i 55—44 




D 


82—62 




± 54—53 




— 


62—66 


v/ 


+ 35—46 




O 


52—43 




([ 44—35 




D 


21—81 




D 87—57 




± 


86 — 87 becomes □ 


— 57—87 


D 


D 


81—87 


D 


X 53 52 




— 


87-80 




— 52—51 




— 


80—30 




— 51—50 




2 


74—62 




O 36—26 




— 


62—54 




26—36 




a 


54—35 


a 


— 36 45 




D 


66—65 


s/ 


— 45—36 




2 


36—14 


±v/ 


— 36—27 




D 


65—25 


+ v/ 


— 27—16 




— 


25—24 




— 16—15 




— 


30—34 




— 15—16 




— 


34—84 




— 16—15 




— 


84—87 




— 15—16 




— 


87—47 




— 16—15 




— 


47—17 CfieckmaU. 


1 A good move. * A bad exchange, 


1 though followed up by 


a check. 


' See iutfoductory remarks. 








In this game White "queens" two pawns. 





Digitized by VjOOQIC 



186 



BURMESE CHESS. 



Gaub II. 



Red. 
X 55—54 

— 54—63 

— 85—84 

— 75—84 

— 45—34 

— 24—23 

— 14—23 
66—64 
87—77 
17—12 
23—12 
64—43 
25—14 
43—31 
14—23 
81—43 
77—57 
34—43 
65—64 
57—53 
46— €5 
65—46 
46—34 
23—34 
43—42 
34—23 
23—24 
34—43 
35—44 
44—33 
33—42 
26—35 
36—45 
35—44 
44—55 



2 

D 

± 
2 
+ 
2 

■ + 
2 
D 

± 

D 
2 



+ 
J. 
+ 



<L 



O 

+ 
O 






2 



2 
D 
2 



2 

O 
2 
d 
2 

± 
2 

□ 



([ 



White. 

42—43 

52-63 

73—84 

43—34 

32—33 

12—23 

61—52 

62—61 

41—53 

10—12 

51—32 

53—41 

80—10 

10—11 

32—51 

71—82 

51-43 

62—71 

41—62 

62—60 

33—34 

50—42 

42—34 

11—12 

22—23 

12—42 

42—52 

52—42 

61—62 

62—53 

53—42 

71—62 

4^-51 

51—42 

62—53 






2 






' To pwyent J. 12 " qneeniiig." 

'To drew away + 23 from defending ± 12 which is 

'The object was to get rid of X J. 64 and 84, and so 



about to " queen." 

to "queen " with X88. 



Digitized by CjOOQIC 



BUBMESB OHESa 



187 



Red. 
± 64—53 
O 55—66 
+ 45—54 
O 66—65 
+ 64—45 

— 45—54 
O 65—66 
+ 54-63 
O 66—65 
+ 43—54 

— 54—45 
O 65—66 
+ 45—66 
O 66—65 
+ 56—67 

— 67—76 
O 65—66 

— 66—65 

— 65—66 

— 66—67 
+ 76—87 
O 67—57 

— 57—67 

— 67—57 

— 57—66 

— 66—65 

— 65—66 

— 66—67 

— 67—66 

— 66—67 

— 67—56 

— 56—65 

— 65—74 



v/ 



/ 



While. 
+ 42—53 J. 
± 63—64 
O 82—71 

— 71—62 

— 62—63 

— 63—62 
+ 72—63 

O 62—63 + 
+ 53—62 
O 63—53 
+ 62—63 

— 68—74 

_ 74—75 v/ 
_ 75—84 J. 

— 84—73 
i. 83—84 
O 53—63 
+ 73—82 
O 63—74 
i. 64—65 
O 74—75 
X 84—85 
+ 82—71 
O 75—86 

— 86—87 + 
j^ 85—86 

+ 71—72 

— 72—73 

— 73—74 

— 74—75 
O 87—77 
+ 75—76 

J. 86 — 87 becomes D 
and ChecknuUe ecMy follows. 



A see-Baw game. 



Digitized by VjOOQIC 



us 



BDBMBBA C£t£SS. 



Gamu III. 
White. 
^ 83—84 
□ 80—84 J. 
± 63-^64 

— 42—53 X 
2 51—63 

jL 53—44 ± 
O 71—62 2 
2 41—53 

— 63—44 2 

— 53—65 J. 
± 52—53 

— 73—74 

— 74—75 
O 62—63 
2 65—77 

J. 75 — 76 becomes D 

— 22—53 



+ 61—62 

± 23—34 J. 

D 84—85 i. 

+ 72—73 

_L 64 — 65 becomes Q 

2 77—56 

— 56—35 ([ 
D 10—40 
± 12—23 ± 
D 40—45 

— 45—35 D 

— 65—66 
_ 66—36 + 

— 36—26 / 

— 26—22 X 

— 76— 16 y 

— 85— 15 + Checkmate. 
This game was begun by White in order to 



Red. 
j^ 75—84 J. 

— 55—54 

— 64—53 
2 46—54 
X 45—44 

2 54—62 ([ 
_ 56—44 X 
D 17—57 
([ 35—44 2 
D 57—54 
([ 44—35 
D 87—47 
_ 47—42 y/ 

— 54—56 
56—57 

— 42—32 X 

— 32—33 

— 57—47 
□ 33—34 X 

— 34—32 

— 47—41 

— 41—61 

— 61—31 

— 32—35 2 
X 24—23 

— 14—23 X 
+ 25—24 

— 24—35 D 
O 26—25 
X 23—22 
O 25—14 
+ 35—24 

— 24—15 



This game was begun by White in order to " queen " by pawn 63, 
first getting rid of pawn 75. White subsequently ••queened" both 
pawns 63 and 73 ; thus having four castles on the board at the same 
time» 

» To bring out 2 » " Queens '' next move. 



Digitized by VjOOQIC 



SURMESB CHBSS. 



189 



1 
+ 



Bsd. 
+ 65—54 

— 64—63 X 

— 34—43 i. 
2 56—44 

_ 44—56 
X 45—54 

— 65—54 

— 75—64 
D &7— 77 

i. 64—73 ([ 
D 77—75 
2 46—67 

□ 75—76 
2 67—55 

□ 76—66 
± 73—72 
2 56—64 
D 66—76 

— 76—75 
2 64—43 
([ 35—44 

— 44—53 2 
D 75—73 

O 26—17 D 
2 55—63 / 
+ 36—45 
O 17—26 

□ 73—76 
_ 76—56 2 
2 43—22 J. 

— 22—34 
D 56—76 

2 34—53 v/ 

□ 76—86 D 
O 26—35 

2 53—32 



Game IV. 



White. 
i. 42—43 
+ 72—63 X 
i. 32—43 X 

— 52—53 

— 53—54 

— 43—54 X 
+ 63—64 

X 73—74 
([ 62—73 
2 41—53 

— 51—72 
X 83—84 

— 74—85 X 
2 53—65 

— 72—53 

+ 61—72 X 
X 85—86 

— 84—85 

□ 10—60 
2 65—77 

X 86—87 becomes D 

2 77—56 

D 87—17 D 

X 85—86 

O 71—61 

X 86 — 87 becomes D ^ 

D 87—83 

+ 72—63 2 

— 63—52 

□ 83—53 ([ 

— 53—83 

— 83—86 
O 61—50 

D 80—86 Dv/ 

— 86—83 
O 50—61 



1 White BAcrifices 4- and ([ , in order to "queen " a X 
• X 86-76 D better. 



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190 



BURMESE CHESS. 



Red. 
J. 14—13 

— 24—23 

— 13—12 
+ 25—34 

— 34—25 
O 35—44 
+ 25—36 
O 44—35 
_ 35—46 
_ 46—47 

— 47—37 

— 37—26 
+ 36—25 

— 45—36 
O 26—27 

— 27—26 
+ 36—27 
O 26—36 

— 36—45 

— 45—34 
OiveB up the game. 



D 


Whi 
60- 


'te. 
-30 




± 


12- 


-23 


± 


D 


30—32 


2/ 


— 


32- 


-12 


± 


— 


83—33 


v/ 


— 


33—83 




— 


12- 


-14 


y 


— 


83- 


-33 


v/ 


— 


14—15 
33—83 




— 


83—87 


/ 


± 


23- 


-24 




D 


87- 


-86 


/ 


+ 


52—53 




D 


86—87 


/ 


+ 


53—44 




— 


44- 


-35 


v/ 


D 


87- 


-86 


/ 


— 


15- 


-25 


+ 


— 


25- 


-27 


+ 



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XIV. 
SIAMESE CHESS. 



The following particulars of this game have been 
procured for me from Prince Devawongse, Minister of 
Foreign Affairs of H.M. the King of Siam, through the 
kindness of E. B. Gould, Esq., H.B.M/s Consul at 
Bangkok, August, 1889. 

*' British Legation, 
Bangkok, 

Oct. 22, 1889. 

"Dear Sir, 

I took an opportunity to make enquiries of 
Prince Devawongse, the King of Siam's Minister for 
Foreign Affairs, and a keen chess player, both at the 
native game, and our European one, on the subject of 
your letter of the 23rd of April. I left your letter 
with the Prince, who appeared to take much interest 
in the subject, and promised to supply me with a 
record of a game played by good Siamese chess players. 
This he ultimately did, and I now forward a copy of 
the rough record the Prince gave me. 

Yours faithfully, 

E. B. Gould.'' 

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192 SIAMESE CHESS. 

Names of the pieces. 
King — Khun (Lord), 
Queen — Met, no meaning. 
Bishop — Khon, no meaning. 
Knight — Ma (Horse). 
Castle— i?«a(Boat). 
Pawn — Bia (Cowrie shell) generally used for the Pawns. 



The King moves one square in any direction : but 
in his first move he can move as a Knight. 

The Queen has the usual Oriental move of one 
square diagonally : but in her first move she can t^e 
two squares, if desirable. The Queen is placed on 
the right hand of the King. 

The Bishop has the move of the Kin in the Japanese 
game : one square diagonally every way, and one 
straight forward. 

The Knight's move is the same as ours. 

The Castle's move, also, is the same as ours. 

The Pawns stand on the third row, and " queen " on 
the sixth. 



Siam, being a maritime country, appears to have 
taken the game partly from India and Burmah, and 
partly from Japan. From India she adopted the name 
of boat ; and from Burmah and Japan the Bishop s 
move ; the only difference between the two being that 
in the Burmese ganie the Bishop only moves in the 
straightforward line, whereas in the Japanese game it 
both moves and takes. The Pawns stand on the 
third row, as in the Japanese game. The name of the 
Bishop, Khon in Siamese, seems a corruption of the 
Burmese Chein, and the Chinese Sang : while the 
name of the Knight, Ma, a horse, is taken from the 
Chinese and Japanese. 

Digitized by VjOOQIC 



SIAM£SB CHESS. 



193 



In the following game Chong Kwa and Coy took the 
white pieces, and Nai Chang took the black. The game 
is played upon our chess-board, and the numbers refer 
to those given in our chess notation, p. 116. 






White. 
JL 52—53 

— 62—63 
2 70—62 

— 20—41 
([ 50—61 

— 61—52 
+ 60—61 
O 40—51 
+ 30—31 

10—60 
12—13 
22—23 
31—22 
60—70 
13—14 

— 42—53 
+ 22—31 
JL 72—73 

— 63—74 

— 82—83 
2 62—74 

— 41—53 

— 74—53 

— 5:t— 41 
+ 61—62 
_L 83—84 

— 73^74 

— 74—75 
a 75—64 
D 80—70 
2 41—62 
J. 84—85 
a 85—74 
2 62—43 



2 



Queetis 

+ 
D 

a 

Queens 



Black. 

1 j_ 55—54 

2 + 67-66 

3 _ 66—55 

4 _L 65—64 

5 2 77—65 

6 + 37—36 

7 D 87—77 

8 j_ 35—34 

9 O 57—66 

10 + 36—35 

11 2 27—46 

12 ([ 47—36 

13 o 66—56 

14 J. 25—24 

15 _ 64—53 J. 

16 — 34—33 

17 D 17—37 

18 JL 75—74 

19 _ 85—74 J. 

20 — 45—44 

21 _ 44—53 J. 

22 2 66—53 2 

23 + 35—44 

24 a 36—45 

25 D 37—67 

26 O 56—47 

27 + 55—64 

28 J. 54—53 

29 D 77—70 D 

30 JL 53—62 + Queens 

31 D 67—64 ([ 

32 O 47—36 

33 + 44—53 

34 D 64—54 



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194 



SIAMESE CHESS. 



White. 

([ 74—63 35 

□ 70—75 36 
2 43—64 37 

□ 76_76 38 
O 51—41 39 
2 64—72 40 
+ 31—40 41 
_ 40—51 42 
<i 52—43 43 

□ 76—74 44 
J 63—54 45 
_ 54—45 ([ y 46 
+ 51—52 47 

□ 74— 7G 48 
O 41—51 49 

— 51—62 50 
+ 52—63 51 

— 63—64 52 

□ 76—75 / 53 
_ 75—45 54 
+ 64—53 55 

□ 45—85 56 
O 62—63 57 
2 72—64 58 
O 63—52 59 
2 64—72 60 

□ 85—86 61 
([ 43—54 62 
O 52—63 63 
2 72—64 64 
_ 64—43 65 
O 63—64 66 
2 43—35 +y 67 
(J 54—43 68 
-|. 53—44 69 
O 64—74 70 
_ 74—63 71 
2 35—56 y 72 
p 86—66 73 



v/ 



Black. 
D 54—56 
+ 53—44 

□ 56—55 
O 36—47 
D 55—65 

— 65—85 

— 85—55 
-h 44—53 
O 47—37 

— 37—36 
+ 53—44 
O 36—45 ([ 

— 45—35 
D 55—65 

— 65—55 

— 55—65 

— 65—55 

— 55—50 
O 35—26 
+ 44—35 
O 26—36 

— 36—26 
D 50—70 

— 70—60 y 
O 26—36 

□ 60—65 
O 36—47 

□ 65—55 
O 47—37 

— 37—47 
D 55—75 

— 75—72 
O 47—37 
D 72—70 

— 70—60 y 
_. 60—70 v/ 
2 46—65 

O 37—46 
D 70—60 / 



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SIAMESE CHESS. 



195 



WhUe. 
O 63—74 
+ 44—53 
2 56—64 
a 43—54 
2 64—43 

— 43—51 
([ 54—43 
+ 53—44 
2 51—63 

— 63—75 

— 75—83 

— 83—75 

— 75—54 
O 74—65 

— 65—56 
2 54—66 
^ 43—34 

— 34—25 
O 56—55 
2 66—45 
+ 44—35 
i 25—36 
2 45-64 
O 55—46 
i 36—25 
2 64—56 
([ 25—34 
O 46—36 
([ 34—25 
2 56—44 
O 36—46 
2 44—36 

— 36—15 

— 15—36 

— 36—44 
J. 14—15 
2 44—56 
O 46—56 
+ 36—36 






v/ 






/ 



y 



Queens 

D 
Mate 



74 

75 

76 

77 

78 

79 

80 

81 

82 

83 

84 

85 

86 

87 

88 

89 

90 

91 

92 

93 

94 

95 

96 

97 

98 

99 
100 
101 
102 
103 
104 
105 
106 
107 
108 
109 
110 
111 
112 
^ Good move. 



Black, 
2 65—53 y/ 1 
□ 60—66 D 
O 46-^5 
D 66—86 
O 55—46 
D 86—82 
O 46—45 

— 45—46 
D 82—87 

— 87—80 
O 46—56 

— 56—46 

— 46—36 

D 80—85 y/ • 
_ 85—86 y/ 

— 86—76 

— 76—86 
O 36—26 
D 86—82 
O 26—17 
D 82—86 
O 17—16 
D 86—82 

— 82—87 
O 16—17 
D 87—07 
O 17—16 
D 67—27 
O 16—17 
D 27—57 

— 57—77 
O 17—27 

— 27—17 

— 17—27 
D 77—75 

— 75—76 y 

— 76-56 2 y 
O 27—37 



O' 



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/ 



XV. 
TURKISH CHESS. 



The Turks generally make their " board " of cloth, 
embroidered over to form the cells, several of which, 
and sometimes all, as in this example, have ornaments 
or flowers in the centre. Such a chess-cloth with the 
men can easily be carried about in a bag, and so be 
always ready to be placed on the divan or carpet. 
The photograph represents such a board in my posses- 
sion with the ivory men, the powers of which will be 
seen by the order in which they standi 

The King is placed on the right of the Queen, and 
can take one Knight's move at any time of the game, 
but only one. 

The pawns move one square at a time. 

In castUng, the King can be placed on the Rukh's 
square, or on any other within that distance. 

The other rules are the same as those of the 
European game. 

This is the game as played by the author in Asia 
Minor in 1845. The variations from our game are 
unimportant, and not sufficient to rank Turkish chess 
as a distinct game, like several other Oriental games 
of chess, but is interesting only from the form of the 
pieces^ and from its embroidered cloth, 



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X 
H 
O 

O 

W 

o 

X 

s 



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XVI. 
TAMEELANE'S CHESS 

OR 

GREAT CHESS. 



MS. 260— Eoyal Asiatic Societ}', 

Hyde — ^De ludis Orientalibus - - 1694 

Bland— Persian Chess - - - 1850 

Forbes— The History of Chess - - 1860 



As we are indebted chiefly to the poem of Saleius 
Bassus for the Ludus Latrunculorum ; and to the 
Bhavishya Purana solely for the Indian game of 
Chaturanga; so for the knowledge of Tamerlane's 
chess we are indebted exclusively to the anonymous 
author of the Persian MS. 260 belonging to the Royal 
Asiatic Society. Professor Forbes, who gives us a 
most detailed translation of this, gives us also the 
following extract from the preface of this MS., in 
which we see that the author believed that his work 
would give him the reward of Paradise, and that God 
himself assisted him in his play. Another celebrated 
chess player, Alau el Din of Tabriz, called Ali the chess 
player, declared that he once saw Mahomet in a 
vision^ who presented him with a bag of chess-men, 



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198 Tamerlane's chess. 

by using which afterwards he was ever victorious. 
All these chess players write in a very vain-glorious 
style. This anonymous author says : — 

" Many a one has experienced a relief from sorrow 
and affliction in consequence of this magic recreation ; 
and this same fact has been asserted by the celebrated 
physician Muhammad Zakaria Razi in his book entitled 
^The Essences of Things/ and such is likewise the 
opinion of the physician Ali Bin Firdaus, as I shall 
notice more fully towards the end of the present 
work, for the composing of which I am in the hope of 
receiving my reward from God, who is Most High, and 
Most Glorious. 

" I have passed my life since the age of fifteen years 
among all the masters of chess living in my time : and 
since that period till now when I have arrived at 
middle age, I have travelled through Irak-Arab and 
Irak-Ajam, and Khurasan, and the regions of Mawara- 
al-Nahr, and I have there met with many a master in 
this art, and I have played with each of them, and 
through the favour of Him who is Adorable and Most 
High, I have come off victorious. 

" Likewise, in playing without seeing the board, I 
have overcome most opponents, nor had they the 
power to cope with me. I, the humble sinner now 
addressing you, have frequently played with one 
opponent over the board, and at the same time I have 
carried on four different games with as many adver- 
saries without seeing the board, whilst I conversed 
freely with my friends all along, and through the 
Divine favour I conquered them all. Also in the 
Great Chess I have invented sundry positions, as well 



Digitized by VjOOQIC 



Tamerlane's chess. 199 

as several openings, which no one else ever imagined 
or contrived. 

" There are a great number of ingenious positions 
that have occurred to me in the course of my 
experience, in the common game as practised at the 
present day ; and many positions given as won by 
elder masters, I have either proved to be capable of 
defence, or I have made the necessary corrections in 
them, so that they now stand for what they were 
originally intended to be. I have also improved and 
rendered more complete all the rare and cunning 
stratagems hitherto recorded or invented by the first 
masters of chess. In short I have laid before the 
reader all that I have myself discovered from experi- 
ence, as well as whatever I found to be rare and 
excellent in the labours of my predecessors/' * 

The author's description of the game is rather prolix, 
so we wUl give it in other words : — 

The game played by Timur the Tartar, called after- 
wards, when wounded in the leg, Timur lenk, lame 
Timur, and, as corrupted by us, Tamerlane the Great, 
consisted of a board of eleven squares by ten, with 
two outlying squares,* making a total of 112 squares. 

In this game the principal pieces occupy the second 
row. In the middle is the Shah, 1, having on his right 
his Vizir^ 2, and on his left his Ferz^ or General, 3. 
Next to these on either side is a Zarafah^ Giraffe, 4 ; 
then a TcUiah, advanced picket, 5 ; then an Asp, 
Horse or Cavalry, 6 ; and lastly the Eukh, Chariot, 7. 
Behind the Rukh is a Pil, or Philj Elephant, 8 ; 
behind the advanced picket is a Jamal, Camel, 9 ; 

I Forbes^ Hitiory of Chtn, p. 80, 81. ' Outaide of squares, 18 and 111. 



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200 Tamerlane's chess. 

and behind the Vizir and Ferz are Dahhahahs^ war 
engines, 10. These occupy the first line, a PiyodCy 
Pawn, occupies each square of the third line. 

The Ferz, and each of the pieces on the right of 
the Shah, has its proper Pawn, 15 ; but the left hand 
Giraffe has an Elephant's Pawn, 14, in front; the Picket 
has a Camels Pawn, 13 ; the Horse has a War engine's 
Pawn, 12 ; and the left hand Rukh has the Pawn of 
pawns, 11. 

As these names and the respective powers of the 
pieces are very diflBcult to be remembered, I adopt 
names which are more intelligible to Western ears, so 
that the name shall at once enable us to determine the 
power of the piece. 

The principal pieces are divided into three classes, 
according to their moves, which are the Straight, the 
Diagonal, and the Mixed. 

Of the Straight moves are the Vizir, the Dabbabah, 
and the Rukh. As the moves of the pieces are all 
analogous, and varying only in power, we will change 
the names to others which will better remind us of 
their moves ; and call them the Vizir^ moving only one 
square forwards, backwards, or sideways; the Dabbabah 
we will change to the Castle, moving always two 
squares in the same directions, and hopping over the 
first if covered ; and the Rukh, moving any number of 
squares, as our Rook, but without jumping. For the 
Castle I employ an ivory Castle of the ordinary size ; 
for the Vizir one of smaller size ; and for the Rukh a 
boxwood one of larger size. 

Of the Diagonal moves are the Ferz, the Pil, and 
the Taliah. In like manner, and for the same reason, 



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Tamerlane's chess. 201 

we will retiiin the name of the Ferz^ moving only one 
square diagonally; but will change the Pil to Lame 
Bishop, moving always two squares, and leaping over 
the first when occupied ; and the Taliah to Bishop, 
having the full power of our Bishop, but which has not 
the move of the Ferz, nor the privilege of leaping. 
For the Lame Bishop I employ an ivory Bishop of the 
ordinary size ; for the Ferz one of a smaller size ; and 
for the Bishop a box wood one of a larger size. 

Of the Mixed moves are the Asp, the Jamal, and the 
Zarafah. The Asp we change to the Knight, having 
the same move as our Knight, one diagonal and one 
straight ; the Jamal or Camel to the Chevalier, having 
one diagonal and two straight ; both these have the 
privilege of vaulting ; and Zarafah or Giraffe to the 
Cavalier, having one diagonal and any number straight, 
or any number straight and one diagonal ; but without 
the moves of the Knight or Chevalier, or the privilege 
of vaulting. For the Chevalier I employ an ivory 
Knight of the ordinary size ; for the Knight one of a 
smaller size ; and for the Cavalier a box wood one of a 
larger size. 

It will be seen from the above that the privilege of 
leaping is confined to the pieces in the first or back 
row, all of which move two squares at a time, and to 
the Knights; and that by using box wood for the 
principal superior pieces in the second row the eye will 
at once be able to distinguish them. 

We will now place the men in their proper position 
according to their new names : — 



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202 



tamert.anb's chess. 



11 


12 


13 


14 


15 


15 


15 


15 


15 


15 


15 


7 


6 


5 


4 


3 


1 


2 


4 


5 


6 


7 


8 




9 




10 




10 




9 




8 





First Row. 




Second Row. 




Third Row. 




8 


Lame Bishop 


7 


KUKH 


11 


Pawn of pawns. 






6 


Knight 


12 


Castle's pawn 


9 


Chevalier 


5 


BISHOP 


13 


Chevalier's „ 






4 


OAVALTEK 


14 


Lame Bishop's 


M 


10 


Castle 


3 


Ferz 


15 


Ferz's 


) 






1 


The Shah 


— 


Shah's 


1 


10 


Castle 


2 


Vizir 


— 


Vizir's 


> 






4 


OAVALTTIK 


— 


Cavalier's , 


> 


9 


Chevalier 


5 


BISHOP 


— 


Bishop's , 


9 






6 


Knight 


— 


Knight's , 


> 


8 


Lame Bishop 


7 


EUKH 


— 


Enkh's 


1 



It will thus be seen that there is a Pawn repre- 
senting each superior piece whether of the first or 
second line, and capable of becoming a piece of such 
power, on the loss of the piece itself, on reaching the 
opposite end. There is, moreover, one extra Pawn, 
called the Pawn of pawns, which has peculiar privi- 
leges. All the Pawns move and take as in our chess ; 
but the Pawn of pawns on reaching the further end 
can be transferred, at will, to any (vacant) square of 
the board, and on reaching the further end a second 
time may be transferred again ; and on reaching the 
further end a third time it acquires the moves of the 
Shah, and like the Shah's pavra may replace the Shah 
when slain. 

We have yet to speak of the Shah. This piece 
moves one square at a time in any direction. When 
in distress the Shah may make his way to the opposite 



Digitized by VjOOQIC 



Tamerlane's chess. 203 

outlying space, where he is safe from any attack ; and 
can be driven out of it only by a stale-mate, But it 
also has the privilege of exchanging positions with 
any other of his pieces : but this can only be done 
once. 

These privileges, however, of the Shah and of the 
Pawn of pawns are so peculiar, and the opportunity of 
availing ourselves of them occurs so seldom — not once, 
indeed, in any of the games which we have played — 
that in giving the rules of this ancient game we may 
suppose them to have never existed. Their introduc- 
tion would appear to have been merely to spin out the 
game, and thus by omitting them we bring the game 
more in imison with other games of chess. 

The most formidable piece in this game is the 
Cavalier. The power of this piece for sweeping across 
the board is about equal to that of the Eukh ; but 
having two lines in every direction instead of one, and 
its attack being more insidious, this piece becomes 
much more dangerous. Like the Knight, its chief 
power consists in its being able to fork two pieces: but 
while with the Knight these pieces are contiguous, 
with the Cavalier they are at a considerable distance ; 
consequently the difficulty of evading it is greatly 
increased. As it requires half the width of the board 
to be able to make a move, so its power of acting is 
only developed when the board becomes more and 
more cleared. Another advantage of the Cavalier is 
that if it can place itself on the same line with the 
hostile Shah, and the Shah is not supported by other 
pieces in its vicinity, it cannot move to the right or 
left without going into check, in which case it becomes 
easy to follow up the advantage with another piece. 

Digitized by VjOOQIC 



204 Tamerlane's chess. 

and so procure a checkmate. This piece therefore is 
by far the most powerful on the board when once it 
has a free motion : for while it commands almost as 
many squares as the Bukh, the Eukh commanding 
nineteen, and the Cavalier from fourteen to twenty- 
two, according to its position, being an average of 
eighteen, its power of forking makes it a most fearful 
engine in the hands of a skilful player: for while the 
Bukh threatens in only four directions, the Cavalier 
threatens in eight. 

The Cavalier being thus powerful, it is evidently to 
the interest of a player to bring out his own Cavaliers, 
and to prevent his adversary from moving his. In the 
one case, he advances his Bishop's pawn sufficiently 
far, if not stopped, to enable him to bring out his 
piece; in the other he advances his Cavaliers pawn 
one square, which will then command the only two 
squares to which his advei-sary's Cavalier could move 
if the way were open, and will thus make him a 
prisoner. But he must not be content with making 
him a prisoner, he must endeavour to capture him 
while he is thus blocked up. This is best effected by 
means of the Knights, moving one from 21 to 13, 34, 
15, and 27 ; and the other from 101 to 113, 94, 115 
and 107. Examples of these moves vnil be found in 
the games which follow. 

On turning our attention to the Shah's position, we 
find him surrounded by seven pieces which mutually 
defend each other while protecting the Shah, thus 
forming an impregnable fortress around his person. 
In front are three Pawns, the centre one of which is 
defended by the Shah and Ferz : that on one side is 
defended by the Shah, Vizir, and Castle ; that on the 



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Tamerlane's chess. 



205 



other by the Shah and Castle; while the Castles 
mutually protect each other. As one's own Pawns are 
required to protect one's own Shah, it follows that the 
enemy's fortress can only be forced by the sacrifice of 
two or more superior pieces. 

Our first attempts at plajdng the game were to leave 
the Shah unmolested, and to bring out the superior 
pieces to attack those of the enemy. The result in 
every case, owing to the number of pieces and their 
formidable character, was a terrific fight, which lasted 
till, from mutual losses, neither party was strong 
enough to force the position of the enemy and obtain a 
checkmate. 

It is of the first importance therefore in this game, 
so soon as the side pieces are prepared for action, to 
force the centre. Even when this is attended with 
considerable sacrifice an easy victory can be achieved, 
if only the side pieces follow up the advantage which 
is obtained without delay. The pieces which can be 
best sacrificed for this work are the lame Bishops. 
Their moves are 10, 32, 54, 76, which either bring out 
the Pawn 67, or capture the Vizir 58; and 110, 
92, 74, 56, which either bring out the same Pawn 67, 
or capture the Ferz ; but if these fail, it is advisable to 
sacrifice even the Bishop or Chevalier, if necessary, 
either to break the opposite centre, or to make way 
for the play of the Cavaliers. 

The two prettiest checkmates are by the Cavalier 
and Rukh in one line. 


























D 














O 

























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206 tamerla.ne's chess. 

Or the two Cavaliers side by side. 





























































O 

























The pinning in accomplished by a single Cavalier, 
when the checkmate can be given by any other piece. 




















o 





Game I. 





Red. 






WhiU. 


2 


28— 16 




± 


32— 33 


± 


37- 36 




— 


33— 34 


2 


108— 96 




— 


34— 35 


T 


19— 37 




— 


42— 43 


2 


16— 24 




— 


43— 44 


— 


24— 45 




— 


82— 83 


T 


37— 15 




2 


101—113 


± 


27— 26 




± 


35— 26 


— 


17— 26 


± 


2 


113— 94 


— 


36— 35 




± 


44— 35 


— 


26— 35 


± 


2 


21— 13 


D 


18— 28 




— 


13— 34 


T 


15— 33 




± 


22— 33 


2 


45— 33 


± 





41— 55 


D 


28— 24 




2 


34— 15 


± 


47— 46 







55—114 


— 


35— 34 




2 


15— 36 


' D 


24— 22 




— 


36— 48 


B 


58— 48 


2 


± 


83— 84 


± 


107—106 







114— 33 


+ 


38— 16 




± 


84— 85 


^ Useless move. 















Digitized by VjOOQIC 



TAM£BLAN£'S CHESS. 207 





Bed. 




Wliite. 


2 


96—115 


' 2 


94— 75 


± 


46— 45 





33—114 


— 


45— 44 


2 


75— 56 y/ 


— 


67— 56 2 





114— 73 y/ 


(L 


78— 67 




73— 22 D 


+ 


16— 49 


— 


81— 75 


± 


87— 86 


— 


75—114 


— 


34— 33 


— 


22— 19 


+ 


49— 16 


— 


19— 20 


— 


16— 38 


* 


30— 43 


± 


77— 76 


± 


85— 76 J. 


+ 


98— 76 X 


D 


11— 21 


— 


38— 16 


— 


21— 28 


± 


106—105 


— 


28- 48 a v/' 


a 


67— 58 





114— 73 y 


o 


68— 78 


— 


20— 16 + 


— 


78— 89 


* 


43— 56 J. 


± 


44— 43 


— 


56— 63 


2 


115— 94 


— 


63— 76 + / 


O 


89— 78 


D 


48— 58 ([ v/ 


— 


78— 87 


* 


76— 83 v/v/ 


— 


87— 98 


D 


58— 88 0y/ 


— 


98—109 


* 


83— 96 Mate. 



In this game the object of White was to bring out 
his Cavaliers as early as possible by making an opening 
in front of them, while the Knight 21 advanced rapidly 
to capture the hostile Cavalier 48, before it had a 
possibility of moving. The Hed lost the game, in 
addition to other bad play, by opening his centre ; the 
Vizir 58 taking Knight at 48, the Pawn 67 taking 
Knight at 66, and advancing Pawn 77 to 76, when it 
was immediately captured, thus forming a breach in 
his own lines. It thus became easy for the White 
Cavaliers to check the Shah, which was uncovered, and 



' Refuses to take 2 115, in order to attack centxe- 
' Wrong to open centre* 



Digitized by VjOOQIC 



208 



TAMERLANES CHESS. 



SO lead to the checkmate. The White Cavalier's move 
from 114 to 73, forking Shah at 68, and Rukh at 22, 
shows the great power of these pieces. The Chevalier's 
move 76 to 83 was pretty, giving double check by reve- 
lation with the two Cavaliers. 



Game II. 





Med. 




± 


47— 46 
87— 86 


1 


2 


28— 36 




± 


17— 16 
27— 26 
16— 15 




D 


18— 17 




2 


36— 44 




+ 


98— 54 
38— 16 


* 


± 


15— 14 




+ 


16— 34 


± 


a 


17— 14 


± 


+ 


34— 12 


± 


2 


44— 23 
23— 35 




a 


14— 44 




2 


35— 54 


± 


— 


54— 62 


± 


D 


44—104 




— 


104—105 




I 


105—104 
104—100 


± 


2 


108— 87 




— 


87— 95 




— 


95—103 


* 


D 


118— 88 


2 


— 


100—103 


± 


± 


26— 25 




m 


58— 48 


2 



D 
2 
+ 
2 



2 

± 
2 



IFhite. 

42— 43 
82— 83 

32— 33 

33— 34 

21— 33 
33— 45 

30— 23 
23— 54 

43— 54 

22— 23 

23— 14 
101—113 
113— 94 

94—115 

11— 21 
45— 33 

31— 13 
33— 12 
51— 62 

102—103 
103—104 
112—113 

90—103 
115—107 J. 
107— 88 

92—103 2 

12— 24 
24— 36 
36— 48 

13— 40 



+ 
2 



' To preyent opposite Cavaliers from ooming out. 



Digitized by VjOOQIC 



tamerlanb's chess. 209 





Bed. 




White. 


D 


103—106 


+ 


40— 22 


— 


105— 75 


T 


110— 92 


* 


39— 26 


— 


92— 74 


O 


75— 76 


+ 


22— 77 ± 


— 


76— 77 + 


T 


74—66 


J. 


37— 36 


+ 


91_ 46 J. 


T 


19— 37 


— 


46- 82 


* 


26— 55 





41— 37 T 


— 


55— 62 ([ 


O 


61— 62 « 


O 


68— 69 


+ 


82— 55 


± 


67— 66 


— 


55— 33 


* 


99— 68 





37— 43 


D 


77— 73 


T 


56— 78 C 


— 


88— 78 T 





43—114 


— 


73— 77 


D 


21— 61 


A. 


97— 96 


O 


62— 51 


— 


96— 95 


+ 


33— 66 J. 


— 


67— 66 + 


D 


61— 66 J. 


D 


77— 17 





114— 53 v/ 


ffi 


48— 58 


e 


50- 30 


D 


78— 73 





63—114 


— 


17— 11 / 


o 


51— 42 


J. 


95— 94 


X 


83— 94 ± 


D 


11— 12 / 


o 


42— 31 


— 


73— 93 


' 


114—108 / 


O 


69— 78 




108— 93 D 


□ 


12— 11 y/ 


o 


31— 20 


— 


11— 71 Q 


e 


30— 50 


* 


68— 97 


D 


66— 86 J. 


a 


71— 61 





93— 12 


— 


61— 64 


a 


86— 66 / 


o 


78— 89 





12— 73 Mate. 



In this game WTtite sacrificee both his Bishops, two of his 
principal pieces, in breaking the enemy's centre and his Knights 
take each of .fi^# Cavaliers ; while each side breaks the opposite 
centre. The checkmate is given by two Cavaliers, one of which 
has never moved. 

' This more showf tke power of the 
P 

Digitized by VjOOQIC 



210 Tamerlane's chess. 

Gamb m. 

Bed. White. 

± 47— 46 2 21— 13 

2 28— 16 — 101—113 

± 97— 96 X 32— 33 

— 107—106 4& 90—103 
_ 117—116 2 113— 94 
T 119— 97 X 42— 43 
± 87— 86 T 10— 32 

— 106—105 2 94— 73 
^ 99—106 T 32— 54 
± 37— 36 2 13— 34 

— 27— 26 T 54— 36 J_ 
D 18— 28 — 36— 58 S 
O 68— 58 T ± 82— 83 

2 16— 35 — 22— 23 

+ 38— 65 * 103— 74 

D 28— 38 -« 74— 45 / 

O 58— 49 — 45— 38 Q 

— 49— 38 * 2 73— 54 

± 46— 45 — 54— 35 2 

— 26— 35 2 — 34— 55 

O 38— 37 — 55— 67 J. y/ 

— 37— 47 — 67— 88 
± 35— 34 X 43— 34 ± 

— 45— 34 X — 23— 24 
^ 39— 26 <[ 51— 42 
+ 65— 32 — 42— 51 

— 32— 14 41— 35 

— 98— 65 2 88— 76 
T 97— 75 35— 40 

a 78— 87 2 76— 68 Maie. 



In this game 7F%tV< lame Bishop breaks the centre at 58, and 
the Bed King leaving its centre, the Cavalier 40 pins in the King, 
and the Knight coming up at 68, gives it the coup de grace. In not 
one of these ^mes has Red been able to brin^p out his Oavaliers. 



Digitized by VjOOQIC 



TAMBRTiAWB's CHBS8« 211 







Qakb IV. 






RtdL 




White. 


± 


47— 46 




2 101—113 


— . 


97— 96 




« 90-103 


— 


87— 86 




2 113— 94 


— 


37— 36 




94—116 


T 


19—87 




— 115—107 ± 


± 


86— 85 




— 107- 88 


T 


37— 66 




J. 82— 83 


« 


99— 86 




2 88—107 


± 


85—84 




— 107— 86 « 


T 


66— 73 




« 103— 74 


+ 


38— 74 


« 


JL 83- 74 + 


± 


77— 86 


2 


— 42— 43 


T 


73—91 


+ 


□ 111— 91 T 


± 


46— 46 




+ 31—86 J./ 


e 


79—77 




— 86—113 


« 


39— 46 




2 21— 42 


± 


36— 35 




— 42— 63 


2 


28— 36 




— 63— 84 J. 


« 


46— 75 




— 84— 63 


— 


76— 62 


± 


([ 61— 62 « 


± 


36— 34 




2 63— 75 


2 


36— 65 




+ 113— 77 e 


± 


34— 43 


± 


— 77— 66 2 


— 


43— 62 J. / 


e 60— 62 ± 


2 


108— 89 




41— 36 


D 


18— 38 




— 36— 96 J. 


± 


45— 44 




+ 65— 82 


-. 


44— 43 




— 82—104 • 


O 


68— 69 




* 80— 43 J. 


+ 


98— 43 


« 


j_ 82— 43 + 


D 


118— 88 




T 10— 32 


— 


88—84 




+ 104— 59 B 


O 


69 69 


+ 


2 76— 67 ± • 


<[ 


78— 67 


2 


± 92— 98 


D 


84— 74 


Jl 


81— 98 • 


— 


74— 78 




•^ 96— 80 


— 


78— 88 


1 

lOVMi^t 


D 91— 81 


P* 









Digitized by VjOOQIC 



212 



TAMBKLANBS CHESS. 





Bed. 


o 


88— 98 


o 


69— 68 





48— 89 D 


D 


38— 36 


o 


68— 69 


D 


36—106 


([ 


67— 78 


m 


58— 69 


D 


106—109 


— 


109—107 


J. 


117—116 


o 


69— 68 



White, 
D 81— 89 2 / 
80— 98 D 

— 98—104 

— 104—119 T/ 
T 32— 54 

D 11— 31 

— 31— 39 y/ 

— 39— 37 
119—104 
D 37— 39 

104— 53 y/ 
D 39— 38 Mate. 



A well-fought game, and Bed would not have lost it if three 
moves before the end Q 109 had taken 104 : and it might then 
have possibly won the game. 

Gamb V. 





Red. 






White. 


A. 


47— 46 




X 


42—43 


— 


87— 86 




— 


82— 83 


2 


28— 16 




— 


43— 44 


X 


37—36 




— 


44 45 


— 


36— 45 


± 


— 


22— 23 


+ 


88— 66 




— 


92— 93 


T 


19— 37 




T 


110- 92 


+ 


66— 38 




+ 


31— 13 


X 


97— 96 




^ 


13— 46 J. 


* 


39— 46 


+ 


— 


91— 46 4t 


T 


119— 97 




— 


46— 73 


— 


37— 15 







41— 55 


— 


16— 33 




2 


21— 33 T 





48— 33 


2 


D 


11— 41 


J. 


86— 86 




X 


12— 13 


* 


99— 86 







66—104 





33—104 





X 


93—104 


* 


86— 73 + 


— 


62— 73 « 



1 To open oentra, but oyerlooked i^t ^ 99 ooold take it, 



Digitized by VjOOQIC 



tameblanb's chess. 



213 





Bed. 






Wh^e. 




2 


16— 37 




D 


41— 44 




+ 


98— 64 




± 


23— 24 




± 


17— 16 




* 


30- 23 




— 


16— 16 




' J. 


24— 25 




2 


37— 25 


± 


D 


44—46 


± 


— 


25— 33 




— 


45— 43 




— 


33— 62 


± 


e 


60— 62 


2 


+ 


64— 98 




o 


43— 47 




2 


108—116 




± 


112—113 




J. 


86— 84 




— 


73— 84 


± 


+ 


98— 66 




D 


47— 27 


± 


± 


107—106 




T 


92— 74 




+ 


65—109 




D 


27— 47 




± 


96— 96 




T 


74— 56 




— 


16— 14 




* 


23— 36 




D 


18— 16 




— 


36— 49 




— 


16— 46 




O 


47— 46 


a 


± 


57— 46 


D 


T 


56— 38 


+ 


— 


96— 94 




— 


38— 66 




— 


94— 83 


± 


« 


90— 83 


± 





88— 94 




— 


49 78 


(t 


— 


94— 66 


v/ 


<L 


61— 62 




O 


118—108 




J. 


104—105 




J. 


67— 66 


T 


* 


78— 47 




o 


108— 88 




± 


106—116 


2 


— 


88— 84 


J. 





81— 97 


T 


m 


68— 57 




* 


47— 18 







56-116 


± 


— 


83—112 




o 


84— 44 




— 


112—106 




— 


44— 46 




A. 


113—114 




e 


79— 99 







97— 80 




— 


99— 79 




a 


111—113 




± 


77— 76 







80—94 




D 


46— 42 




D 


113— 63 


V 





116— 67 







94_109 +/ 


O 


68— 78 




* 


18—49 


/ 


■ — 


78— 69 




— 


105— 76 J. Mate. 


■ m 28-54 + better. 











Digitized by VjOOQIC 



214 



The Bed Q nght go into 89 instead 6f 69, in which case the 
game would end thus: — 



Xed. 
O 78— 89 
— 89— 99 
D 42— 52 e 



White. 
109— 90 y/ 
a 63— 83 
— 83— 89 Mate. 



In this game each side brings out its Cavaliers^ and each side 
breaks the opposite centre. The mate is obtained by a Cavalier and 
two Cheyaliers. 







Gamv VI. 






Red. 




WkOe. 


± 


97— 96 




± 42— 43 


— 


47— 46 




— 32— 33 


•^ 


37—36 




— 33— 34 


— 


36— 36 




T 10—32 


2 


28— 16 




2 21— 13 


T 


19— 37 




J. 82 88 


— 


37— 66 




* 30-23 


2 


16— 24 




— 23— 30 


± 


87— 86 




2 101—113 


T 


119— 97 




— 113— 94 


— . 


97— 76 




— 94—116 


2 


24— 32 


T 


— 13— 32 2 


+ 


98—43 


± 


^f 80_ 43 + 





38— 66 




— 43— 66 


— 


66— 32 


2 


2 116—107 J. 


± 


46— 46 




1 34- 46 ± 


— 


67— 66 « 


41— 66 T 


2 


108— 87 




2 107— 88 


D 


118— 88 


2 


66—114 


± 


35— 34 




± 92-93 


—. 


66— 46 


X 


114— 46 J. 


2 


87—66 




— 45—114 


+ 


32— 64 




J. 83— 84 


J. 


34— 33 




— 22— 23 


2 


66— 74 




— 84— 76 T 


* 


39— 26 




._ 76— 76 


± 


86— 86 




114— 73 • 

Digitized by Google 



TAMERLANlfs OHBSS. 215 

Hed. White. 

2 74— 66 + 31— 97 

+ r>4— 76 X 81— 96 

([ 78— 67 — 95— 44 

* 99— 86 _ 7a— 114 
2 66— 74 T 110— 92 

— 74— 62 J. ([ 51— 62 
48— 54 4& 90— 83 
-- 54— 49 D 11— 41 
D 18— 48 a 62— 53 
± 33— 32 D 41— 51 

O 68— 69 4^ 83— 76 + / 

(L 67— 76 * 44— 30 

D 88— 68 / ([ 53— 62 

— 48— 42 D 51— 31 

* 26— 33 O 61— 51 

At this point Xed was within one move of giving checkmate, bat did not see it: 

£ed. White, 

D 42-52 ±/y O 51-61 
— 68-62 ([ Mate, 



— 


33- 62 


<L 


— 


61— 42 D 


— 


62 31 


D 


+ 


97— 79 e 


e 


59— 79 


+ 


— 


91— 46 


± 


67— 46 


+ 


o 


42—31 « 


— 


96— 95 







30— 46 


— 


96— 94 






114—109 


o 


69—78 




± 


102—103 


D 


68— 64 




— 


103— 94 J. 


— 


64— 44 







46—39 


— 


44— 41 


/ 


o 


31- 30 


— 


41— 11 




D 


111—101 


— 


11— 10 


v/ 


O 


30- 31 


— 


10— 12 


± 





39— 26 


* 


86— 73 




a 


101—108 • 


O 


78—87 




— 


108— 68 Q 


* 


73— 60 


y 


o 


31— 20 


± 


17— 16 







26— 39 


— 


32— 31 


/ 


O 


20— 21 


D 


12— 32 




D 


68— 38 

Digitized by Google 



216 tameblanb's ohbss. 





Xed, 




White. 


D 


82— 42 


± 


94— 86 J. 


a 


76—67 


— 


86— 86 


o 


87— 86 ± 





109—90 y 


-- 


86— 96 


± 


93— 94 


a 


42— 41 


— 


23— 24 


— 


41— 44 


a 


38-48 





49— 33 


_ 


48— 98 Mate. 



In this game each side breaks the opposite centre, and Rsd was 
on the point of winning. The dose of the game exhibits a striking 
form of checkmate, the Oavalier 90 and the Bnkh 98 being opposite 
each other, and having the Shah and two other pieces between 
them. 

%* We hare not availed ourselves in these games of the 
privilege which the Shah possesses of exchanging his position with 
one of his pieces when in danger of being checkmated. Such 
power might be exercised in playing the game, but it was 
considered unnecessary and tedious to exhibit it in these examples. 



Digitized by VjOOQIC 



XVII. 

GAME OF THE MAHARAJAH 
AND THE SEPOYS. 



In this game the Eang or Maharajah is invested 
with the powers of all the other pieces : it has the 
combined powers of the Rukb, the Bishop, and the 
Ejiight; and plays against all the pieces of the 
opposite colour. At first sight it would appear that, 
being alone, it would be impossible for it to checkmate 
its adversary : but not only can it do this by a sudden 
checkmate when its adversary is blocked up by his 
own pieces, but when the board is clear it has even 
lees difficulty in giving a checkmate. But though it 
has the power of checkmating its adversary, it has very 
little chance of so doing against a cautious player : for 
all that the latter has to do is to advance his pieces 
gradually in a solid line, so as to hem in the Maha- 
rajah, and prevent his breaking through, and never to 
advance a piece without a support. Although success 
is thua certain on the side of the cautious player, the 
Maharajah is by no means an adversary to be despised. 
It is a good game of surprise to be played against a 

Digitized by VjOOQIC 



218 GAME OB THE MAHARAJAH 

good chess-player for the first time, before he has learnt 
the caution necessary to be observed. As the Maha- 
rajah stands alone, he is evidently at a great disadvan- 
tage : for he has no pieces with which to conceal his 
own movements, but every move he takes is narrowly 
watched, while every weak point is strengthened to 
prevent his making a surprise. When he breaks 
through therefore, it is not due so much to his own 
cunning, as to the negligence and incaution of his 
opponent ; moreover, even after a long fight, when 
he has taken several of his opponent's pieces, say his 
Queen and two Castles, he cannot win the game if the 
enemy gathers his remaining pieces round the King, 
so as to prevent the Maharajah giving check ; and it 
thus becomes a drawn game. 

The Pawns may move one or two squares on start- 
ing, but do not queen on reaching ihe opposite end. 

Owing to the quickness of moving in this game, 
mistakes firequently occur. 

In the two foUowing games the Maharajah wins 
easily from his opponent's inexperience of his power. 







GauL 




MahoTc^oh, 


'Hie Sepoys. 


Maharc^ah. 


The Sepoys. 


52 


J. 26 


34 


([ 45 y 


43 


— 86 


43 


± 64 y 


63 


— 36 


41 


— 64 


43 


— 24 


61 


<[ 34 y 


63 


— 44 


83 


2 66 


43 


— 14 


75 / 


O *7 


34 


— 13 


66 Cheekmate. \ 


43 


D 15 







Digitized by 



Google 



AND HEB SXP0Y8. 219 

Oahi n. 

Mahanyak. The Se^aoyg. Maharcfjah. The Sepeyt. 

60 J. 66 42 2 63— 34/y 

10 C 66 v/ 32 JL 74 

11 J. 46 61 — 73 

71 +46 81 + 67 

31 — 36 21 D 74 
11 ±76 32 — 84 
14 O 46 21 — 82 
22 2 16 10 + 85 

72 +86 70 C 63 
82 € 64 / 61 a 80 

32 2 66 65 / O 37 
21 D 87—77 56 / — 27 
32 2 53 / 47 Mate. 

The two fdUowing are hard-fouglit gamee, bat won by the 



UUi&r&jfth. 


Oahb HL 




53 


J. 44 y 54 


([ 45 y 


13 ^ 


— 35 52 


2 16 


34 


— 26 25 JL 


([ 47 y 



32 — 14 62 JL 55 

There would have been a stalemate liad fche Maharajah taken 
D 17, and the ([ moved to 86. 

62 JL 65 40 + 63 

84 / — 75 70 2 11 

40 ([45 '82 i. 33 
31 JL 34 70 — 74 
22 +46 25 ([ 27 
14 JL ([ 36 v/ 61 +54 

41 + 85 v/ 41 i. 85 

61 ([54 62 — 73 / 

73 ± 64 v/ 41 2 23 

83 2 23 60 D 12 

50 D 13 80 JL 84 

Should hATe been 15, to guard X 84. 
Should bATe been ± 84. An OTenight 



Digitized by VjOOQIC 



220 OAMB OF THE UArTATtA.tATT 



tarcyah. 


The Sepoys. 


Mahartff'dh. 


3%ei89Wti«. 


83 


+ 65 y 


25 


y 


([ 36 y 


76 / 


O *7 




70 




— 72 y 


67 y 


— 36 


y 


34 




— 36 y 


34 / 


— 47 




67 


y 


+ 67 


61 


a 72 


y 


55 A.Mate. 






QAxa TV. 






60 


J. 45 




16 




O *6 


10 


+ *6 




27 


y 


— 65 


80 


— 35 




36 ±y 


— 64 


10 


2 16 




25 




([ 22 y 


20 


— 85 




47 




— 82 


70 


± 76 




67 




— 46 y 


10 


D 70 




76 


y 


X 65 


30 


2 64 




75 j.y 


O 66 


74 


— 34 




76 


y 


— 64 


86 X 


— 85 




67 




+ 86 y 


74 


+ 76 




76 


y 


O 66 


52 


D 87 




73 


y 


2 64 


12 


2 64 




77 


y 


O 64 


30 


D 83 




75 


y 


— 63 


74 


— 43 




73 


y 


— 42 


30 


+ 85 


y 


76 




D 71 y 


70 


— 44 




86 




— 76 y 


60 


C 46 




67 




a 65 


10 


— 13 


y 


17 




-77 y 


60 


— 40 


y 


15 


± 


D 73 


32 


O 46 




24 


y 


— 33 


82 


D 87 




21 


y 


O 63 


32 


O 47 




61 


y 


— 54 


21 


+ 74 




61 


y 


D 53 y 


61 


<( 62 


y 


62 


y 


O 66 


21 


□ 80 




80 


D 


a 72 


24 


— 13 




84 




— 77 


21 


<( 22 


y 


40 




D 63 


61 


— 62 


y 


51 


y 


— 53 


21 


□ 11 


y 


24 




O 64 


23 


± 14 


y 


32 


y 


D 43 


24 


2 43 


y 


61 


y 


+ 52 










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AKD THE SBPOTS. 221 

Maharc^ah, The Sepoys. Mdkarajah. The Sepoys. 

84 C 74 / 56 i. ± 64 y 



81 / 


O 65 




50 




i 63 y 


21 


([ 71 


/ 


40 


/ 


D 73 


25 


— 41 




45 


± 


([ 52 


47 / 


O 54 




67 




O 83 


87 


D 83 


/ 


64 ±y 


— 82 


75 y 


O 63 




60 


y 


D 71 


67 


([ u 




80 


/ 


— 81 


24 


— 13 




60 


/ 


— 71 


32 y 


O 63 




33 




O 72 


44 +/ 


— 74 




45 


v/ 


— 62 


62 / 


— 76 




64 


v/ 


— 51 


71 v/ 


+ 74 




31 


v/ 


— 62 y 


44 


C 43 


v/ 


23 




D 73 y 


77 / 


O 84 




44 


y 


O 61 


17 


([ 13 


/ 


64 


v/ 


<[ 63 / 


25 


O 73 




34 


2/ 


O 72 


21 


([ 22 


/ 


70 


y 


— 83 / 


61 y 


O 84 




80 


/ 


([ 81 y 


64 2 


([ 42 


y 


81 


Clfo^ 


1. 



The two following games ahow that the Maharajah must be 

defeated without losing a man, if the enemy is brought up in close 
formation. 

Game Y. 

57 JL 13 15 ([ 24 / 

77 — 83 16 D 37 

27 D 12 66 JL 22 

57 — 82 75 D 84 

37 — 82—52 66 — 85 

27 i. 72 76 — 65 

17 2 62 56 _ 45 

87 + 82 66 C 46 y 

65 D 54 84 — 64 / 
35 i. 42 76 — 54 v/ 
25 2 32 66 + 46 

16 — 53 86 i. 73 

66 ([23 '66 2 74 MaU. 
16 D 32 



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222 GAME OF THB MAHARAJAH 

Gamb YL 

Maharqiiah. The Sepoys. Maharajah. 7%e Sepoys. 

57 i. 42 56 D 72 

65 — 62 36 — 73 

54 ([ 72 / 76 JL 72 
34 2 32 56 — 22 

14 — 82 76 2 32—53 

25 ([74 87 + 82 

16 JL 13 47 D 63 

43 D 12 17 — 65 

25 ([ 24 / 16 ([ 34 v/ 

36 D 22 76 + 73 

16 — 23 77 D 23—25 
86 2 74 v/ 76 — 66 / 

56 i. 83 57 — 35 

36 D 82 47 — 37 Mate. 

Game YU. 

The f oUonnng game is won by two Btikhs supported by a line of 
pawns, every one of which is protected by a Knight or Bishop, the 

King and Queen directing all their movements from their two 
thrones. 

57 i. 13 45 + 42 

17 — 83 25 i. 23 
27 D 12 55 — 33 
23 — 82 36 2 41 

45 _ 12—32 56 — 22 

25 JL 22 66 JL 53 

44 D 37 45 — 54 y 

55 — 82—32 66 — 74 
73 i. 72 55 2 51 

46 D 87 35 i. 63 
76 — 37 62 + 31 
16 JL 52 35 JL 34 

26 — 42 55 2 72 

66 — 73 73 y — 51 
44 — 62 55 i. 84 
55 D 17 ' 36 — 64 
65 ±43 26 + 42 

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AND THB SEPOTS. 



223 



Maharajah. 


The Sepoyt. 


Mdhariy'ah. 


TheSqpoyB. 


44 


+ 31 


16 


A. 24 


66 


2 14 


36 


+ 33 


36 


□ 47 


66 


— 63 


66 


2 72 


36 


D 87—67 


66 


JL 44 


26 


— 46 


36 


2 22 


36 


— 66 


16 


± 14 


46 


— 66 Mate. 


26 


+ 42 







D 

• a 

+ + 

2 2 

O ([ 



Gamb vni 

In this game the Maharajah is checkmated by the Pawns advancing 
in close line to the sixth row of squares, with all the principal pieces 
behind them. 



Maharty'ah. 


The Sepoys. 


Maharajah, 


The Sqpoyt. 


57 


A. 12 


34 


— 73 


77 


— 22 


44 


— 13 


87 


D 11 


77 


D 12 


64 


X 83 


66 


J. 33 


24 


+ 21 


76 


— 42 


64 


± 62 


45 


— 14 


34 


— 72 


67 


— 23 


44 


— 62 


46 


— 43 

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224 QAME OF THE MAHARAJAH 

Maharajah. The Sepoys. MaJiarajah. Tlie Sepoys. 



86 


— 53 


67 


+ 43 


46 


— 84 


37 


± 75 


55 


([ 72 


66 


— 65 / 


67 


+ 32 


77 


— 55 


85 


J. 63 


27 


— 45 


45 


+ 42 


37 


+ 64 


55 


X 15 


16 


2 32 


36 


— 85 


27 


a 44 


46 


— •24 


16 


X 25 v/ 


67 


— 34 


27 


— 35 


75 


— 74 


37 


— 76 


56 


— 64 


47 


— 36 / 


67 


— 54 


57 


— 16 


77 


a 71 


77 


— 56 


66 


JL 44 


57 


— 46 Mate. 



But it is not necessary to bring up the Pawns in 
this solid manner as shown in the last two games ; on 
the contraiy, the game is easily won by bringing out 
the principal pieces, taking care that they always 
support each other, and at the same time defend the 
pawns behind them. Our purpose has been in the 
above games, not to show how the Sepoys take the 
Maharajah, but how the Maharajah, though alone, 
and without assistance, may sometimes defeat them. 



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xvin. 

DOUBLE CHESS. 



The most modem game of Chess bears a resemblance 
to the most ancient, the Chaturanga ; being a game 
adapted for four players. It is looked upon with some 
degree of contempt by frequenters of Chess dubs : but 
unjustly so, for it is a game requiring great attention, 
and affording great exercise of skill and combination. 
Indeed, the head often aches after playing it. It may 
be played either by two persons, by three, or by four, 
thus forming a more social occupation than ordinary 
chess. Its scientific capabilities are seen to most 
advantage when played by two persons, as the same 
mind then directs the two allied forces : but when 
four players sit down together i^e game becomes more 
uncertain. If experienced players are engaged, the 
game of course is a silent one : but if some of the 
players are not very skilful, then it is necessary for the 
superior player to tell his partner what to do, as, if 
unsupported by his partner, the best player must 
inevitably lose his pieces, and perhaps his temper, and 
become checkmated. Nor is it unfair to do so : for 
the advantage gained by telling one's partner what to 
play is lost by the opponents being informed of the 
plot against them. But it necessarily injures the 
game ; as the interest in playing is lost if all the plots 
Q 

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226 DOUBLE OHEBS. 

and surprises are frustrated by being divulged, and sa 
prevented. On the other hand it may frequently 
happen, even with good players, that one may not 
discover his partner's tactics : and thus it is a choice 
of evils. Where there are two superior players, and 
each has an inferior partner, and the superior player 
directs his partner what to move, especially if he does 
not always tell him the motive, it virtually becomes a 
game of two ; and a very good game it is.' 
L All the Queens stand upon a white square. 

II. The Rook's pawns can move only one square at 
a time: but all the other pawns may move two squares 
at the first move. 

III. Writers are not agreed about the Pawns queen- 
ing. Looking at the length of the board, and the 
hopelessness of getting there, they make the Pawns 
queen at the sides; but they permit such Pawns as 
reach the opposite end of the board to return back 
again, like their partners' pawns, and on reaching home, 
to start again, as on first setting out, like so many 
" wandering Jews.'' As if it were possible to do such 
a thing I Neither is it at all probable that a Pawn 
could ever succeed in queening at the sides, when they 
could only do so by successive captures, while the 
central Pawns could never queen. 

It is more reasonable therefore to let the Pawns 
queen, if they can, on reaching the opposite side. 
But as the probability is that they will never reach 
either the opposite or the side squares, we need not 
trouble ourselves in the matter ; but may let them 
queen either at the sides, or opposite line, if they can. 

^ It seldom happens however that in ordinary society four chess players can be 
found : while in clubs the interest would always be exercised in ordinary chess. 



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DOUBLE CHESS. 227 

IV. When Pawns meet their partner s Pawns they 
may jump over them. 

V. When one of the players is checkmated, such 
checkmate is not final : but it lasts only so long as the 
opponents' pieces continue to give checkmate. The 
party is, as it were, shut in, or blockaded; and the 
blockade is raised as soon as the allies make their 
appearance. 

VI. Such blockaded forces in this game are generally 
made free from capture, but as all games of chess are 
supposed to be imitations of war, it is more reasonable 
to allow the pieces to be taken by the adversary when 
he can ; and to be removed or taken by the partner 
when they block up his way : otherwise they often 
interfere with the game. 

The game is a game of combinations : combinations 
of assault by your opponents, combinations of counter- 
attack and defence on the part of yourself and partner. 

After watching your right-hand opponent's move to 
see how it affects yourself, pay particular attention 
to see how it affects your partner ; and if you find 
the attack is made on him, do all in your power to 
assist him : otherwise your left-hand opponent will 
follow up his partner's attack, and your partner will be 
powerless to resist it. 

When no attack is made by your right-hand 
opponent, either on your partner or yourself, then 
see whether you can attack him : for if you do it is 
possible that your partner may be able to follow up 
the attack before it is his turn to move, and you may 
thus win a piece. When your partner moves, se^ 
therefore whether he is attacking your left-hand 
opponent, and means you to follow up the attack. 

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228 DOUBLE CHESS. 

Avoid also, for the same reason, to put any one of 
your principal pieces in a position where it can be 
attacked by your left-hand opponent, when yoxu* 
partner will not be able to assist you, and when your 
right-hand opponent is able to put you in check, or to 
attack another unguarded piece : for in this case you 
must lose one of your men. 

Should one of your opponents have lost his principal 
pieces, while the other has all his men, the attack 
should naturally be directed against the latter, as the 
former would be powerless to assist him. 

If these rules are fully observed, the game should be 
a silent one, but where a skilful player sits down for 
the first time with one who scarcely knows his moves, 
he ought, as we have said, to take the command of the 
two forces, and tell his partner, as a general would ticll 
his lieutenant, what to do : otherwise he has the 
mortification of letting onlookers suppose that he loses 
the game through his own incompetency.* 



^ It will be said that the partners in whist are not allowed to tell each other. 
But the case is different ; as the cards are not seen, the game would be spoilt by 
an unfair disclosure to the partner : moreover, whist is a game of chance as well 
as skill, and therefore there is no disgrace in losing a game, or indeed aeTeral at 
one sitting : whereas chess is a game of skill, and occupies a whole sitting, and 
9onse<|uentl^, losing a game denotes an inferiority of skill, 



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XIX. 



CHESS PROBLEMS. 



There is in the King's Library in the British 
Museum a beautifully written MS.* of the fourteenth 
century, in Norman French, and therefore rather 
difficult to understand : but we venture to give what 
we conceive to be its rendering. It gives fifty-five 
positions in chess, or rather fifty-five solutions of 
forty-four positions. Each of these positions has a 
distinctive heading,^ and each position has its separate 
plan, and each plan has the following system of 
notation. 

a b c d e f g h 



















% 


















h 


















I 


















m 


















n 





































P 


















1 



»Roy. Lib. 13, A. xviij— (14, i) 

* These headings are given by Strutt in his SforU and Pattimes, 4% Lond., 1801, 
but without translations. 



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230 



CHESS PftOBLEMS. 



The solutions are described in verse, and the MS. is 
so remarkable that we wonder it has not been translated 
by some of the writers on chess, or by the chess 
clubs. The following are the headings of the different 
problems, with what we suppose to be their meaning. 

Guy de Ohivaler (3 ways) The Knight's game 

The ladies' game 
The damsels' game 
The bishops' game 
The game of the ring 
The game of agreement 
Game of self-confusion 



Ouy de Dames 

Le Guy de Damoysoles 

Le Guy de Alfins (2 ways) 

Le Ghiy de Anel 

Le Guy de CJovenaimt 

Guy de propre Oonfusioim 

(3 ways) 
Mai assis 
Guy Cotidian (2 ways) 



111 at ease (Ill-placed) 
The ordinary game 

(Day-by-day game) 
The strange situation 
Who loses, saves himself 
He who gives not what he prizes, 

shall not get what he desires 
Well placed (Well found) 
Little beauty. 

"Well done little one"? 
Skill beats strength 
Who is generous, is wise 
Who gives, gains 
The game of the skilful and the 

ambitious 
Agreement makes law 
He knows how to play, who has 

considered it beforehand 

(He sees near, who sees afar off) 
Misfortune makes a man think 
The Knight's chase 



Le Poynt estraunge (2 ways) 

Ky perde sey salve 

Ky ne doune ceo ke il ejme, 

ne prent ke desire 
Bien troue 
Beal petis 

Meut vaut engyn ke force 
Ky est larges, est sages 
Ky doune, ganye 
Le Guy de Enginous 

e ly Coveytous 
Covenaunt f et Ley 
De pros sen joyst 

Ky de loyns veyt 

Meschief f et hom penser 

La chaco de Chivaler 

La chace de Force et de Chivaler The Queen and the Knight's chase 

Bien fort Very strong 

Fol si prent A fool, if he takes 

Ly Envoyous The ambassadors 

Le seon sey envoye His own ambassador 



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CHESS PJiOBLEMS. 



231 



Le veyl conu 
Le haut Enprise 
Le Guy de Cundut 
Ky put, 86 prenge 
La Batalie saunz aray 
Le tret emble 



(2 ways) 



Ly desperes 

Ly mervelious (2 ways) 

De poun Ferce home f et 

Muse vyleyn 

Le Guy de dames et de damoy- 

celes 
Fol si fie (2 wa} s) 

Mai veysyn (2 ways) 

Le mat de ferces 
Flour de guys 
Le batalie de rokes 
Duble Eschec 



The old one found out 

The bold adventure 

A leading game? 

He takes, who can 

The confused scrimmage 

The ambling move? The game 
or plot advances? The unex- 
pected move ? 

The hopeless struggle 

A brilliant game ? 

His pawn queens 

A villainous design ? 

The game of the ladiee and the 
damsels 

A fool, if he trusts 

A bad neighbour 

The Queen's mate 

The game of games 

Battle of the Eooks 

Double check. 



No doubt the proper way of finding out the meaning 
of some of these headings would be by studying the 
games: but this could only be done by having a 
printed copy of the MS. with a plan of each problem. 



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END OF CHESS. 



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Google 



1 



DRAUGHTS. 



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XX. 
DRAUGHTS. 



The game is played with three rows of four on each 
side, placed upon the white squares of a board of eight 
squares, having the double square at the bottom of 
right hand corner. The men move diagonally, one 
square at a time, and take diagonally by hopping over. 
On arriving at the opposite end they become Kings at 
their next move. The Kings move and take backwards 
as well as forwards. The first move is taken alter- 
nately. 

When a player has it in his power to take a piece 
or pieces, but omits to do so, he may be huffed (lose 
his piece) or compelled to take the piece or pieces, at 
his opponent's discretion . 

This power remains in force whenever it is the 
opponent's turn to move, however many moves may 
have elapsed since the piece first became en prise. 
But if he can take in two directions, he is at liberty to 
choose whichever direction he pleases, even though he 
may take fewer men one way than the other. 

These are the rules : but the last three do not 
accord, like the rules of chess, with the usages of 
war, in which each side acts as he sees fit, and the 
opposite side has to calculate the probability of his 
taking one action or another. 

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XXI. 
POLISH DRAUGHTS. 

LB JBU DBS DAMBS. 



The rules of this game axe the same as those of our 
game, except that it is played on a different board, 
and with the following alterations: — 

The board is a board of ten squares instead of eight ; 
having four rows of five pieces on either side, i.e., 
twenty pieces instead of twelve. 

All the pieces have the power of moving backward 
as well as forward : but the Queens, as they are called 
in this game, have the power, whether in moving or 
taking, of passing over any number of squares in a 
straight line. 

A player must always take the greatest number of 
pieces he can. This rule applies equally when he can 
take in two directions, even though the fewer number 
may consist of more valuable pieces. When the pieces 
in each direction are equal in number, he must then 
take that direction in which they are of more value, 
failing to do so, he may be huffed, or compelled to take 
in the opposite direction at his opponent's discretion. 

A piece may not touch or pass over a square occupied 
by a piece more than once in the same coup: or, in 
other words he must remove each piece as he takes it. 

*^,^* This is a much more lively game than common 
draughts. 

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XXII. 
TURKISH DRAUGHTS. 

The Author — As he played it in Asia Minor 1845 



The board is the ordinary draught-board. 

The game is played with sixteen men on each side, 
which are placed on the second and third rows. 

The pieces move and take forwards or sideways, not 
diagonally ; and the piece is placed in the square 
immediately beyond that of the piece taken. 

On reaching the further side they become Queens, 
and can then move from one part of the board to the 
other, forwards, sideways or backwards ; and the Queen 
in taking can place itself in any vacant square beyond 
the piece taken. 



This is an excellent game, as the players have the 
power of concentrating their forces ; of bringing them 
all to the right if that side be attacked, or to the left 
if the adversary appear weak on that side, or if it be 
thought desirable to force a passage. Another advan- 
tage is that a player can always gain time by moving 
to and fro laterally, till he sees his opponent make a 
false move. 

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238 TURKISH DBAUGHTS. 

The author once saw a set game played, in which a 
skilful player after forcing his adversary to take several 
of his pieces, at length got a Queen with which he took 
all his adversary's men at one move : but having no 
idea then of writing on these games, he took no note 
of it. 



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o 

2 

to 
O 

o 



< 

o 



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XXIII. 



THE GAME OF ENCLOSING. 

Chineie Japanete 

WEI-KI. GO. 



T'ao hua ch'iian ("The book of Peach flower"), in 8 vols. 1 Quoted by 
Hsien chi wu k'u - - - J Mr. Giles. 

Trigantius — De Christiana Expeditione apud Sinas - 1616* 

Semedo— Eelatione della Grande Monachia della China - 1643 
Hyde— De Ludis Orientalibas ... 1594 

Giles (Herbert A.) — ^Wei-ch'i, or the Chinese game of war* 1877 
Playing with Chinese and Japanese gentlemen 1865, 1872, 1889 



Mr. Giles, our Consul in China, who is a proficient 
player, and an enthusiast in the game, informs us that 
** several voluminous works have been entirely devoted 
to ehicidating its principles, and many shorter treatises 
on the subject have appeared in collections of mis- 
cellaneous writings. Most of these are adorned with 
cuts showing advantageous positions, and giving prob- 
lems to be worked out by the student." 

He tells us that the game, like all other Oriental 
games, boasts of great antiquity. It is said to have 
been invented by the great and excellent Emperor 
Yao,* 2300 B.C., but the earliest record of the game 
is in 300 B.o. 



> Published in " Temple Bar," Vol xUx, No. 194. 
' K'aiig H8i*B Dictionary. 



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240 THB GAME OF ENCLOSING. 

Like all other games, it is said to be, as Mr. Giles 
describes it in his title, a game of war. Here we have 
not merely typical representatives of the various arms, 
but the armies themselves, some 200 men on each 
side: they form encampments, and furnish them with 
defences ; and they slay not merely a single man, as in 
other games, but frequently hosts of men. The eye of 
the general is supposed to be all over the field at the 
same moment, watching not only the points of attack 
against the enemy, but the weak places of his own 
defence. 

The game is played on a board of eighteen squares 
each way, forming 361 points : for the pieces are 
placed on the points, not in the squares. The pieces 
are not moved when once placed down, but they are 
supposed to move, and therefore have their connection 
one with another along the lines, but not diagonally. 
The pieces are called Tze in Chinese, and Ishi in 
Japanese. They are rounded at top, and flat at 
bottom ^__^, and are made of glass, marble, or 
composition, and generally are of hldck and while 
colours. Each player has about 200 of these pips, 
though perhaps not 150 are played, but the others 
are used to assist in counting, as we shall presently 
see. Being so many, the pips are placed in bowls 
of wood or china, which are always seen in paintings 
representing this game. When a player is in doubt 
as to playing a piece, or he wishes to show why he 
played in a certain manner, he reverses any of the 
pips he transposes, to show that they have been moved 
and must be replaced in their proper position. 

The Chinese board has the central points 6 3, 7 5, j i l. 
189, 303 and 315 marked out with four angles, -i||— 

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THB GAME OF ENCLOSING. 241 

and the four side points, 9, 180, 198 and 369 with two 
such angles. The Japanese board has the points 63, 
69, 75, 183, 189, 195, 303, 309 and 315 distinguished 
by dots. Such boards are, in China, printed on paper, 
with the printer's name attached, so as to be ready 
either for playing the game, or for scoring a game: 
and there is a margin at the top for writing remarks, 
such as noting a point from which a pip of one colour 
has been taken up, and into which a pip of the other 
colour has subsequently been played, as 94 and 283 in 
the accompanying game, in each of which a black pip 
was played first, and a white pip afterwards. 

The game is begun by placing two pips of one colour 
on the points 63 and 315, and two pips of the opposite 
colour on 75 and 303. But should the players not be 
of equal skill, all these, or even the whole of the 
marked points may be given to the weaker player. 
The players then place pieces alternately, one by one, 
placing some few pieces on intermediate points all 
round the board: after which the fight begins. 

A player now endeavours to fence off or enclose a 
field or camp, Kwei in Chinese, Shini-ishi in Japanese, 
in any portion of the board, but while so doing he finds 
his opponent is surrounding him on the outside. He 
must therefore take care to preserve some open space 
behind him, called an eye, into which the enemy cannot 
enter, such as we see in No. IV in the accompanying 
game. This camp may be regarded as a fortress having 
a court-yard for the exercise of the troops. By enter- 
ing a fresh piece at 78 or 98 he could make two eyes 
or court-yards. No. Ill has two eyes^ 378, and the 
other a very large one.* No. II has two small eyes, one 

' 386, 837 and^357 are not an eye^ but were occupied by the enemy. 
R 

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242 THE GAME OF ENCLOSING. 

of one point, and one of two points. No. V has three 
small eyes of only one point, 11, 30 and 69, and No. I 
has one small eye and one larger one. Now if the 
enemy were to fill in this larger one he would take off 
sixteen of BlacKs men, for they would be penned in all 
round, but Black would not allow him to do so ; but 
when White had filled in five of the points. Black 
would fill in the sixth and then take off Whites five 
pieces. Suppose that this attempt were repeated by 
White four more times. Black entering a fresh piece 
every time, there would at length be only one vacant 
point remaining; and then Blaxik would have two 
small eyes, and 2, into neither of which could White 
enter. But if Bh^k were inadvertently to enter a 
piece at 2, he would then leave only one up, 0, and 
White would enter there and take off all Black's men 
in that camp. For it will be understood that though 
a piece cannot enter a single eye (where he cannot 
immediately take any of his opponent's pieces) without 
being taken : yet if by voluntarily entering into such 
eye he can surround his enemy, his own piece, instead 
of being dead, captures all the enemy's pieces which 
he has thus surrounded. Black however would not 
wait for Whitens attempt to fill in this large eye^ but 
would place one piece at 22 and another at 41, and he 
would thus form five small eyes of one point each, 0, 2, 
40, 42 and 61, We see then that unless the eye is a 
large one, there must be two small eyes to render a 
camp secure. But these small eyes should be in the 
rear of the camp where the enemy cannot reach them : 

I ^ A-^ for if on the outside, the enemy might plant 
v4-6-W>- three men outside White's eye, and then boldly 

''tVH" putting a man inside the eye he would destroy 

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THE GAME OF ENOLOSINO. 243 

the eye by taking off one of the pieces^ and at the same 
tune would gain an eye for himself: and this would 
lead to a seensaw.^ 

From this it will appear that — 

A piece is lost which enters an enemy's single eye, if 
he cannot by so doing take any of his opponent's 
pieces; but if by so doing he takes any of his opponent's 
pieces, his own is not lost ; 

Any number of pieces when surrounded and entirely 
shut in by the enemy, as Black's 94, 193 and 283, and 
White's 2, 22, 40, 41, 42 and 61 ; and 336, 337, and 
357 are taken off immediately they are closed in ; 

Pieces enclosed, but not entirely shut in, and which 
have no eyes, as Black's 113, 132 and 133, and White's 
251 and 274 are taken off immediately before counting; 

Pieces enclosed, but having two small eyes^ or one 
large one, are perfectly safe. 

It must be remembered that 94, 193 and 283 were 
originally covered with Black's men, and that 94 and 
283 wera afterwards covered with White's men. 

When each player has completed his operations, and 
the further playing in of more pieces will not affect the 
game, it is said — Htian leao, It is finished. 



^ Mr. Giles's Essay on Wei'ChH giyes an exhaustiye aooount of these ^e$, their 
modes of a ack, and their d^enoe. 



B» 



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244 THB OAME OF BNOLOSING. 





Tax Ga: 


KB. 


Black. 


WhUe. 


Blaek. White. 


t 63 

tsis 


i 75 
1303 


73 93 


94 92 


63 


45 


52 71 


49 


85 


70 61 


122 


136 


31 74 


176 


162 


50 114 (94) 


262 


326 


229 308 


328 


276 


309 289 


275 


255 


310 290 


296 


277 


311 307 


254 


274 


231 103 


295 


235 


102 123 


253 


297 


83 143 


317 


336 


24 282 


316 


234 


281 301 


233 


213 


283 302 


212 


192 


202 25 


193 


214 


44 61 


191 


172 


81 48 


211 


171 


28 27 


116 


115 


68 47 


96 


95 


33 242 


137 


185 


241 263 


97 


251 


261 243 


273 


189 


222 181 


170 


190 


204 201 


150 


175 


221 228 


156 


131 


164 145 


151 


152 


245 284 (283) 


132 


112 


165 146 


133 


173 


187 . 249 


113 


155 


250 209 


130 


111 


230 207 


110 


72 


188 208 

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THE GAME OF ENCLOSING. 245 



Black. 


White. 


Black. 




White. 


147 


127 


3 




41 


U8 


337 


216 




236 


335 


318 


358 




84 


366 


367 


43 




266 


355 


197 


246 




267 


196 


217 


169 




167 


56 


76 


168 




107 


77 


65 


86 




106 


36 


205 


89 




64 


224 


225 


23 




182 


163 


•142 


183 




223 


244 


166 


203 




6 


185 


186 


62 




66 


226 


206 


178 




67 


280 


42 


88 




298 


21 


22 


338 


(336,837, 


129 


1 


121 




367) 




60 


177 


265 




285 


167 


291 


264 




283 


292 


348 


268 




247 


349 


827 


195 




194 (193) 


329 


35 


198 




238 


300 


341 


144 




124 


377 


128 


100 




140 


15 


14 


200 




210 


16 


34 


158 




180 


10 


8 


220 




120 


29 


347 


20 


(2,22,40, 


109 


269 


248 




41,43,61) 




271 


288 


90 




94 


270 


369 


32 




7 


370 


368 


9 




215 


350 


13 


108 




218 


12 


320 


149 




227 


87 


40 


91 




64 


80 


101 


4 






82 


2 









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246 THE GAME OF ENCLOSING. 



Statb of thb Game when finishbd. 



Each player now declares how many camps he has 
made. El<iick claims five, and White two: so White 
takes off three of Black's men, say 195, 196 and 216. 
They then take off the pieces enclosed by the opposite 
side, as Black's 113, 132 and 133, and White's 251 
and 274. 

The game is now ready for counting. 

The vacant points of each camp of one of the players, 
say Black's^ are now filled in with spare pips of the 
same colour, and the following is the result. 



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THE OAMB OF ENCLOSING. 



247 



TTTT TTTTTT T 

1 TlH^lT 1 

TTl "TT T 

I TTJ TI 

6-0-6-6-6-6-6-6-6 



As it is not necessary to count both sides, the Whiter 
are now pushed aside where in the way, so as to 
arrange the Blacks in a solid mass in each camp, which 
is done, where possible, in rows of five, to facilitate 
counting ; and we then have this form. 



^^Sl ^ 


^^~^W 


XXaJCXI ajO 


!iXZ IiX< 


aIX$IX^ XjO 


^v~ — i-X-< 


a-am>-o-(>- x!ij 


vXi^ -Xi< 


^^ IXX? 


yXXI -J-6^ 




^^l -i-6-< 




_1 




—6 


XjO^^JL. 




jOlxIa5z 




aDCXIjCaZ J 


s!a1aI50C 


X^XaXI Ij 


mTT^Y^jl 


tr^t J 


tHiiiisH 


_(" 


L rYX-Xi^iJK 


J 


CX5332-<CkQ>3 


± J 


CSSICdiiXCo 



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248 THE GAME OF ENCLOSING. 

By this we see that 



BlatHes camp IhasSxS + l — 26 




„ n „ 5 X 5 + 4 =- 29 




.. „ m.. 8;;^) =65 




„ IV „ 8x 3 + 2-26 
„ V „ 7 X 5 + 1 - 36 


Total number 361 
182 


Therefore White has 


179 



The difference between the two being 5, the Whites 
are said to lose 2^, and the Blacks to win 2^. 



We have thus given a game by the study of which 
anyone may be able to play Wei-Ki. But '* the very 
look of the game will be enough to frighten " some : 
for who would not suppose that if the game consists in 
surrounding the enemy, the Whites have the best of it, 
and indeed that they have surrounded, and therefore 
taken every one of the Blacks. But the Blacks equaUy 
surround the Whites. This however is not the game: 
but, as we have seen, each camp or group of pieces 
may be considered as a fortress, which must have 
court-yards, however small, called eyes^ for the forces 
to move about in. Then it is impregnable, and hostile 
forces around it are powerless to take it ; but if it has 
no court-yards, then the garrison is considered to be so 
crowded together with men, women and children, that 
they cannot move, and the enemy takes the fortress 
and all within it. 

In the game we have given as an example the 
Whites have two camps or fortresses, the left one of 
which has five eyes, 6, 26, 46 ; 65 ; 104, 105, 125, 126 ; 
J 41, 160, 161 ; and a larger one at the bottom ; and 



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THE GAME OF ENCLOSING. 249 

the right one three eyes^^ 76 ; 134, 153, 154, 174 ; and 
237, 256, 257, 258, 278 ; and, as we have seen, the 
Whites are only five fewer than the Blanks. It is 
therefore a very even game and well fought. 

The game however is so intricate that it requires 
great practice to play it well, and accordingly it is not a 
game for idle play ; it must be made a study ; and thus 
Mr. Giles, who as Consul has long dwelt in China, 
and is a practised player, assures us — " None but the 
educated play at Wei-ch'i. A knowledge of this 
difficult game stamps a man in China as somewhat 
more than an ordinary person. Its subtleties are 
beyond the reach of the lazy ; its triumphs too refined 
for the man of gross material tastes. Skill in Wei-ch'i 
implies the astuteness and versatility so prized amongst 
the Chinese. They could hardly believe a man to play 
Wei-ch'i well, and yet be possessed of only indifferent 
abilities as a practical man of the world. It would 
amount to a contradiction of terms. All the more so, 
as nearly all those who enter upon a literary career 
make a point of attempting to learn the game; but 
many faint by the way. To a beginner a mere know- 
ledge of the rules for a long time seems hopeless : and 
subsequent application of them more hopeless still. 
The persevering ones play on day by day, until at last 
— suddenly as it were — the great scheme of Wei-ch'i 
dawns upon them in all its fullness and beauty ; and 
from that day they are ardent enthusiasts in support 
of its unquestionable merits," 

The photograph at the beginning of this article 
represents a diminutive board and men in my posses- 

^ 113, 132 and 133 were occupied, aod 193 and 195, 196, 216 are not eya^ but 
were occupied by the enemy. 



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250 THB GAMB OF ENCLOSING. 

sion, the board being only 7f inches square, and the 
pieces f of an inch in diameter. It stands 3| inches 
high, and is japanned with the same design as that of 
the Japanese chess-board. It is however generally 
played by the natives on large wooden folding boards 
about 20 inches square, with pieces of about the 
size of a shilling, which are kept in japanned bowls. 
Ladies, however, sometimes appear to play on small 
japanned boards with china cups. 

The photograph at the end is from the dossier of a 
Chinese draught and backgammon table in my posses- 
sion, representing a Chinese gentleman and lady 
playing the game, with another lady looking on. The 
gentleman has evidently got the best of the game, at 
which his wife sitting behind him is greatly pleased ; 
while the lady consoles herself with her delicate pipe 
of tobacco. 



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BACKGAMMON. 



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XXIV, 
BACKGAMMON. 



The board is divided into two Tables by the Bar. 
On each side of the Bar is a compartment of six 
points. One of these compartments is called the Home, 
or Inner Table; the other the Outer Table. The 
Entering Division is opposite the Home, the two 
Homes are opposite each other, and the two Entering 
Divisions also. Consequently all the pieces meet each 
other. 

Two men are placed upon the first point of the 
opponent's Inner Table, five on the sixth of his Outer 
Table, three on the second point of the player's Outer 
Table, and five on the sixth point of his Inner Table. 
The placing of the opponent's pieces will correspond. 

The pieces are entered according to the throws of 
two dice, and the throws generally have French names. 
In throwing doublets you have twice the number 
thrown, and the numbers can be played separately. 
Any throw which you are not able to throw is lost, 
but you must play when you can. 

A piece taken up must be played before any other 
piece. 

"When a point is covered with a single piece it is 
called a blot,, 



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BACKGAMMON. 253 

In hearing off, on throwing a number corresponding 
with an uncovered point, you must play up a piece 
behind it, but if none, you then bear off a piece in front 
of it. 

If you have borne off all your pieces before your 
opponent you win a Jiit^ or game ; if before all his pieces 
have entered his home, a gammon^ or two hits ; if before 
they left your table, a Bachgammony or three hits. 



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XXV. 
GERMAN BACKGAMMON. 



The Entering division and the Home are common to 
both players. The Entering division must be either 
the right-hand near division, or the left-hand opposite 
division. 

The pieces enter by throws, and all pieces must be 
entered before any leave the Entering division. 

On throwing doublets the player, after playing those 
doublets, is entitled to play the doublets underneath, 
which are always the complement of seven. Should 
he forget to do so, or should he not be able to do so, 
his opponent says — "I play your aces," or whatever 
the number may be. 

On throwing 1, 2, the player can call for any doublets 
he chooses: but should he forget to do so, his opponent 
may say — " I play your doublets/' But this must be 
done after throwing his dice, but not lifting up the 
dice-box. 



This is an amusing game, not merely fix)m the 
frequency of taking up, owing to the pieces all 
travelling in the same direction, but also from a player 
being permitted to play whatever his opponent cannot 
play ; and also whatever his opponent forgets to play. 
The game is much longer than the ordinary back- 
gammon, and the fluctuations of the game much 
greater, thus producing greater excitement. 

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XXVI. 
TURKISH BACKGAMMON. 

The Author — as he played it in Asia Minor - 1845 



The Entering divisions are the opposite right-hand 
divisions, and the Homes are the near right-hand 
divisions: consequently all the pieces move in the 
same direction, though they do not start from the 
same point : and such direction is, like their writing, 
from right to left, instead of from left to right. 

Two pieces are entered on opposite right-hand comer 
before commencing the game, and these pieces cannot 
be moved till all the other pieces are entered, and 
have left the opposite division. 

New men are entered on points 1 to 6, counting 
from, but not including, that of the two men in the 
comer, but the points for pieces taken up include this 
point : but as there may never be more than two men 
on this point, a piece taken up cannot enter with a 1 
till one of the two pieces has moved. 

It is not permitted to double the pieces on any of 
the points of the opposite division, either in entering 
or playing, except the left-hand comer, but they may 
be doubled in the home divisions. 

It is optional in beginning the game, either to enter 

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256 TUUKISH BACKGAMMON. 

new pieces, or to play those already entered: but 
pieces taken up must be re-entered before other pieces 
are played. 

When an adversary's piece is taken up in his enter- 
ing division a blot or an open point must be left for 
any man so taken up : but his pieces may be taken up 
in any other part of the board, though he have no 
point to enter at. 

In throwing for first move, the higher plays the 
numbers thrown. After winning a game the conqueror 
enters a 5 and 6 and then throws for first move. 

If all the pieces are taken home, and one taken oflP, 
while his advei*sary has all his points 1 — 6 occupied by 
his men, and one captive which he cannot enter, it is a 
capote, which is equal to seven games. 



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Q 

a: 
< 

o 



3: 
U 
< 

0: 
o 

Q 



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XXVIL 



PACHIST. 

Hyde— De ludis Orientalibus, II, 68 - - - 1694 

Personal play with natives . . - . I860 

Calcutta Review^ Communicated, with remarks, by the late 

A. F. Bellasis, Civil Service, Bengal - - - 1867 

E. B. Tylor, D.C.L., F.R.S., On the game of Patolli in 
ancient Mexico, and its probably Asiatic origin. In 
Anthropological Institute Journal • - - 1878 




FUTTBTPORB SiKBI PaLAOB— PaCHMI CoURT. 

Pachisi is the national game of India. It is played 
in palaces, zenanas, and the public caff^s. 

M. L. Rousselet, speaking of the Court of the Zenana 
in the palace at Futteypore, says — "The game of 
Pachisi was played by Akbar in a truly regal manner. 



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258 PACHISI. 

The Court itself, divided into red and white squares, 
being the board, and an enormous stone raised 



on four feet, representing the central point. It 
y^SLR here that Akbar and his courtiers played this 
game ; sixteen young slaves from the harem wearing 
the players' colours, represented the pieces, and moved 
to the squares according to the throw of the dice. It 
is said that the Emperor took such a fancy to playing 
the game on this grand scale that he had a court for 
pachisi constructed in all his palaces, and traces of 
such are still visible at Agra and Allahabad."' Mr. 
Bellasis says — ** There is a gigantic pachishee board at 
the palace at Agra, where the squares are inlaid with 
marble on a terrace,' and where the Emperors of Delhi 
used to play the game with live figures, — a similar 
board existed within one of the courts of the palace at 
Delhi ; but it was destroyed in the alterations after the 
Mutiny." 

In one of the early numbers of the Calcutta Review 
we read — and this boisterous excitement in playing 
the author has seen in his own experience — " The 

^ India and its Native Princes, 1876. 

' I applied at the India Office, but could get no information as to whether it 
still exists ! Ought we not to have an officer charged to keep a record, and where 
possible, to assist in keeping in repair the magnificent and exquisite monuments 
of India, as we are endeavouring to get for the stupendous remains in Egypt ; 
and one to whom the public could apply when information is required for any 
')urpo0e ? The same remark applies to that of Allahabad. 

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^:HISI BOARD. 



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INDIAN PACH.' 




IISI BOARD. 



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PACfHisi. 259 

combatants breathe hatred and vengeance against each 
other : the throws of the dice are accompanied with 
tremendous noise, and the sounds of ''Kache-Baro " and 
and ** KarO'Pauch '' and ''Baro-Pauch " are heard from 
a considerable distance. It is altogether a lively scene, 
in strong contrast with the apathy generally attributed 
to the Bengalis. . . , In the cool of the evening parties 
of respectable natives may be not unfrequently seen 
sitting under the umbrageous Bakul^ and amusing 
themselves with chess, pasha, or cards. Laying aside 
for a season the pride of wealth and even the rigorous 
distinctions of caste. Brahmins and Sudras may be 
seen mingling together for recreation. The noisy 
vociferations and the loud laugh betoken a scene of 
merriment and joy. The huhah, a necessary furniture 
of a Bengali meeting place, is ever and anon by its 
fragant voUies ministering to the refreshment of the 
assembly : while the plaudits of the successful player 
rise higher than the curling smoke issuing from the 
cocoanut vessel."* 

The board is generally made of cloth cut into the 
shape of a cross, and then divided into squares with 
embroidery; one such in my possession, as seen in 
accompanying engraving, is of red cloth embroidered 
with yellow silk : another, as seen in photograph at 
beginning of this article, is from Delhi, and is made of 
glass beads beautifully worked, and having both sides 
alike, and even the men and dice are worked with 
beads in like manner. Each limb has three rows of 
eight squares. The outer rows have roses or ornaments 
at certain distances, which serve as castles, in which 
pieces are free from capture. The extreme square of 

1 Calcutta Bfviap, yo). xv, 1851. 



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260 PAomsi. 

central row is also a castle. The castles are open to 
both partners. Pieces may double on other squares, 
but it is at their own peril. These castles are placed 
on the board so that from the centre or home, where all 
the pieces start from, going down the middle row, 
returning on the outside, and then on to end of next 
Hmb, will be exactly 25, hence the name of the game ; 
and from the castle in middle of nearer side of one limb 
to middle of further side of next limb will be 25 ; from 
middle of further side of one limb to middle of nearer 
side of opposite Hmb will be 25+1 (grace) which 
grace may be played separately; and from extreme 
end of fourth limb to the home of first Hmb will also 
be 25, and out. From ignorance or forgetfulness of this 
arrangement, the castles, in modem modifications of 
this game are not put in the right places. Any num- 
ber of pieces of a player or of his partner are safe in 
these castles, and an enemy cannot enter: but, if pieces 
double in any other squares, they can be taken off by 
a single piece at one stroke on throwing that number. 

The game is played by four players each having four 
pieces. The two opposite sides are partners, and they 
win or lose together. In order to distinguish them 
better, the yellow and green should play against the 
red and Hack. Each enters from the centre, and 
goes down the middle of his own limb, and then 
round the board, returning up the centre of his 
own limb from whence he started. On going up 
the central line of ones own home, the pieces are 
turned over on their side, to show that they have 
made the circuit. They can only get out by throwing 
the exact number. The pieces move by throw of six 
cowries ; these throws count as follows : — 

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PACHISI, 261 

6 with mouths down - - = 25 and grace, and play again. 
5 ,, „ and 1 up =» 10 „ „ „ 

^ » i> » ^ » -^ 

3 >9 i» » 3 ,, = 3 

^ »> jj » ^ >j ^^ * 

1 »> II II 6 „ = 5 

6 „ = 6 and play again. 

Here again there is a diversity in different parts of 
India. In some parts seven cowries are used instead 
of six, and the throws also are different : sometimes 
they are 1, 2, 3, 4, 5, 6, 12, and 25 ; sometimes 2, 3, 4, 6, 
10, 12, 25 ; and sometimes 2, 3, 4, 7, 10, 14, 25 and 30. 

The cowries and dice are thrown by the hand, but 
the latter generally roll down an inclined plane, the 
natives shouting as they roll for good luck. 

When graces are thrown the grace may be played 
separately. On taking a piece the player may throw 
again ; and, consequently, if a piece is taken by a 25, 
a 10, or a 6, the player will have two more throws, 
one for the throw, and one for taking a piece. 

In commencing the game the first piece may be 
entered whatever throw is made, but the other pieces 
can enter only with a grace. So, likewise, a piece 
taken up can enter only with a grace. The pieces 
move against the sun. A player may refuse to play 
when it comes to his turn, or he may throw and then 
refuse to take it. He may do this either because he 
is afraid of being taken, or to help his partner. On 
reaching the extremity of the fourth limb he may wait 
there till he gets a " twenty-five " and thus gets out 
at one throw. Should his partner be behind in the 
game, he must keep his own pieces back in order to 
assist him, and so by blocking up the way, prevent 
the adversaries from following close behind him, and 

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262 PACHisi. 

thus hinder their moving, or taking them if they do 
move. Tyros in the game, forgetting this principle 
that both parties must win or lose together, or intent 
solely upon their own desire of being first, make haste 
to get their own pieces out, thus leaving their partners 
in the lurch ; who, if much in the rear are sure to lose 
the game, as their opponents have two throws to their 
one, and are enabled to keep close behind them, and 
thus trip them up. Sometimes the forward player, on 
arriving at his own Umb instead of turning his piece 
over and going up the centre, may, if permittad, run 
all round the board a second time, in order to 
assist his partner. Sometimes the player who is out 
first is permitted to give his throws to his partner, but 
this is not the game. 

The ladies of the harem who play this game are 
said to call it Das-Pauchishy taking this name from 
the two principal throws, ten and twenty-five^ 

Two games, being modifications of the Pachisi, are 
so distinct as to acquire specific names, Chausar and 
Chauput, which will be described immediately. Hyde 
calls the game Tchupur, but he gives no rules for 
playing it ; while Mr. Tylor* describes a game which 
was played by the ancient Mexicans, called PatoUi, 
the account of which is most interesting, showing a 
very early migration, accidental or otherwise, from 
Asia to South America. He supposes that this game 
originated from the primitive game of Tab, which is 
still played in Egypt and the Holy Land, and described 
by Hyde, ii, 217 : and this primitive game is supposed 
to be an imitation of war. 

^ CaLcuUa Review , 

^ On the game of Patolli, in ancient Mexico, and its probably Asiatic origint by 
E. B. Tylor, Esq., D.C.L., F.RS. From the Journal of ike Anikropological 
Institute, Nov., 1878. 

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XXVIII. 
CHAUSAR AND CHAUPUT. 

Slight varieties of Pachisi in move and play, in different parts of India 



The varieties in these games may be thus described 
in general ; some adopting one alteration^ some another. 

Green. 



Black. 



































X 




X 








































34 










X 












. 








X 














































X 


















X 




23 


24 






1 






































>N 




X 






73 


6 








74 


7 

















Bed. 



YeUow. 



Chauput is played with cowries as in Pachisi, but 
there is no "25/' and no "10," and no "grace" in 



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264 CHAUSAR AND CHAUPUT. 

these games ; and there is no option in playing : 
whatever the throw, the pieces must move if they 
can. Two pieces enter by coming down the centre 
and then round the board. Two pieces start from 
squares 6 and 7, one from 12, while the other enters 
from the centre at first throw, whatever that may be. 
Sometimes the two latter pieces are placed at 22 and 
24, in order to catch RedJs pieces, while those at 6 
and 7 are in wait to catch Black's pieces. And so 
the same with the other colours. Sometimes the pieces 
are entered by placing two pieces on 6, and two on 7 : 
or else the pieces stand on 6, 7, 73 and 74. 

Chausar is played with three oblong dice having 

r^l r-g— ] R^-g] and gZ^^ 



£J 



on their four faces. If two of these are thrown with 
the same number, they are doublets, and if given to a 
single piece it moves only twice the throw, but if 
given to two pieces standing on the same square, each 
of such pieces moves twice the throw. There are no 
castles in this game, though the ordinaiy Pachisi board 
is used, but the castles are useful for counting. On 
arriving at 34 the pieces may double, and then they 
cannot be taken except by doubles. The game is 
played by two or four persons, at pleasure. If with 
two players, the hlack and yellow against the red and 
green. All the hlack pieces must get out before the 
yellow, and the red before the greefii. If four are 
playing, when one player has got out all his pieces, his 
partner has his throws. 

These games, however, have variations in different 
parts of India : so that one native gives one description 
of the game, and another another. 



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XXIX. 
ASHTA-KASHTE. 

ONI-XIOHT. 

A modification of Pachisi. 



The game can be played by two, three, or four 
players. Each player has four men which he enters 
in castle in front of him. The men move according to 
the numbers shown on diagram. When the outer 
circuit is completed against the sun, to square 24, the 
course is reversed till they arrive at the centre 49, 
when they are taken off. 

Pieces occupying a caatle cannot be taken. 

Pieces may enter on their entering castle, even 
though occupied by an opponent. 

If doubles are made on any other square, they can 
be taken only by doubles. 

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266 ASHTA-KASHTE. 

The moves are regulated by four cowries: all mouths 
down reckon as 8 and a grace, and throw again ; all 
mouths up reckon as a grace, and throw again; all 
other numbers reckon by the number of mouths up. 
On throwing 8 and a grace, they may be played 
separately. A player is not obliged to play his throws. 
On taking an opponent, you throw again. 



It will thus be seen that though the form of the 
board is different, the moves and rules axe very nearly 
the same as those of Pachisi. 



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MAGIC SQUARES. 



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XXX. 
MAGIC SQUARES. 

Agrippa— De Occulta Philosophia (II, 42) - 1510 

Bachet — Problems plaisans et delectables ... 1624 

Prestet — Nouveaux Elemens des Math^inatiques - - 1689 

De la Loubere — Relation du Boyaume de Siam - - 1693 

Frenide — Des Quarrez Magiques. Acad. B. des Sciences - 1693 

Ozonam — R^r^ations Mathematiques - - - 1697 

Violle — Traits complet des Carres Magiques - - 1837-8 



A magic square is a square the cells of which add up 
to the same amount, whichever way they are taken. 
They were called magic, because they were said to be 
used by the Egyptians and Pythagoreans* for the 
purpose of imposing on the credulous. The squares of 
two, or four cells, being incapable of forming a magic 
square, were said to represent chaos. Squares of three, 
four, five or more cells to be dedicated to the sun, 
the moon and the different planets. These squares were 
then supposed to be placed in a polygon, having the 
same number of sides as the root of the square, and 
this polygon in a circle ; while in the space between 
the polygon and the circle were inscribed the signs 
of the zodiac, and the good or evil name of the planet, 
according as the talisman was required for the purpose 

^ If. De la Loubere gives them an Indian descent. 

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270 MAGIC SQXTARES. 

of good or evil : and, according as this was the case 
the talisman was projected and engraved in different 
materials selected from their supposed or pretended 



The principle upon which Pythagoras is said to 
have founded his philosophy was that all things are 
regulated by numbers. In some things the unit is 
discernible ; in others, the triangle, the square, the 
hexagon or some other figure. In some instances 
they are odd, in others even ; in some straight, in 
others curved : and that from meditating on this, he 
believed that numbers were the animate principle of 
all things. We will not, however, pretend to explain 
that which the philosopher did not understand himself, 
but will turn to the subject immediately before us. 

Magic squares are divisible into two classes, odd and 
even, according as the sides consist of an equal or an 
unequal number of cells. Again, the even squares are 
further divisible into two classes, according as the 
sides, when divided by two, are even or uneven : these 
are called evenly even, and unevenly even. As the 
methods of executing these are all different, we must 
treat each separately. The numbers may be in any- 
kind of progression, natural or arithmetical, geometrical, 
harmonic, or serial. 



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XXXI. 



ODD SQUARES. 



The odd squares are not only the most easy to fill 
up, but the same principle may be applied to all 
odd squares, whatever may be the number of their 
sides. The most simple and easiest method is that by 
Agrippa. Place the first number immediately below 
the centre ; then place the others, one by one, in a 
diagonal line inclining downwards to the right. When 
beyond a line, whether vertical or horizontal, carry it 
to the commencement of that line. When the diagonal 
march leads to a cell already occupied, take a diagonal 
direction from the cell so occupied towards the left, 
and then proceed as before to the right. The same 
rule applies when the number falls outside both of the 
vertical and horizontal lines. The mean number will 
always occupy the centre, and the highest number the 
cell immediately above the centre. 











11 


24 


7 


20 


3 


4 


9 


2 




4 


12 


25 


8 


16 


3 


5 


7 


17 


6 


13 


21 


9 


8 


1 


6 


10 


18 


1 


14 


22 










23 


6 


19 


2 


15 



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272 



MAGIC SQUARES. 



In these squares it is observable that the du^onals 
from left to right are in natural progression, 11, 12, 
13, Ac. ; while those from right to left, 3, 8, 13, Ac., 
are in a progression equal to the root of the square, 
or the number of cells in each side ; while in every 
case the mean number occupies the centre ; the first 
number the cell below the centre, and the highest the 
cell above the centre ; while the numbers equally 
distant from the centre, added together, are exactly 
the double of the centre. 

From this it follows that we can construct the 
square without any additional aid. First, on the 
central number, 13, we fill in the two diagonals, 11, 
12, 13, 14, 15 ; and 3, 8, 13, 18, 23 ; then the shorter 
diagonals, 7, 8, 9 ; 17, 18, 19; and 7, 12, 17 ; 9, 14, 

19. Then on 25, the highest number, the diagonals 

20, 25, 5, 10 ; 24, 25 ; and 24, 4 ; and then on 1, the 
lowest number, the diagonals 16, 21, 1, 6; 1, 2; and 
22, 2 ; and thus complete the square. 

On examining these squares, Bachet perceived that 
the numbers are inverted, and that by transposing 
them he could get the numbers in their natural 
sequence. 







1 








4 




2 




7 




5 




3 




8 


6 








9 







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ODD SQUARKS. 



278 









1 
















6 




2 








11 




7 




3 






16 




12 




8 




4 




21 




17 




13 




9 




5 




22 




18 




14 




10 








23 




19 




15 












24 




20 












25 







In the first example, that of a square of three, each 
number beyond the square is removed three cells ; the 
1 three cells below ; the 9 three cells above ; the 3 
three cells to the left ; and the 7 three cells to the 
right In the other example, that of a square of five, 
each number beyond the square is removed five 
cells: the 1, 2 and 6 downwards; the 20, 24 and 25 
upwards; the 4, 5 and 10 to the left; and the 16, 
21 and 22 to the right ; while the numbers in the 
diagonals remain the same. 

M. de la Loubere s method, taken from the Indians, 
is slightly different. The first number is placed in the 
middle of the top band. The march is upward instead 
of downward ; and when arriving at a cell already 
occupied, the next number is placed immediately 
below the last one played. Other things remain 
the same. 

T 

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274 



BfAOIC 8QUABES. 











17 


24 


1 


8 


15 


8 


1 


6 




23 


5 


7 


14 


16 


3 


5 


7 


4 


6 


13 


20 


22 


4 


9 


2 


10 


12 


19 


21 


3 

1 










11 


18 


25 


2 


9 



It will be observed that the central column of this 
last method is exactly the same as that of Bachet's ; 
and that the vertical columns consist of the same 
numbers, but diflferently placed : and with this guide 
we have no difficulty in offijring a similar key to his 
method. 

Arrange the numbers, 1 to 25, in arithmetical pro- 
gression in horizontal rows in the following manner : — 





viii 










iii 


1 


2 


3 




4 


5 


6 




7 


8 


9 


vii 










ii 









xvii 
















xxiii 


xxiv 






iv 


V 


1 


2 


3 


4 


5 




X 


6 


7 


8 


9 


10 






]1 


12 


13 


14 


15 








16 


17 


18 


19 


20 


xvi 




21 


22 


23 


24 


25 


xxi 


xxii 










ii 


iii 








ix 





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ODD SQUARES. 



275 



Transpose the numbers outside the square to their 
corresponding positions inside of the square : the 3 to 
iii, and 7 to vii, in the square of three ; and the 4, 5, 10 ; 
16, 21, 22 to the iv, v, x ; xvi, xxi, xxii, in the square 
of five. Then, taking the middle column as correct, 
transpose the upper number of the first column on the 
right of centre 2, to the bottom of that column, ii ; 
the two upper numbers of the second column of the 
square of five, 3 and 5, to bottom of that column, iii and 
ix ; the lowest number of first column on the left of 
centre, 24 to the top of that column, xxiv ; and the 
two lowest numbers of second column, 17 and 23, to 
top of that column, xvii and xxiii. Then, in like 
manner transpose 4, 5 and 10 on right side to iv, v 
and x on left ; and 16, 21 and 22 on left side to xvi, 
xxi and xxii on right ; and the square is complete 
when the perpendicular columns of each square are 
pushed into position. 

A still easier way, because involving only one change 
is obtained by placing the numbers seriatim in a 







2 


viii 


1 


6 


3 


5 


7 


4 


9 


ii 


8 







rji a 









3 




2 


9 


xvii 


xxiv 


1 


8 


16 


xxiii 


5 


7 


14 


16 


4 


6 


13 


20 


22 


10 


12 


19 


21 


iii 


11 


18 


25 


ii 


ix 


17 


24 








23 







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276 



MAGIC SQUARES. 



diagonal direction, beginning from top of central 
column, and completing each diagonal row before 
commencing another. When such row is completed, 
the next row must commence under the last number 
of the row above it; and, so on, till the five rows 
are completed. The numbers outside of the square 
are then put in their proper places and the square is 
complete. 

Another method was invented by Poignard, and 
improved by M. de la Hire, which, however, it is not 
necessary to give, as the following method, based upon 
it, will, I think, be found more simple. 

Form two squares, one of numbers in an arithmetical 
progression ; the other, of multiples of those numbers, 
but substituting a cipher for the highest number, and 
disposing them in a different order to the first square. 

In the first square make the first vertical column 
correspond with the top horizontal row, and then 
complete each row in the same order as the top one. 



I 


2 


3 


4 


5 




20 


15 


10 


5 





2 


3 


4 


6 


1 





20 


15 


10 


5 


3 


4 


5 


1 


2 


5 





20 


15 


10 


4 


6 


1 


2 


3 


10 


5 





20 


15 


5 


1 


2 


3 


4 


15 


10 


5 





20 



In the second square reverse the order of the top row 
for the first column, and then complete each row in the 
same order as the top one. 



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ODD SQUABES. 



277 



Now add these two squares together, and the result 
will be a magic square. 



21 


17 


13 


9 


5 


2 


23 


19 


15 


6 


8 


4 


25 


16 


12 


U 


10 


1 


22 


18 


20 


11 


7 


3 


24 



By changing the order of the numbers in the second 
square, an endless variety of magic squares might be 
found. It was, probably, in this way that Caetano 
Gilardono framed the following magic square which is 
on an incised tablet let into a wall at the Villa Albani, 
at Bome. 



15 


58 


29 


34 


63 


49 


74 


41 


6 


7 


27 


31 


81 


23 


76 


80 


18 


26 


38 


8 


30 


71 


47 


20 


21 


78 


56 


73 


19 


25 


42 


10 


33 


50 


65 


52 


22 


55 


72 


1 


45 


60 


28 


16 


70 


79 


35 


39 


66 


2 


48 


17 


24 


69 


14 


64 


69 


12 


77 


3 


51 


68 


11 


46 


36 


61 


53 


40 


43 


4 


54 


32 


75 


67 


13 


9 


62 


37 


44 


5 


57 



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278 MAGIC SQUABBS. 

Lector si doctuB admirator si ignarus scito, QuadratoB hie 
maihematioe conBtructus ab uno usque ad octoginta unum 3321 
unitates indudit qualibet ipsius coluumad tarn in linea plana quanoi 
in recta et transversali unitates 369 quse ductae per novem easdem 
3321 unitates restituunt et appellatur maximus quia maTiTnani 
possidet eztensionem. Yale. 

Oaietanus Gilardonus Bomanus philotedmoB inventor. a.d. 

HDOOLZVI. 



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XXXII. 



EVEN SQUARES. 



WHOSE HALVES ABE EVEN. 



The most simple example is that invented by Agrippa. 
It is a square of four, containing sixteen cells. This 
square has afforded an amusing puzzle in almost every 
household. Place the numbers in their natural order. 



1 


2 


3 


4 




1 


15 


14 


4 


5 


6 


7 


8 


12 


6 


7 


9 


9 


10 


11 


12 


8 


10 


11 


5 


13 


14 


15 


16 


13 


3 


2 


16 



Then change the top and bottom central numbers 
alternately, the 2 and 15; and the 3 and 14; then 
the left and right central numbers, the 5 and 12 ; and 
the 8 and 9 ; and we get a magic square. 

It will be observed that the numbers on the two 
diagonals, 1, 6, 11, 16, and 4, 7, 10 and 13 remain 
unchanged. Consequently, we form the magic square, 
beginning at 1, passing over all cells not on a diagonal ; 
so we get 1, 4, 6, 7, 10, 11, and 13, 16. We then 
begin at the bottom and work backwards towards the 
top, 2, 3, 5, 8, 9, 12, 14 and 15 ; which is, of course, 
the easiest and most simple way, and which will apply 
to all even squares whose halves are even. 



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280 



MAGCC SQUARES. 



The combinations of this square are wonderful, all of 
which amount to 34. We begin with the four hori- 
zontal and four perpendicular rows ; we then take the 
two diagonals ; then the two diamonds, 1, 7, 16, 10; 
and 4, 6, 13, 11 ; then the squares, 1, 4, 16, 13 ; 6, 7, 
11,10; 1, 15, 6,12; 14, 4, 9,7; 8, 10, 3, 13; 11, 5, 
16,2; 15,9,2,8; 14,5,3,12; 1, 14,11,8; 15,4,5, 
10 ; 12, 7, 2, 13 ; 6, 9, 16, 3 : then the oblongs, 15, 14, 
2, 3 ; 9, 5, 8, 12 ; 1, 15, 10, 8; 14, 4, 5, 11 ; 12, 6, 3, 
13; 7, 9, 16, 2; 1,14, 7, 12; 8,11,2,13; 15,4,9, 
6; 5, 16, 3, 10; 14, 9, 3, 8; 5, 2, 12, 15 : and then 
the rhomboids, 1, 15, 2, 16 ; 14, 4, 13, 3; 4, 9, 8, 13; 
5, 16, 1, 12; 1, 14. 3, 16 ; 15, 4, 13, 2 ; 4, 5, 12, 13 ; 
9,16, 1,8; 12,6,11,5; 7,9, 8,10; 14,7,10, 3; 11, 
2, 15, 6 ; 12, 7, 10, 5 ; 6, 9, 8, 11 ; 14, 11, 6, 3 ; 7, 
2,15,10; 15,7,10,2; 14,6,11,3; 9,11,6,8; 5, 
7, 10, 12 : in all 56 combinations of 34 each. 

So with anj larger squares whose halves are equal, 
we first fill up the diagonals, passing over the other 
cells, and then beginning at the bottom, and working 
backwards and above, we fill in the other numbers. 



1 






4 


5 






8 




10 


11 






14 


15 






18 


19 






22 


23 




26 






28 


29 






32 


33 






36 


37 






40 




42 


43 






46 


47 






50 


51 






64 


65 




57 






60 


61 






64 



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BVSN SQUABBS. 



281 



1 


63 


62 


4 


6 


59 


58 


8 


56 


10 


11 


63 


52 


14 


15 


49 


48 


18 


19 


45 


44 


22 


23 


41 


25 


39 


38 


28 


29 


35 


34 


32 


33 
24 


31 


30 


36 


37 


27 


26 


40 


42 


43 


21 


20 


46 


47 


17 


16 


50 


51 


13 


12 


54 


65 


9 


57 


7 


6 


60 


61 


3 


2 


64 



Ozanam gives us another method, but far less simple: 
he places the higher and lower numbers in corresponding 





1 


2 


3 


4 


4 


3 


2 


1 


ROWS 


1 


2 


3 


4 


6 


6 


7 


8 


L 


64 


63 


62 


61 


60 


59 


58 


57 






















4 


1 


2 


3 


3 


2 


I 


4 


TT. 


9 


10 


11 


12 


13 


14 


15 


16 




56 


55 


54 


53 


52 


51 


60 


49 






















3 


4 


1 


2 


2 


1 


4 


3 


TTT. 


17 


18 


19 


20 


21 


22 


23 


24 




48 


47 


46 


45 


44 


43 


42 


41 






















2 


3 


4 


1 


1 


4 


3 


2 


rv. 


25 


26 


27 


28 


29 


30 


31 


32 




40 


39 


38 


37 


36 


35 


34 


33 



ROWS 

viir. 



VII. 



VL 



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282 



MAQIC SQUARES. 



groups or couplets, over each of which he places the 
guide numbers, 1, 2, 3, &c., up to half the root of the 
square, and then the same numbers in a reversed 
order, and changing the order of the guide numbers 
for every row. 

To fill up the first four rows, take the bottom 
number when the guide number is odd, and the upper 
number when the guide number is even. For the 
four lower rows, reverse the process, beginning at the 
bottom, taking the bottom number when even, and 
the top nimiber when odd. We thus get the following ; 
the result of which is very similar to Agrippa's, many 
of the numbers being the same, but reversing the 
diagonals, and changing over the remaining corres- 
ponding numbers — 



64 


2 


62 


4 


6 


59 


7 


57 


9 


55 


11 


53 


52 


14 


50 


16 


48 


18 


46 


20 


21 


43 


23 


41 


25 


39 


27 


37 


36 


30 


34 


32 


33 


31 


35 


29 


28 


38 


26 


40 


24 


42 


22 


44 


45 


19 


47 


17 


49 


15 


51 


13 


12 


54 


10 


56 


8 


58 


6 


60 


61 


3 


63 


1 



On investigating this it will be found that the square 
is divided into four quarters; and the numbers are 
filled in in their natural positions in alternate cells 



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EVEN SQUABES. 



283 



only; each quarter beginning at an alternate cell to 
that of the adjacent quarter. 





2 




4 


5 




7 




9 




11 






14 




16 




18 




20 


21 




23 




25 




27 






30 




32 


33 




35 






38 




40 




42 




44 


45 




47 




49 




51 






54 




56 




58 




60 


61 




63 





The remaining numbers are then filled in precisely 
in the same way, beginning at the bottom. This now 
is as easy a method as that invented by Agrippa, and 
a much more simple one than Ozanam's. 

Another way of executing the square is by the 
method discovered by Poignard and De la Hire. First 
form an arithmetical square, placing the nimibers in 
any order in the first row, reversing them in the next, 
and so on alternately for half the square ; then fill in 
the lower half, but making the first row coincide with 
the last of the upper half. Then form a geometrical 
square with and the multiples of the root, in vertical 
columns, reversing the numbers in each row, except 
that the fifth row is to be the same as the fourth. 



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284 



MAGIC SQTTABBS. 



1 


6 


6 


2 


7 


4 


3 


8 


8 


3 


4 


7 


2 


5 


6 


1 


I 


6 


5 


2 


7 


4 


3 


8 


8 


3 


4 


7 


2 


5 


6 


1 


8 


3 


4 


» 


2 


6 


6 


1 


1 


6 


5 


2 


7 


4 


3 


8 


8 


3 


4 


7 


2 


5 


6 


1 


1 


6 


6 


2 


7 


4 


3 


8 



48 


8 


48 


8 


8 


48 


8 


48 


16 


40 


16 


40 


40 


16 


40 


16 


32 


24 


82 


24 


24 


32 


24 


32 





56 





56 


56 





56 





56 





56 








56 





56 


24 


32 


24 


32 


32 


24 


32 


24 


40 


16 


40 


16 


16 


40 


16 


40 


8 


48 


8 


48 


48 


8 


48 


8 



Adding these together forms a magic square: — 



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EVEK SQOASBS. 



285 



49 


14 


53 


10 


15 


52 


11 


56 


24 


43 


20 


47 


42 


21 


46 


17 


33 


80 


37 


26 


31 


36 


27 


40 


8 


59 


4 


63 


58 


5 


62 


1 


64 


3 


60 


7 


2 


61 


6 


57 


25 


38 


29 


34 


39 


28 


35 


32 


48 


19 


44 


23 


18 


45 


22 


41 


9 


54 


13 


50 


55 


12 


51 


16 



On examining this we find that the square is divided 
into two horizontal halves, and the horizontal rows are 
grouped together according to their distance from the 
centre ; the first and eighth together, the second and 
seventh, and the fourth and fifth. To begin with the 
middle. First place two opposites of one division, 
then two means of the second, then two means of the 
first, and then two opposites of the second ; the order 
of filling up each being reversed. 



8 1 1 4 
8 1 ,4 




3! 
1 .. 


7 





5 




1 


2 




6 





Now fill in the first numbers of the other rows: the 
two extreme ones together, the second and seventh, 
and the third and sixth. Then reverse the order, 
completing the third and sixth, then the second and 
seventh, then the two extremes, and then the central 
rows. 



Digitized by VjOOQIC 



286 



MAGIC SQUARES. 



But we gain nothing by this process: for it is as 
cumbrous and complicated as that of Poignard and De 
la Hire. But the fault lies in the confused order 
adopted by them, which simply shows that a magic 
square can be formed by any arrangement of the 
numbers. Let us, therefore, take the natural arrange- 
ment of the numbers, in both squares : — 



1 


2 


3 


4 


5 


6 


7 8 


8 


7 

1 


6 


5 


4 


3 


2 


1 


1 


2 


3 


4 


5 


6 


7 


8 


8 


7 


6 


5 


4 


3 


2 
2 


1 ! 

1 


8 


7 


6 


5 


4 


3 


1 i 

1 


1 


2 


3 


4 


5 


6 


7 


8 


8 


7 


6 


5 


4 


3 


2 


' ! 


I 


2 


3 


4 


5 


6 


7 


8 







56 





56 


56 





56 





8 


48 


8 


48 


48 


8 


48 


8 


16 


40 


16 


40 


40 


16 


40 


16 


24 


32 


24 


32 


32 


24 


32 


24 


32 


24 


32 


24 


24 


32 


24 


32 
40 


40 


16 


40 


16 


16 


40 


16 


48 


8 


48 


8 


8 


48 


1« 


48 


56 





56 








56 


|o 


56 



Digitized by VjOOQIC 



EVEN SQUARES. 

Then the magic square becomes : — 



287 



1 

1 


58 


3 


60 


61 


6 


63 


8 


16 


65 


14 


53 


62 


11 


50 


9 


17 


42 


19 


44 


45 


22 


47 


24 


32 


39 


30 


37 


36 


27 


34 


25 


40 


31 


38 


29 


28 


35 


26 


33 


41 


18 


43 


20 


21 


46 


23 


48 1 


56 


15 


54 


13 


12 


51 


10 


49 


57 


2 


59 


4 


5 


62 


7 


64 



And the result is a most unexpected one, exhibiting 
a perfectly new arrangement of the numbers, and a 
more simple method than that of Agrippa. The 



1 




3 






6 




8 


16 




14 






11 




9 


17 




19 






22 




24 


32 




30 






27 




25 


40 


38 

1 






35 




33 


41 




43 






46 




48 


66 




54 






51 




49 


67 




59 






62 


64 



Digitized by VjOOQIC 



288 MAGIC SQUAKES. 

figures are arranged in the first, third, sixth and 
eighth columns only, but counting in all the vacant 
squares; and reversing the order in each alternate 
row : but beginning the fifth row at the fuither end 
and reversing the order to complete the square. 

It will be seen that in each of these methods the 
secret consists in balancing the numbers. Any method 
may be used which has the result of placing the cor- 
responding numbers in opposite cells, taking care at 
the same time that the order of the march be in just 
progression. When this is carried out, not only are the 
opposite numbers complementary to each other, but if 
we divide the square in two halves perpendicularly, we 
shall in each horizontal line perceive that there is a 
constant diflFerence of one between the two inside 
numbers ; a difference of three between the second 
numbers right and left of the centre ; of five between 
the third numbers right and left ; and of seven between 
the outside numbers : and if we divide the square 
in two horizontal halves, and examine the vertical 
columns, we shall find in each case a difference of 
eight times the former numbers : viz., a difference of 
8 between the two central numbers, of 24 in the next ; 
then of 40 ; and, lastly, of 56, between the outside 
numbers. But in Poignard and De la Hire's magic 
square, p. 285, though there is the same correspondence 
of numbers, they are differently placed in the horizontal 
rowa This square therefore is not so perfect as the 
others. 



Digitized by VjOOQIC 



xxxin. 



EVEN SQUAEES 



WHOSS HALVES ARE UNXVBM. 



These squares have hitherto been found much more 
diflScult to execute than the preceding. 

One way of accomplishing the task was to reduce the 
square, whose half is uneven, to one whose half is 
even, by taking oflF a border all round. Thus the 
square of six was reduced to a square of four, with a 
border round it ; and the square of ten to one of eight, 
and so on. Let us take a square of six : for all such 
squares, of whatever size, can be done by the same 
method. 

After filling in all the squares seriatim with the 
natural numbers, make the inner square of four cells 
magic by leaving the diagonals, and removing and 
replacing in proper order the other numbers, according 
to previous rule. We thus get No. I — 

1 2 



1 


2 3 


4|a 


6 


7 


8 


28 ! 27 

! 


11 


12 


13 


23 


15 


16 


20 


18 


19 


17 


21 


22 


14 


24 


25 


26 


10 


9 


29 


30 


31 


32 


33 


34 1 35 


36 



1 


35 


34 


3 


82 


6 


30 


8 


28 


27 


11 


7 


19 23 


15 


16 


14 


24 


18 j 17 


21 


22 


20 


13 


12 1 26 


9 


10 


29 


25 


31 


2 


4 


33 


5 


36 



Digitized by VjOOQIC 



290 



EVEN SQUARES. 



We now proceed with the borders. Letting the 
angle cells remain the same, of the four remaining 
numbers of the top row the first and fourth go to the 
bottom ; and the fourth and first bottom numbers 
taken away are then made to pair with them, so as to 
make the same vertical total, 37. The second number 
of the top, not including the angle, is then changed 
with the second number of the bottom ; the third of 
top with the second of bottom, and the second of top 
with the third of bottom. Then with the sides, the 
first and fourth of left go to the right, and the fourth 
and first of right pair with them ; the third of left side 
is exchanged with the third of right ; the second of 
left with the third of right ; and the third of left 
with the second of right. Finally, reverse the mean 
numbers of bottom row of inner square ; and the mean 
numbers of right side : and we then get No. 2. 

Poignard and De la Hire devised the following 
method. They formed an arithmetical and a geo- 
metrical square, as before, and added them together : — 



5 


6 


3 


4 


1 


2 


2 


1 


4 


3 


6 


5 


6 


6 


3 


4 


1 


2 


5 


6 


3 


4 


1 


2 


2 


1 


4 


3 


6 


6 


5 


6 


3 


4 


I 


2 



24 


6 


24 


24 


6 


24 





30 








30 





12 


18 


12 


12 


18 


12 


18 


12 


18 


18 


12 


18 


30 





30 


30 





30 


6 


24 


6 


6 


24 


6 



Digitized by VjOOQIC 



EVEN SQUARES. 



291 



29 


12 


27 


28 


7 


26 


2 


31 


4 


3 


36 


5 


17 


24 


15 


16 


19 


14 


23 


18 


21 


22 


13 


20 


32 


1 


34 


33 


6 


35 


11 


30 


9 


10 


25 


* 
8 



In a square of six, or 36 cells, the following modifica- 
tions were made. The third figure of top line was 
transferred with the third of bottom line; and the 
third of left column with the third of right : the four 
middle numbers of the top row were then reversed ; 
and the four middle numbers of left column ; the two 
middle figures of right column ; and the two middle 
figures of bottom row. Lastly, the two middle figures 
of top row of inner square were reversed, and the two 
middle figures of left column. 



29 


7 


28 


9 


12 


26 


32 


31 


3 


4 


36 


5 


23 


18 


15 


16 


19 


20 


14 


24 


21 


22 


13 


17 


2 


1 


34 


33 


6 


35 


11 


30 


10 


27 


25 


« 1 



Both these methods are ingenious, but very com- 
plic ited ; and as so many alterations were made before 

Digitized by VjOOQIC 



292 



EVEN SQUARES. 



the result could be obtained, it is impossible to deduce 
any simpler process from them. We will attempt, 
therefore, to solve the diflSculty by other methods. 

A more easy way is to balance the numbers of the 
four outside rows, and to change the order in the two 
central rows, as shown : — 



1 


34 


2 


35 


3 


•36 
9 




1 


32 


3 


34 


5 


36 


28 


7 


29 


8 


30 


26 


7 


28 


9 


30 


11 


24 


14 


22 


16 


20 


18 




17 




18 


20 


16 


22 


14 


24 


13 


23 


15 


21 


17 


19 


20 


19 


17 


21 


15 


23 


13 


12 


27 


11 


26 


10 


25 
4 




12 


29 


10 


27 


8 


25 
2 


33 


6 


32 


5 


31 


35 


6 


33 


4 


31 



1 


96 


2 


97 


3 


98 


4 


99 


5 


100 


86 


11 


87 


12 


88 


13 


89 


14 


90 


15 


21 


76 


22 


77 


23 


78 


24 


79 


25 


80 


66 


31 


67 


32 


68 


33 


69 


34 


70 


35 


41 


59 


43 


57 


45 


55 


47 


53 


49 


51 


60 


42 


58 


44 


56 


46 


54 


48 


52 


50 
61 
26 


40 


65 


39 


64 


38 


63 


37 


62 


36 
71 


75 


30 


74 


29 


73 


28 


72 


27 


20 


85 


19 


84 


18 


S6 


17 


82 


16 


81 


95 


10 


94 


9 


93 


8 


92 ; 7 

1 


91 


6 



54 


48 


52 


47 


53 


49 



Digitized by VjOOQIC 



BVEN SQUARES. 293 

On examining the two middle rows it is evident that 
as in the series 13 — 1 8, and 19 — 24 in the square of six ; 
and of 41 — 50, and 51 — 60 in the square of ten, the 
lowest number of each series begins in the same row, 
the other row in each square must have a greater 
number by the Dimiber of cells in each row. In the 
square of six there must be a diflference of six between 
the two middle rows ; and in the square of ten a 
difference of t^n : consequently, in the square of six 
we reverse the numbers 17 and 20, making a difference 
of 3 ; and in the square of ten the numbers 54, 48, 52 
and 47, 53, 49, making a difference of 5, thus making 
both rows equal. So in a square of 14, there will be 
a difference of 14 between the two middle rows : so 
the numbers 103, 95, 101 and 94, 102, 106 making a 
difference of 7, have to be reversed to make such a 
square magic. 

Another easy way is to divide the square into as 
many small squares as the square of half the root of 
the given square. Thus a square of six cells on every 
side will be divided into nine small squares, each 
containing four cells ; and a square of ten cells into 
twenty -five small squares: and these now being squares 
of an odd number will be filled in according to the rule 
for odd squares. 

But in these small squares of four cells each it is 
evident that if all these cells are filled in in the order of 



1 2 

4 3 



all the vertical columns will be alike, but the horizontal 
rows will be alternately too little, and too much. What 

Digitized by VjOOQIC 



294 



£y£N SQUARES. 



we have to do, therefore, is to change the vertical 
numbers of some of the cells, so as to make them 
equal. Thus, in a square of six cells, on each side, 
which now is reduced to a square of three, we fill in 
the three columns in the following order : — 



15 
15 



16 


U 


33 


34 


8 


6 


13 


15 


36 


35 


6 


1 
7 i 


12 


10 


17 


18 


28 


26 


1 9 


11 


20 


19 


25 


27 1 

1 


32 


30 


1 


2 


24 


22 


29 


31 


4 


3 


21 


23 



In a square of ten cells on each side the five columns 
will be: — 



1 


3 


4 


3 


1 


2 


4 


3 


1 


3 


4 


2 


1 


2 


4 


3 


1 




4 


2 



25 
25 





Ir 


1 a square of fourteen 


















4 


2 


4 


3 


1 


2 


1 


2 


1 


2 


4 


3 


4 


2 


35 
35 


1 


3 


1 


2 


4 


3 


4 


3 


4 


3 


1 


2 


1 


3 



and so on for squares of any number of cells. 



Digitized by VjOOQIC 



EVEN SQUARES. 



295 



41 


43 


96 


95 


25 


26 


80 


79 


9 


11 


44 


42 


93 


94 


28 


27 


77 


78 


12 


10 


13 


15 


4S 


47 


97 


98 


32 


31 


61 


63 


16 


14 


45 


46 


100 


99 


29 


30 


64 


62 


65 


67 


20 


19 


49 


50 


84 


83 


33 


35 


68 


66 


17 


18 


52 


51 


81 


82 


36 


34 


37 


39 


72 


71 


1 


2 


66 


65 


85 


87 


40 


38 


69 


70 


4 


3 


53 


54 


88 


86 


89 


91 


24 


23 


73 


74 


8 


7 


57 


59 


92 


90 


21 


22 


76 


75 


5 


6 


60 


58 



Digitized by VjOOQIC 



XXXIV. 

MAGIC SQUARES BEGINNING 
AT ANY CELL. 



We have stated that the ways of forming a magic 
square are endless: and so there is no dijfficulty in making 
such magic square begin at any cell desired. Let us 
take the magic square of 4 cells on each side, already 
given. If we transpose one of the rows of such square, 
or one of the columns, with any other of such rows or 
columns, the square will still remain magic. The law 
of combinations shows us the immense number of 
alterations which may be made, still preserving the 
property of the magic square. But any equal number 
of combinations might be made by beginning with any 
other square of 4 cells, of which many might be formed. 
By changing the rows and columns of the given square, 
we obtain: — 

I 2 



1 


15 


U 


4 




13 


3 


2 


16 


12 


6 


7 


9 


I 


15 


14 


4 


8 


10 


11 


5 


8 


10 


11 


5 


13 


3 


2 


16 


12 


6 


7 


9 



Digitized by VjOOQIC 



TO FOBM A MAGIC SQUABE. 
3 i 



297 



4 


9 


5 


16 


14 


7 


11 


2 


I 


12 


8 


13 


15 


6 


10 


3 


5 


15 


1 


4 


14 


6 


12 


9 


7 


3 


13 


16 


2 


10 


8 


5 


11 1 


7 


16 


4 


9 


5 


2 


14 


7 


11 


13 


1 


12 


8 


3 


15 


6 


10 


9 


14 


15 


1 


4 


2 


3 


13 


16 


11 


10 


8 


5 


7 


6 


12 


9 



12 


6 


7 


9 


13 


3 


2 


16 


8 


10 


11 


5 


1 


15 


14 


4 



16 


4 


5 


9 


13 


1 


8 


12 


3 


15 


10 


6 


2 


14 


11 


7 



2 


14 


7 


11 


3 


15 


6 


10 


16 


4 


9 


5 


13 


1 


12 


8 



10 


11 


7 


14 


2 


8 


12 


1 


13 


5 


9 


4 


16 
3 


10 


6 


15 



Digitized by VjOOQIC 



298 



MAGIC SQUAAES 





11 








12 






5 


9 


4 


16 




3 


6 


15 


10 


10 


6 


15 


3 


16 


9 


4 


5 


8 


12 


1 


13 


2 


7 


14 


11 


11 


7 


14 


2 


13 


12 


1 


8 





13 








14 






12 


13 


8 


1 




5 


11 


10 


8 


7 


2 


11 


14 


4 


14 


15 


1 


9 


16 


6 


4 


16 


2 


3 


13 


6 


3 


10 


15 


9 


7 


6 


12 





15 








16 






9 
16 


6 


7 


12 




6 


10 


3 


15 


3 


2 


13 


9 


5 


16 


4 


4 


15 


12 


1 


7 


11 


2 


14 


5 


10 


11 


8 


12 


8 


13 


1 



Of these squares only six are magic in their dia- 
gonals, 6, 8, 9, 12, 13 and 14. 

Although these squares are changed about so as to 
get the number 1 in every one of the cells, they still 
obtain a harmonious relation in their movements, as 
will be exhibited in the following diagrams: — 



Digitized by VjOOQIC 



BEGINNINQ AT ANY CELL. 
1 . U 2 6 9 13 13 3 




7 8 15 



^ 


s^ ^ 


O 


^ 


y^ 


>> 


<> 


^ 


^^^^ 




'> 


<^ 


iJ 



4 5 



299 



10 11 16 



^^ 



^^ 



^^ 



>^ 



The following is an example of the variety which 
may be made in these squares. Arrange the nmnbers 
in squares of five, overlapping each other, as in the 
following diagram. We have entered only half the 
numbers so as more easily to distinguish the squares. 



I 






14 


2 






15 




24 


27 






21 


28 




32 






19 


31 






18 




9 


6 






12 


5 




3 






16 


4 






13 




22 


26 






23 


26 




30 






17 


29 






20 




11 


8 






10 


7 





Digitized by VjOOQIC 



300 MAQIC SQUARES. 

On filling in the other numbers we get this result : — 



1 

46 


59 
24 


56 


14 


2 


60 


53 


15 


27 


33 


47 


21 


28 


34 


32 


38 


41 


19 


31 


37 


44 


18 


61 


9 


6 


64 


60 


12 


5 


63 


3 


57 


54 


16 


4 


58 


55 


13 


48 


22 


25 


35 


45 


23 


26 


36 


30 


40 


43 


17 


29 


39 


42 


20 


49 


11 


8 


62 


52 


10 


7 


61 



Here it will be found that not only are all the 
horizontal rows, and the vertical columns, and the two 
diagonals alike, amounting to 260 : but the half row, 
and the half columns, and the half diagonals, are also 
alike, amounting to 130 ; and each of the sixteen small 
squares, into which the square is divided, also amounts 
to 130. It is, therefore, the most perfect magic square 
which can be constructed. One nearly as perfect will 



\ 


130 


130 


/ 


130 


\ 


/ 


130 


130 


/ 


\ 


130 


u(o 


130 


130 


\ 



be found further on, invented by Mr. Beverley, the 
numbers of which are regulated by the knight's move. 
But in that the diagonals are unequ^,^^,,^ (Google 



XXXV. 



MAGIC SQUARES IN COMPARTMENTS. 



Any square which is capable of being subdivided 
into a number of compartments, the cells of which can 
form a magic square, may, by the arrangement of such 
compartments or smaller squares, be made magic also. 
Thus, a square of nine, or of 81 cells, may not only be 



49 


63 


6-2 


52 


129 


143 


142 


132 


17 


31 


30 


20 



25 


60 


54 


55 


57 


140 


134 
138 


135 
139 


137 
133 


28 
24 


22 


33 


56 


58 


59 
50 


53 
64 


136 


26 


27 


21 


61 


51 


141 


131 


130 


144 


29 


lU 


18 


32 


33 


47 


46 


36 


65 


79 


78 


68 


97 


111 


110 


100 


41 


38 


39 


41 


76 


70 


71 


73 


108 


102 


103 


105 


40 


42 


43 


37 


72 


74 


75 


69 


104 


106 


107 


101 


45 


35 31 


48 


77 


67 


66 


80 


109 


99 98 


112 


113 


127 


126 


116 


1 


15 


14 


4 


81 95 


94 


84 


124 ! 118 


119 


121 


12 


6 


7 


9 


92 


86 


87 


89 


120 


122 


123 


117 


8 


10 


11 


5 


88 


90 


91 


85 
96 


125 


115 


114 


128 


13 


3 


2 


16 


93 


83 


82 



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302 



MAGIC SQUARES IN COMPARTMENTS. 



made a magic square, but it may be divided into nine 
compartments of 9 cells each, each of which compart- 
ments or smaller squares can be made magic : and the 
compartments themselves can be so arranged as to 
make the square itself magic ; a square of twelve, or 
144 cells, is divisible into nine magic compartments of 
16 cells ; or of sixteen magic compartments of 9 cells 



4 


9 


2 


130 


135 


128 


121 


126 


119 


31 


36 


29 


3 


5 


7 


129 


131 133 


120 


122 


124 


30 


32 


34 


8 


1 


6 


134 


1:^7 


132 


125 


118 


123 


35 


28 


33 


103 


108 


101 


49 


5t 
50 


47 
52 


58 


63 


56 
61 


76 
75 


81 


74 


102 


104 


106 


48 


57 


59 


77 ! 79 
73 78 


107 


100 j 105 


53 


46 


51 


62 


55 


60 


80 


67 


72 


65 


85 


90 


83 


94 


99 


92 


40 


45 


38 


66 


68 


70 


84 


86 


88 


93 


95 


97 


39 


41 


43 


71 


64 


69 


89 


82 


87 


98 


91 


96 


44 


37 


42 

1 


112 
111 


117 


110 


22 


27 


20 


13 


18 


11 


139 


144 1 137 


113 


115 


21 


23 


25 


12 


14 


16 


138 


140 1 142 


116 


109 


114 


26 


19 


24 


17 


10 • 

1 


15 


143 


13fi 141 



each ; a square of fifteen, or 225 cells, into nine magic 
compartments of 25 cells each ; or of twenty-five 
compartments of 9 cells, and be itself magic ; and a 
square of sixteen, or 256 cells, into sixteen compart 
ments of 16 cells, and be itself magic. 



Digitized by VjOOQIC 



XXXVI. 
MAGIC SQUAEES IN BORDERS. 



To form these commence with the outer border, half 
of the numbers of which are to be taken from the 
lowest series, and the other half from the highest. 
The border of the next square will be filled up in like 
manner ; one half of the numbers being composed of 
the next lowest numbers in succession, and the other 
half of the next highest ; and so on to the centre 
square, the numbers of which, will, of course, be the 
mean numbers of the whole, and which numbers will 
be arranged according to the preceding rules for magic 
squares. To arrange the numbers in the borders place 
the lowest number in one corner, and the highest in 
the opposite angle. In the even squares the other two 
angles are to be filled in with their natural numbers, 
or those which would fall into them were all the 
numbers placed seriatim. This will be found a great 
advantage in the even squares, as it gives four numbers 
to start with instead of two, as in the odd squares. 
For other cells the sum of any opposite numbers, 
whether vertical or horizontal, is to be equal to the 
sum of these two numbers. The numbers must then 
be so balanced that the sum of each side makes up the 
number of the square, which in a square of ten is 505, 
and in a square of nine is 369. For the rest it is 
perfectly indifferent in what order the numbers are 
placed, when once the series is discovered, as each of 

Digitized by VjOOQIC 



304 



MAQIO SQUARES IN BORD£ItS. 



these numbers with its complement makes up the same 
sum. 



1 


3 


6 


71 


70 


72 


68 


73 


5 


2 


17 


21 


60 


55 


58 


67 


19 


80 


4 


18 


29 


47 


50 


48 


31 


64 


78 


8 


20 


30 


40 


45 


38 


52 


62 


74 


«6 


59 


49 


39 


41 


43 


33 


23 


16 


67 


54 


46 


44 


37 


42 


36 


28 


16 


69 


56 


51 


35 


32 


34 


53 


26 


13 


75 


63 


61 


22 


27 


24 


25 


65 


7 


77 


79 


76 


11 


12 


10 


14 


9 


81 



Odd Squares. 



1 


95 


99 


89 


5 


9 


88 


98 


11 


10 


17 


19 


76 


80 


70 


28 


24 


81 


26 


84 


87 


79 


33 


67 


66 


37 


62 


38 


22 


14 


18 


74 


42 


43 


57 


56 


46 


59 


27 


83 


15 


72 


40 


54 


48 


4fl 


51 


61 


29 


86 


4 


30 


65 


50 


52 


53 


17 


36 


71 


97 


85 


23 


60 


55 


45 


44 


58 


41 


78 


16 


93 


32 


03 


34 


35 


64 


39 


68 


69 


8 


94 


75 


25 


21 


31 


73 


77 


20 


82 


7 


91 


6 


2 


12 


96 


92 


13 


3 


90 


100 



Even Squares. 



Digitized by VjOOQIC 



XXXVIL 

HOLLOW AND FANCY SQUAEES, 
AND MAGIC CIRCLES. 



Many inget)ious combiDations of Magic Squares have 
been invented from time to time. Indeed, it would be 
curious to see a collection of fancy squares. The 
Chev. VioUe, is pre-eminent for such discoveries. 
It would take too much space, and be trespassing 
too much on his labours were we to give all the 
varieties of these squares which he has discovered. It 
will suflSce to give the following as examples. We 
give below the full title of his work to show its com- 
prehensiveness.* 



56 


2 


113 


4 


115 


121 


117 


8 


119 


10 


6 


12 




















110 


33 




56 


92 


27 


97 


29 


96 


28 




89 


34 




42 












80 




88 


55 




47 




60 


11 


50 




75 




67 


n 




31 




51 


61 


71 




91 




III 


n 




69 




72 


49 


62 




53 




45 


78 




66 












36 




44 


99 




94 


30 


95 


25 


93 


26 


64 




23 


100 




















22 


116 


120 


9 


118 


7 


1 


5 


114 


3 


112 


66 



* Chevalier B. Violle, Traits complet des Carres Magiques, pairs et impaire 
rimplea et composes, ^ bordurea, campartimens, croix, chaasiB, 6queiT^, bandes 
d^ch^p; &c, ainsi d'un Traite dea Cubes Magiques, et dun Essai sur les 
Cerdee' Magiques. 2 tomes 8vo., et 1 tome fol. Paris 1887-8. 
V 

Digitized by VjOOQIC 



306 



HOLIX>W AND FAKCT SQUARES, 



A2 


3S 


87 


81 


42 


33 


36 


80 


lie 


41 


68 


57 










62 






H~ 




64 


65 










60 










58 


38 










79 










66 


88 










51 










44 


47 


72 


50 


53 


74 


61 


70 


48 


52 


69, 


75 


34 










71 










78 


84 










43 










56 


37 










63 










83 


85 










59 










39 


54 


76 


46 


49 


67 


89 


77 


55 


45 


73 


40 





12 










53 








24 




29 


36 




41 




61 


«2 


60 


6 


9 


SI 


10 


1 


20 


9 


46 


55 


54 


37 


12 


27 




II 










M 






25 




35 


30 




40 






8 










57 




21 


52 


48 


14 


15 


43 


49 


18 




58 










7 




44 


16 


17 


50 


51 


22 


13 


47 




2 










63 






42 




32 


33 




23 




4 


55 


5 


59 


56 


14 


3 


64 


45 


53 


19 


II 


10 


28 


56 


38 




52 










13 






39 




34 


31 




26 





In the last example it will be noticed that the cells 
in shade form the magic square of four similar to the 
first of the Even Squares whose halves are even. 



Digitized by VjOOQIC 



AND MAGIC CIRCLES. 307 

The following example of a Magic Circle was 
invented by Dr. Franklin. In it the numbers in each 
of the intersecting circles, having 12, A, B, C, or D, 
as centres, added to 12, make 360. The half of any 
of these, as divided by either the perpendicular or 
horizontal line, added to the half of 12, makes 180. 
The numbers of any cuneus added to 12, make 360 ; 
and the half of any cuneus added to the half of 12, 
makes 180. Any four adjacent numbers, forming a 
square, as 73, 15, 72, 14, with half of 12, make 180 ; 
as also any four opposite numbers forming a square, as 
73, 14, 41, 46, added to the half of 12. 



Digitized by VjOOQIC 



308 



HOLLOW AOT) FANCr SQUARES. 



The following Magic Pentagon has been invented by 
M. Frolow,' exhibiting a spider's web. 




It will be observed that the five sides of each 
pentagon are all equal, and that the five diameters, 
from one angle to the centre of the opposite side, are 
each 459, which is nine times the central number 51, 
which is also the mean number, the series being 
1 — 101. And, further, that the inner pentagon is 
510, or 10 times the mean number ; the next pentagon 
1020, or 20 times the mean; the next 1530, or 30 
times the mean ; and the outside pentagon 2040, or 
40 times the mean. 



*X«5 Carri$ Magiquet, 8vo., Paris, 1886. 



Digitized by VjOOQIC 



xxxvin. 

THE KNIGHT'S TOUR. 

Ozanam — R^cr&tiona Math6matiques et Physiques - 1760 
Euler — Histoire de rAcademie Koyale des Sciences et 

Belles Lettres ... - - 1766 
Ozanam — Physical Recreations, translated by Button with 

additions - - - - - 1803 
La Corse del cavallo per tutti gli Scacchi della Scacchiera — 

Bologna - - - - - 1766 
Lettre addressee aux auteurs du Journal £ncyclop^ique sur 

un problime de TEchiquier. Prague - - 1773 

Gollini — Solution du probWme du Cavalier - - 1775 

Essai sur les probl^mes de Situation. Kouen - • 1783 

Bollinger — 24 Verschiedene arten den Springer - - 1806 

Chess, an attempt to annalyze the Knight's move - - 1821 
Von Wamsdorf — ^Des Sprunge's einfachste und allgemeinste 

Losung - - - - -1823 

Billig, K Der Rossensprung .... 1831 

Ciccolini—Del Cavallo degli Scacchi . - - 1836 

Dr. Roget — Philosophical Magazine - - - 1840 

Le Palamfede — Seconde Series, vols, ii, iv, and vi - - 1842-6 

Tomlinson — Amusements in Chess - - - J 846 

Schaohzeitung — ^Vols. i, ii, iv, v, vii, and ix - - 1846-64 

Brede — Almanach for Freunde von Schachspiel - • n.d. 



The attempt to cover all the squares of the chess- 
board with a knight's move, without going over the 
same square a second time, is, perhaps, as old as the 
invention of the game itself. The anonymous author 
of the Persian MS. in the Library of the Royal Asiatic 
Society, No. 260, written subsequently to 899, writes : 
— " Finally, I will show you how to move a knight 
from any individual square on the boai d, so that it may 
cover each of the remaining squares in a£ many moves ; 

Digitized by VjOOQIC 



310 



THE knight's tour. 



and, finally rest on that square whence it started. I 
will also show you how the same thing may be done by 
limiting yourself only to one half, or even to one 
quarter of the board." Unfortunately, the MS. breaks 
off there. Another MS. in the British Museum, No. 
16,856, written about 1550, but copied and abridged 
from an older work, also contains a description of this 
move. 

At first the difficulty was how to perform the task in 
any manner, then to find out the principle of doing so ; 
then to make the course re-entering ; then to begin 
and end at any given square ; and, finally, to make 
the course a magic square. 

The mathematician Euler was the first, in modern 
times, to improve on the random efforts of his pre- 
decessors, by preparing an ingenious though sometimes 
complicated and laborious process of effecting his 
purpose. He first filled up as many cells of the 
square as he could,' as in the following figure, in 
which two cells are vacant, which we will call a and b. 



34 


21 


54 


9 


32 


19 


48 


7 


55 


10 


33 


20 


53 


« 


31 


18 


22 


35 


62 


a 


40 1 49 


6 


47 


11 


56 


41 


50 


59 


52 


17 


30 


36 


23 


58 


61 


42 


39 


46 


5 


57 


12 


25 


38 


61 


60 


29 


16 


24 


37 


2 


43 


14 


27 


4 


45 


1 


b 


13 


26 


3 


44 


15 


28 



1 This f onnB a very good game for anyone who has not tried it. 



Digitized by VjOOQIC 



THE KNIGHT S TOUB. 



311 



On examining these numbers he perceived that 
62, the last number, governs the cell 9 ; and that 10 
governs a. He, therefore, took the series 1 — 9 ; then 
crossed into 62, from which he traversed backwards 
all the numbers successively till he came to 10, from 
which he was enabled to pass into the upper blank 
cell a. This course is represented by 1 — 9 ; 62 — 10 : a. 
He perceived also that some of the other numbers 
would have given him the same result, aa 1 — 53 : 
62—54 : a. And 1—53 : 62—56 ; a. 

Another cell governed by a is 58, and 57 governs 6. 
He therefore got 1—9 : 62—58 : a : 10—57: 6 ; thus 
producing the square. 



40 


27 


60 


9 


38 


25 


54 


7 


61 


16 


39 


26 


59 


8 


37 


24 


28 


41 


10 


15 


46 


55 


6 


53 


17 


62 


47 


56 


13 


58 


23 


36 


42 


29 


14 


11 


48 


45 


52 


5 


63 


18 


31 


44 


57 


12 


35 


22 


30 


43 


2 


49 


20 


33 


4 


51 


1 


64 


19 


32 


3 


50 


21 


34 



His next desire was to make it re-entering. After 
several other transmutations he at length obtained from 
the last square 1—9: 46—64: 31—45: 22—19: 
30 — 23: 12 — 17: 10, 11, 18, thus forming a re-entering 
square which would enable him to cover the board 
when beginning at any square he chose. 



Digitized by VjOOQIC 



312 



THE knight's TOUE. 



38 


51 


24 


9 


36 


53 


18 


7 


25 


60 


37 


52 


23 


8 


35 


54 


50 


39 


62 


59 


10 


19 


6 


17 
34 


61 


26 


11 


20 


57 


22 


55 


40 


49 


58 


63 


12 


43 


16 


5 


27 


64 


29 


42 


21 


56 


33 


44 


48 


41 


2 


13 


46 


31 


4 


15 
32 


1 


28 


47 


30 


3 


14 


45 



This method, however, was too elaborate for general 
use. At length it was perceived that the board of 64 
cells resolved itself into four quarters of 16 cells each ; 
and that these 16 cells arranged themselves into two 
squares and two diamonds, forming a knight's move 
between each point. Dr. Roget communicated this 



discovery to the Philosophical Magazine and Journal^ 
vol. xvi, in a letter dated 1840; and he thought so 
much of it that he had a card printed for circulation 



Digitized by VjOOQIC 



THE KNIGHT S TOUR. 



313 



among his friends with this fliagram, having the 
squares in black and the diamonds in red, and with 
the figures in black and red on the diagram, and not 
as shown here separately ; and underneath this ** Key 
to the Knight's Move .as a Magic Square '* was printed 
— " With best compliments of the author." 



22 


11 


36 


63 


20 


13 


38 


51 
14 


35 


54 


21 


12 


37 


52 


17 


10 


23 


56 


33 


16 


19 


50 


39 


66 


34 


9 


24 


49 


40 


15 


18 


26 


4 


48 


57 


32 


1 


42 


63 


47 


68 


25 


8 


41 


62 


31 


2 


6 


27 


60 


45 


4 


29 


64 


43 


59 


46 


5 


28 


61 


44 


3 


30 



260 260 260 260 260 260 260 260 
Naturally such a star can also be formed in the 
centre, and we shall presently see such a central star 
made use of in one of the following problems. 

The reader must make himself fuUy conversant with 
this process before he attempts any further analysis. 
He will note how in forming each diamond care is 
taken to fill up the outer cells before the more central 
ones, and that in forming either squares or diamonds 
care is taken to end the figure where it is most easy to 
pass on to the next quarter. 

Beasoning upon this principle, and perceiving, as we 
have shown, that the laat-filled cell is exactly a 
Knight's move from the first cell, or starting point. 



Digitized by VjOOQIC 



314 THE knight's toub. 

Dr. Roget conceived that it is immaterial in what cell 
the march is commenced ; and that by skipping some 
cells connected with the terminal one^ but still pre- 
serving the same order of squares and diamonds, he 
would be able, after completing the other figures, to 
fill up the cells so omitted, and thus end in any desired 
cell, provided that that cell is of a different colour to 
the starting cell. 

As this exercise forms a very good game or puzzle to 
show a friend, we will take a few instances ; and in 
order to explain the method more easily, we will divide 
the board into four quarters. 



iii 


iv 


ii 


i 



To begin and end in tlie same series of diamonds, hut 
in thejirst and third quarters^ say 1 and 64- 

It is evident that it is more difl&cult to end at the 
last quarter than at the second or fourth, because the 
order of forming these diamonds i, ii, iii, iv, wiil be 
interrupted in the middle. There are two ways of 
proceeding, one by forming diamonds in i, ii, and iv, 
leaving out iii ; the other by leaving out the diamonds 
iii and iv to the last. 

In the first method we complete diamonds i and ii, 
form a square in iii, and a diamond in iv, then squares 
in iv, i and ii. We now form diamonds in ii, i, iv, iii ; 
and squares in iv, i, ii, iii ; leaving out cells of 59 and 
60 (which would have been filled up with 52 and 55), 
because they lead to the last diamond in iii : then fill 
up these numbers 59 and 60, and thus enter upon the 
last diamond. 



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THE KNIGHT 8 TOUR. 



315 



63 


5C 


11 


44 


13 


46 


17 


38 


10 


43 


64 


67 


18 


39 


14 


47 
20 


65 


62 


41 


12 


45 


16 


37 


42 


9 


58 


61 


40 


19 


48 
21 


16 
36 


7 


54 


25 


32 


3 


60 


28 


31 


8 


59 


24 


33 


2 


49 


53 


6 


29 


26 


51 


4 


36 


22 


30 


27 


52 


5 


34 


23 


60 


1 



In the second method we complete diamonds in i and 
ii ; form squares in iii, iv, i and ii ; diamonds in ii, i, iv, 
iii ; squares in iv, i, ii, iii ; leaving out, while doing so, 
the places of 55 and 56 — which would have been filled 
up with 48 and 49 — for the same reason as before, and 
then fill up 55 and 56, so as to lead to diamonds in 
iv and iii. 



63 


52 


11 


40 


59 


42 


16 


34 


10 


39 


64 


53 


14 


35 


68 


43 


61 


62 


37 


12 


41 


60 


33 


16 


38 


9 


54 


61 


36 


13 


44 


67 


7 


60 


21 


28 


3 


56 


17 


32 


24 


27 


8 


65 


20 


29 


2 


45 


49 


6 


26 


22 


47 


4 


■ 
31 


18 


26 


23 


48 


5 


30 


19 


46 


1 



Digitized by VjOOQIC 



316 



THE KNIGHTS TOUB. 



To begin and end in adjoining cells and adjoining 
quarters, both diamonds^ say 1 and 64* 

Complete diamonds ii, i, iv^ 3 ; and squares ii, i, iv, 3 ; 
then diamonds iv and i, leaving out cell 56 which ought 
to have been filled in with 40, because this cell com- 
mands cell 57 which leads up to the last diamond, then 
squares i, iv, iii, 2 ; then by means of 56 proceed to fill 
up the remaining diamonds ii, iii. 



62 


31 


48 


13 


34 


27 


46 


11 


49 


U 


63 


32 


47 


12 


36 


26 


30 


61 


16 


61 


28 


33 


10 


46 


15 


50 


29 


64 


9 


44 


25 


36 


60 
53 


17 


52 


1 


56 


21 


40 


7 


2 


57 


20 


43 


8 


37 


24 


18 


59 


4 


55 


22 


39 


6 


41 


3 


54 


19 


58 


5 


42 


23 


38 



Another way^ making a star in the centre. 

Form diamond in centre, and run round the board 
with half squares, then form square in middle, which 
will complete these half squares. Then run round the 
board with half diamonds, and then with half squares. 
Form square in middle completing the half squares ; 
then half diamonds in ii and iii, and whole diamonds in 
iv and i : thus making a half central diamond. Then 
complete the half diamonds in ii and iii, and centra 



Digitized by VjOOQIC 



THE Eight's tour. 



317 



52 


43 


10 


29 


54 


33 


12 


31 


9 


28 


53 


44 


U 


30 


55 


34 


42 


51 


2 


19 


46 


57 


32 


13 


27 


8 


45 


64 


3 


20 


35 


56 


50 


41 


18 


1 


58 


47 


14 


21 


7 


26 


63 


48 
6 


17 


4 


59 


36 


40 


49 


24 


38 


61 


22 


15 


25 


6 


39 


62 


23 


16 


37 


CO 



To begin and end in adjoining quarters^ and adjoining 
cellsj both in squares, say 1 and 64> 
Complete squares ii, i, iv, iii ; diamonds iv, i, ii, iii ; 
squares iv, i, ii, iii ; leaving out G4 which ought to have 
been filled in with 48, place 48 in iv, so as to begin the 
last course of diamonds in iii, and then finish in 64. 



51 46 


13 


32 


53 


34 


11 


18 


14 


31 


52 


47 


12 


17 


54 


35 


45 


50 


29 


16 


33 


48 


19 


10 

r>5 


15 


64 


49 


20 


9 


36 


63 


44 


1 


28 


59 


40 


7 


22 


2 

43 
26 


27 
62 
3 


60 
25 
42 


41 

4 


8 
39 


21 

58 


56 
23 


37 
6 


61 


24 


5 


38 


57 



To begin and end in the same qvarfer^ and in adjoining 
cellsy both squares, say 1 and 64, 
Form squares i, ii, iii, iv; diamonds iv, iii. ^ii, i; 

Digitized by VjOOQIC 



318 



TME knight's TOUE. 



squares ii, iii, iv. Then cover 45, leaving the rest of 
the square, and proceed with diamonds i, ii, iii, iv, 
from the last point of which complete square in i. 



22 


11 


40 


57 


20 


13 


42 


59 


39 


56 


21 


12 


41 


58 


17 


14 


10 


23 


54 


37 


16 


19 


60 


43 
18 


55 


88 


9 


24 


61 


44 


15 


26 


7 


36 


53 


32 


3 


62 


47 


35 


62 


25 


8 


45 


48 


31 


2 


6 


27 


50 


33 


4 


29 


46 


63 

1 


51 


34 


5 


28 


49 


64 


1 


30 



To begin and end in opposite comers^ say 1 and 64. 

Form diamonds i, ii, iii, iv ; and squares i, ii, iii, iv. 
Then, as 64 is at the point of the diamond, close up one 
of the approaches 33, and form the squares iv, iii, ii, i ; 
and diamonds i, ii, iii, iv, previously filling up 50. 



11 

26 


40 


27 


60 


13 


36 
33 


31 


64 


59 


12 


39 


30 


14 


35 


41 


10 


61 


28 


37 


16 


63 i 32 

1 


58 


25 


38 


9 


62 


29 


34 


15 


7 


42 


21 


50 


3 


46 


17 


52 


24 


67 


8 


45 


20 


51 


2 


47 


43 


6 


55 


22 


49 


4 


53 


18 


66 


23 


44 


5 


54 


19 


48 


1 



Digitized by VjOOQIC 



XXXIX. 



THE KNIGHT'S MAGIC SQUARE. 



The first approach to a Knight's magic square was to 
place the numbers in such a manner that there should 
be a constant diflference of the same amount between any 
two corresponding numbers. By the system adopted 
by Euler, that mathematician perceived that if he could 
go on to 32 without entering any of the corresponding 
cells, he could then fill up these corresponding cells seria- 
tim, beginning at that corresponding to 1, and thus have 
a constant difference of 32 between any corresponding 
numbers. To accomplish this he endeavoured, at ran- 
dom, to fill in as many consecutive cells as he could, 
filling in the corresponding numbers at the same time. 
He thus obtained the numbers 1 — 19 and 33 — 51. 
Then beginning again at I and 33, he filled in, in a 
retrograde manner, the numbers 64—58 and 32 — 26. 



10 


29 


48 


35 


8 


31 


46 


33 


49 


3« 


9 


30 


47 


34 


7 


58 


28 


11 








45 


32 


19 


37 


50 








6 


59 


44 


12 


27 


38 








18 


5 


51 


64 


13 








43 


60 


26 


39 


2 


15 


62 


41 


4 


17 


1 


14 


63 


40 


3 


16 


61 


42 



Digitized by VjOOQIC 



320 



THE knight's magic SQUARE. 



The twelve vacant cells he gradually filled in by 
transposition^ in the manner already indicated, and as 
we shall see exhibited again presently. He thus 
obtained the following: — 

A Knighfs magic square^ the difference between any 
opposite numbers of which is equal to 32. 



14 
41 
60 


59 


42 


35 16 


31 


54 


33 


36 


15 


68 


55 


34 


17 


30 


13 


56 


43 


18 


53 


32 


7 

52 
5 


37 


40 


19 


12 


57 


6 


29 

8 


20 


61 


38 


25 


44 


51 


39 
62 


64 


21 


50 


11 


24 


45 


28 


49 


2 


23 


26 


47 


4 


9 


1 


22 


63 


48 


3 


10 


27 


46 



Having obtained one, his system easily enabled him 
to obtain others, of which he gives us several examples, 
of which the following is a specimen. Instead of 1 — 32, 
take the numbers 3 — 34. Now as 34 governs 7, we 
obtain 3 — 7, and 34 — 8, which revei'sed is 8 — 34 and 
7 — 3. But 3 governs 24, therefore we get 8 —24, 3 — 7 
34—25 ; and their opposites 40—56, 35—39 ; 2, 1 
64—57. 

Employing the same process, he then attempted 

To fill in a square loith a Knight^s move, so tha4, the 

difference between any opposite numbers shall be 

32 ; and the first 32 numbers shall be on the same 

half of the board. 

To accomplish this he filled up as many numbers as 



Digitized by VjOOQIC 



THE KNIGHTS MAGIC SQUARE. 



321 



he could in one half of the board, getting as far as 28 : 
to the remaining four cells he attached the letters, a, 
6, c, d. 

















33 


1 


a 


b 


28 


7 


14 


19 


16 


24 


27 


8 


c 


20 


17 


6 


13 


9 


2 


25 


22 


11 


4 


15 


18 


26 


23 


10 


3 


d 


21 


12 


5 



He began by observing that as 28 governs 27, 25, 
11 and 17 : he was able to take choice of any one of 
the following orders of progression :— 1 — 25, 28 — 26 ; 
or 1—11, 28—12 ; or 1—17, 28—18. Selecting one 
of them, and then making many more transpositions, 
he obtained— I— 8; 23—21; 18—20; 6, 24—28; 
17—10; a, c, and d. But as this did not connect 
itself with 33, he made other transpositions, till he 
got— 1-8; 23—21; 18—20; 6,24—28; 17—15; 
oJ, c, a ; 9 — 14 ; giving this result : — 



37 


62 


43 


56 


35 


60 


41 


50 


44 


55 


36 


61 


42 


49 


34 


59 


63 


38 


53 


46 


57 


40 


51 


48 


54 


45 


64 


39 


52 


47 


58 


33 


1 


26 


15 


20 


7 


32 


13 


22 


16 


19 


8 


25 


14 


21 


6 


31 


27 


2 


17 


10 


29 


4 


23 


12 


18 


9 


28 


3 


24 


11 


30 


5 



Digitized by VjOOQIC 



322 



THE KNIGHT S MAGIC SQUARE. 



He then, by the manner shown in the last example, 
obtained several varieties of this, which the reader will 
understand. 



To fll up a square tvith a Knight's 'move^ so that the 
difference bettceen any opposite numbers shall be 10. 

In Tomlinsoh's ** Amusements in Chess," p. 127, is 
an example of such a square, but of which the author 
says — ** This route is not a re-entering one ; and we do 
not think it could be made so, with a constant diflPer- 
ence of 16.'' 



17 


8 


43 
16 


38 


.15 


10 
37 


45 
14 


36 
11 


42 

7 


39 


9 


44 


18 


41 


48 


r. 


12 


35 


46 


40 


49 


6 


19 


34 


47 


4 


13 
56 


29 


20 


63 


50 


3 


22 


33 


62 


51 


28 


21 


64 


57 


2 


23 
58 


27 


30 


53 


60 


25 


32 


55 


52 


61 


26 


31 


54 


59 


24 


1 



The difficulty is solved easily by Euler's process, 64 
governs 31, and 31 of course governs 32, the position 
of the last desired cell, 



Digitized by VjOOQIC 



THE knight's magic SQUABE. 



323 



17 


8 


52 


58 


15 


10 


51 


60 


54 


57 


16 


9 


52 


59 


14 


11 


7 


18 


55 


48 


5 


12 


61 


50 


56 


47 


6 


19 


62 


49 


4 


13 


29 
34 


20 


33 


46 


3 


22 


63 


40 


45 


28 


21 


32 


39 


2 


23 


27 
44 


30 


43 


36 


25 


64 


41 


38 


35 


26 


31 


42 


37 


24 


1 



Which being re-entering, can be varied now in 63 
diflPerent ways. 

To fill up a square with a Knight's move^ so that the 
difference between any opposite numbers shall be 8. 
To do this we have to take care that 9 shall be in the 

opposite cell to 1 ; 25 to 17 ; 41 to 33 ; and 57 to 49, 



18 


11 


34 


59 


32 

47 


13 
62 


46 
31 


63 
14 


> 


5K 


17 


12 


10 
57 


19 
36 


60 


33 


16 


29 


64 


45 


9 


20 


61 


48 


15 


30 


22 


7 


40 


53 


28 


1 


44 


49 


,37 


56 


21 


8 


41 


52 


27 


2 


1 6 


23 


54 


39 


4 


25 


50 


43 


J 55 


38 


5 


24 


51 


42 


3 


26 



Digitized by VjOOQIC 



324 



THE KNIGHTS MAGIC SQUARE. 



The next approach to a magic square was effected by 
arranging the numbers in such a manner that all ths 
vertical columns shall be equal. 



To fill vp a square with a Knight's move, so that the 
difference hetiveen any opposite numbers shall he 
32; the first 32 numhrs being in the same half 
of the board ; and all the vertical columns oj 
each half shall be equal ; the whole column being 
260. 



I 


30 


3 


20 


5 


24 


11 


26 


16 


19 


14 


29 


12 


27 


8 


23 


31 


2 


17 


4 


21 


6 


25 


10 


18 


15 


32 


13 


28 


9 


22 


7 


33 


62 


35 


52 


37 


56 


43 


58 


48 


51 


46 


61 


44 


59 


40 


55 


63 


34 


49 


36 


53 


38 


57 


42 


60 


47 


64 


45 


60 


41 


54 


39 



260 260 260 260 260 260 260 260 



Digitized by VjOOQIC 



XL. 



We now come to the last and most diflScult operation 
of the Knight's tour. 

To fomi a Magic square with a Knight^ s move, so that 
all the perpendicular columns and Jwrizontal rows 
shall he equal, beginning at any square of the 
chessboard. 

This was first accomplished by Mr. Beverley, and 
v/iis published by him in the Philosophical Magazine, 
in 1848. It is not only the first discovered, but is at 
the same time the most perfect. For not only is the 
entire square magic, but it divides into four magic 
quarter squares, and each of these with four minor 
quarter magic squares. It divides also into eight per- 
pendicular, and eight horizontal magic parallelograms ; 
and the two halves of any line, whether perpendicular 
or horizontal, are equal. 

1 



1 


30 


47 


52 


5 


28 


43 


54 


48 
31 


51 


2 


29 


44 


53 


6 


27 


46 


49 


4 


25 


8 


55 


42 


50 


3 


32 


45 


56 


41 


26 


7 


33 


62 1 15 


20 


9 


24 


39 


58 


16 


19 


34 


61 


40 


57 


10 


23 


63 


14 


17 


36 


21 


12 


59 


38 


18 


35 


64 


13 


60 


37 


22 


11 



Digitized by VjOOQIC 



326 



THB KNIGHT S MAQIO SQUARE. 



In the following year Herr Carl W . . . s, of 
P. published another, the discovery of which was 
celebrated by several poetic effusions in the Schach 
zeitung. 

2 



2 


" 


58 


51 


30 


39 


54 


15 


59 


60 


3 


12 


53 


14 


31 


38 


10 


^ 


52 


57 


40 


29 


16 


55 


49 


€0 


9 


4 


13 


56 


37 j 32 

i 


64 


5 


24 


45 


36 


41 


28 


^'i 


23 


48 


61 


8 


25 


20 


33 


42 ] 


6 


63 


46 


21 


44 


35 


18 


27' 

1 


47 


22 


7 


62 


19 


26 


43 


34 



In 1862 M. de Jaenisch's elaborate treatise a] 
in which we find the four following solutions : — 

3 



3 


6 


59 


48 


61 


10 


23 


50 


58 


47 


4 


7 


22 


49 


62 


11 


5 


2 


45 


60 


9 


64 


51 


24 


46 


57 


8 


1 


52 


21 


12 


63 


31 


44 


53 


20 


33 


40 


25 


14 


56 


19 


32 


41 


28 


13 


34 


37 


43 


30 


17 


54 


39 


36 


15 


26 


18 


55 


42 


29 


16 


27 


38 


35 



Digitized by VjOOQIC 



THE knight's ICAOIC SQUARE. 



827 



18 


43 


58 


3 


46 


39 


22 


31 


59 


2 


19 


44 


21 


30 


47 


38 


42 


17 


4 


57 


40 


45 


32 


23 


1 


60 


41 


20 


29 


24 


37 


48 


16 
55 


5 


56 


61 


52 


9 


28 


33 


64 


13 


8 


25 


36 


; 49 


10 


6 


15 


62 


53 


12 


51 


1 1 
34 27 


63 


54 


7 


14 


35 


26 


111 


50 



15 


^1 


31 


52 


17 


54 


43 


46 


30 


51 


16 


3 


42 


45 


18 


55 


1 


14 


49 


32 


53 


20 


47 


44 


50 


29 


4 


13 


48 


41 


56 


19 
58 


'27 


64 


33 


40 


5 


12 


21 


36 


39 


28 


61 
34 


24 
11 


57 
8 


6 
59 


9 
22 


63 


26 


37 


38 


35 


62 


25 


60 

1 


23 


iio 


7 



Digitized by VjOOQIC 



328 



THE KMIOHT B MAGIC 8QUAKE. 
6 



27 


30 


3 


40 


5 


42 


.•)5 58 


2 ! 39 


28 


31 


54 


57 


6 


43 


29 1 26 


37 


4 


41 


8 


59 


56 
7 


38 1 


32 


25 


60 


53 


44 


15 


36 


61 


52 


17 


24 


9 46 


64 


51 


16 


33 


12 


45 


18 i 21 

■ 1 


35 


U 


49 
34 


62 


23 , 

1 


20 


4-7 I 10 


50 


63 


13 


48 1 


11 1 22 1 19 



Lastly, the author discovered the three following 
some thirty years ago when he was studying these 
squares : — 



15 


42 


65 


4 


17 


6 


59 


62 

• 


54 


3 


16 


43 


58 


61 


18 


41 


14 


1 


56 


5 
64 


20 


63 


60 


2 
51 

28 


53 
40 
31 


44 


13 


57 


8 


19 


25 
52 


32 j 45 


12 


21 


34 


37 


24 


33 


46 


9 


39 
30 


50 
27 


29 
38 


26 
49 


" 


48 


35 


2-2 


36 


23 10 


47 



Digitized by VjOOQIC 



THE knight's magic SQUARE; 



329 



42 
15 


3 
54 


16 
43 


55 


6 


61 


18 


59 


4 


17 


58 
5 


7 


62" 


2 


41 


56 


13 


64 


60 


19 
8 


53 


14 


1 


44 


57 


20 


63 


40 


31 


52 


25 


12 


33 


46 


21 


51 


28 


37 


32 


45 


24 


9 


34 


30 


39 


26 


49 


36 


11 


22 


47 
10 


27 


50 


29 


38 


23 


48 


35 



Sa 



6 


47 


4 


59 


10 


49 


62 


23 


3 


58 


7 


48 


61 


22 


11 


50 


46 


5 


60 


1 


52 


9 


24 


63 


57 


2 


45 


8 


21 


64 


51 


12 


41 


19 


32 


53 


40 


13 


34 


25 


31 


56 


41 


20 


33 


28 


37 


14 


18 


43 


54 


29 


16 


39 


26 


35 


55 


30 


17 


42 


27 


36 


15 


38 



Digitized by VjOOQIC 



dso 



THB knight's HAGCC SQUARE. 



In 1884 a French gentleman, of Orleans, published 
the following in a brochure, under the pseudonym of 
Palamede : — 



43 


30 


53 


4 


45 


28 


51 


« 


54 


1 


44 


29 


52 


5 
46 


48 27 


31 


42 j 3 


56 


25 


7 


50 


2 


55 32 


41 


8 


49 


26 


47 


63 


34 


9 


24 


57 


40 


15 


18 


10 


23 


62 


33 


16 


19 


58 39 1 


35 


64 


21 


12 


37 


60 


17 


14 


22 


11 


36 


61 


20 


13 


38 


59 



And he formed duplicate arrangements of 2, 3, 4, 5, 6 
and 7 ; and a second one of 4, of beautiful design. 



2 


27 


50 


43 


6 


23 


62 


47 


51 
28 


42 
3 


1 
44 


26 
49 


63 


48 


7 


22 


24 


5 


46 


61 


41 


52 


25 


4 


45 


64 


21 


8 


14 
39 


29 


40 


53 


20 


9 


60 


35 


54 


13 


32 


57 


36 1 19 

1 


10 


30 


16 


66 37 


12 


17 


34 


59 


65 


38 


31 


16 


33 


58 


11 


18 



Digitized by VjOOQIC 



THE EKIOHT's MAQIC SQUABS. 



331 



3 


58 


5 


30 


65 


40 


27 


42 


6 


31 


2 


57 


28 


43 


54 


39 


59 


4 


29 


8 


37 


56 


41 


26 


32 


7 


60 


1 


44 


25 


38 
15 


53 
24 


61 


46 


17 


36 


9 


52 


18 


33 


64 


45 


16 


21 


12 


51 


47 


62 


35 


20 


49 


10 


23 


14 


34 


19 


48 


63 


22 


13 


50 


11 



18 


43 


54 


3 


46 


39 


30 


27 


55 


2 


19 


44 


29 


26 


47 


38 


42 


17 


4 


53 


40 


45 


28 


31 


1 
1 

16 


56 


41 


20 


25 


32 


37 


48 


5 


64 


57 


52 


9 


24 


33 


' 63 

1 


60 


13 


8 


21 


36 


49 


10 


6 


15 


58 


61 


12 


51 


34 


23 


59 


62 


7 


14 


35 


22 


11 


50 



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332 



THE knight's magic SQUARE 



46 


55 


26 


3 


58 


43 


6 


23 


27 


2 


45 


56 


5 


24 


59 


42 


64 


47 


* 


25 


44 


57 


22 


7 


1 


28 


53 


48 


21 


8 


41 


60 


62 


33 


16 


29 


40 


61 


20 


9 


15 


30 


49 


36 


17 


12 


39 


62 


34 


51 


32 


13 


64 


37 


10 


19 


31 


14 


35 


50 


11 


18 


63 


38 



43 


2 


45 


28 


39 


30 


55 


IH 


26 


47 


42 


* 3 


54 


19 


38 


31 


1 


44 


27 


46 


29 


40 


17 


56 


48 


25 


4 


41 


20 


53 


82 


37 


5 


64 


21 


52 


9 


86 


57 


16 


24 


49 


8 


61 


14 


59 


12 


33 


63 


6 


51 


22 35 


10 


15 


58 


50 


23 


62 


7 60 


13 


34 


11 



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THE KNIGHTS MAGIC SQUAHE. 



333 



43 


46 


3 


22 


5 


60 


19 


62 


2 


23 


42 


45 


20 


63 


G 


59 


47 


44 


21 


4 


57 


8 


61 


18 

7 


24 


1 


48 
25 


41 
32 


64 


17 


58 


49 


40 


9 


56 


15 


31 


26 


29 


52 


37 


IG 


33 


12 


55 


39 


50 


31 


28 


53 


10 


35 


14 


30 


27 


38 


51 


36 


13 


54 


11 



43 


26 


51 


O 


15 


30 


3D 


54 


50 


3 


42 


27 


40 


53 


14 


31 


25 


44 


1 


52 


29 


16 


55 


38 


4 


49 


28 


41 


50 


37 


32 


13 


45 


24 


61 


8 


17 


12 


57 


36 


64 


5 


48 


21 


60 


33 


18 


11 


23 


46 


7 


62 


9 


20 


35 


58 


6 


63 


22 


47 


34 


59 


10 


19 



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334 



THB KNIGHTS MAGIC SQDAKB. 
61 



59 


38 


3 


32 


6 


62 


27 j 34 


2 


31 


60 


37 


28 


33 


6 1 63 


39 


58 


29 


4 


61 


8 


35 i 26 


30 


1 


40 


57 


36 


25 


64 : 7 


41 


56 


13 


20 


45 


52 


9 


24 


16 


19 


44 


53 


12 


21 


46 


49 


55 


42 


17 


14 
43 


51 


48 


23 1 10 


18 


15 


54 


23 


11 


60 


47 



On examining these it will be found that the squares 
are re-entering, with the exception of Mr. Beverley s, 
Palamfedes' 2, 4, G, 7 and 9 ; and Mr. Caldwell's. 

As these squares all commence in the same quarter 
of the board, what w^e find in this quarter will apply 
to all the other quarters : . and what we find in any 
quarter will apply to the corresponding cells of that 



I 










X 


9 






5 


2 


7 




4 


6 


8 


3 







^ Waa published by Mr. E. C. Caldwell in the *' Engliah Mechanic,** in 1879. 

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THE knight's magic SQUARE. 



335 



quarter. Consequently there remains only the cell 
marked x, the solution from which has not been dis- 
covered, and which remains, therefore, for the study 
and amusement of lovers of chess, and for the exercise 
of the scientific research of mathematicians. 

The following are approximate eflforts for the cell x. 
In each case the changing of two cells would make 
the square right. 



64 


33 


2 


31 


60 


37 


18 


15 


1 


30 


61 


36 


19 


16 


59 


38 


34 


63 


32 


' 


40 


57 


It 


17 


29 


4 


35 


62 


13 


20 


39 


58 


50 


47 


28 


5 


56 


41 


22 


11 


27 


6 


49 


46 


21 


12 


55 


42 


48 


51 


8 


25 


44 


53 


10 


23 


7 


26 


45 


52 


9 


24 


43 


54 




50 


47 


2 


31 


54 


43 


18 


16 


1 


30 


49 


46 


19 


16 


55 


42 


48 


51 


32 


3 


44 


53 


14 


17 
56 


29 


4 


45 


52 


13 


20 


41 


64 


33 


28 


5 


40 


57 


12 


21 


27 


6 


61 


86 


9 


24 


39 


58 


34 


63 


8 


25 


60 


37 


22 


" 


7 


26 


85 


62 


23 


10 


59 


38 



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33G 



THE KNIGHTS MAGIC SQUARE. 



58 


39 


2 


31 


42 


55 


18 


15 


1 


30 


57 


40 


19 


16 


43 


54 


38 


59 


32 


3 


56 


41 


14 


17 


29 


4 


37 


60 


13 


20 


53 


44 


64 


33 


28 


5 


52 


45 


12 


21 


27 


6 


61 


36 


9 


24 


51 


48 


34 


63 


8 


25 


46 


49 


22 


11 


7 


26 


35 


62 


23 


10 


47 


50 



6 


59 


2 


29 


38 


27 


36 


63 


1 


30 


5 


60 


33 


64 


39 


26 


58 


7 


32 


3 


28 


37 


62 


35 


31 


4 


57 


8 


61 


34 


25 


40 


56 


9 


52 


45 


24 


41 


18 


15 


51 


48 


55 


12 


17 


14 


21 


42 


10 


63 


46 


49 


44 


23 


16 


19 


47 


50 


11 


54 


13 


20 


43 


22 



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XLI. 



INDIAN MAGIC SQUARES. 

Bev. A. H. Frosty M.A. — Invention of Magic Cubes and 
Construction of Magic Squares. In *< Quarterly Journal 
of pure and applied Mathmatics," No. 25 - • 186S 

— Supplementary Note on Nasik Cubes, ditto, No. 29 1866 

— On the construction and properties of Nasik Squares and 

Cubes .... Cambridge, 1877 

—Magic Squares - - • - " Enc. Brit" 1882 

H. J. Kesson — On Magic Squares, and Caissan Magic 

Squares - (Ursus) In the "Queen," 1879-1881 



Since writing, some thirty years ago, what we have 
described relative to Magic Squares, a great develop- 
ment of the subject has been made by the discovery of 
other properties of Magic Squares as practised in India. 
The Eev» A. H. Frost, while a Missionary for many 
years in India, of the Church Missionaiy Society, 
interested himself in his leisure hours in the study of 
these squares and cubes ; and in the articles which he 
published on the subject gave them the name of Nasik^ 
from the town in which he resided. He has also 
deposited "Nasik Cubes" in the South Kensington 
Museum; and he has a vast mass of unpublished 
materials of an exhaustive nature, most carefully 
worked out, which we should be glad to see published. 
Mr. Kesson has treated the same subject in a different 
y 

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338 INDIAN MAGIC SQUARES. 

way, and in a more popular form, in the QueeUy and we 
hope he will collect these scattered papers, and publish 
them in a concrete form, so as to render them more 
easy of reference. He gives his, very appropriately, 
the name of Caissan Squares, a name given to these 
squares, he says, by Sir Wm. Jones. 

The proper name, however, for such squares should 
rather be Indian. For not only have the Brahmins 
been known to be great adepts in the formation of 
such squares, from time immemorial ; not only does Mr. 
Frost give his an Indian name, and Mr, Kesson give 
his Caissa a location in Eastern Europe ; not only is 
one of these squares represented over the Gate of 
Gwalior, while the natives of India wear them as 
amulets ; but LaLoubSre, who wrote in 1693, expressly 
calls them Indian squares. 

Though the study of these squares vould not bo in 
keeping with the object of this book, which is to 
enable anyone to take up the pursuit of the games and 
problems we have given, as a half hour s amusement 
and recreation, and not as a mathematical study 
requiring long and continued work ; we think it 
desirable to give an example of such a square, in order 
to show how these squares differ liom the ordinary 
magic square. 

In these Indian squares it is necessary not merely 
that the summation of the rows, columns and diagonals 
should be alike, but that the numbers of such squares 
should be so harmoniously balanced, and that the 
summation of any eight parts in one direction, as in 
those of a bishop or knight, should also be alike. 

We will take as an example a square of 8, as being 
that of the chess-board ; though this square is not so 



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INDIAN MAGIC SQUARES. 



339 



perfect in all its paths as a square of 10 ; but it is quite 
sufficiently so to answer our purpose. The square is 
supposed to be surrounded in all directions by other 
squares filled in with the same figures or numbers. 
The following diagram shows the square, and a portion 
of eight surrounding squares, by which it will be seen 
that the numbers on these portions are identical with 
those of the corresponding cells of the central square : 
consequently it is obvious that it is not necessary to 
go into these surrounding squares, but to continue 
working from the corresponding cells of the central 
square. 



28 


40 


31 


38 


29 


33 


26 


35 


28 


40 


61 


1 


58 


3 


60 


8 


63 


6 


61 


1 


52 


16 


55 


14 


53 


9 


50 


11 


52 


16 


45 


17 


42 


19 


44 


24 


47 


22 


45 


17 


36 


32 


39 


30 


37 


25 


34 


27 


36 


32 


5 


57 


2 


59 


4 


64 


7 


62 


5 


57 


12 


56 


15 


54 


13 


49 


10 


51 


12 


56 


21 


41 


18 


43 


20 


48 


23 


46 


21 


4i 


28 


40 


31 


38 


29 


33 


26 


35 


28 


40 


Gl 


1 


58 


3 


60 


8 


63 


6 


61 


1 



Let us suppose that we require eight moves equal to 
the distance from 40 to 7. This would require six 
adjoining squares : — 

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340 INDIAN MAGIC SQUAfiES. 



The move 40 — 7 is three diagonal cells to the NE, 
and then two to the E, or right ; and that cell in the 
second square will correspond with 14 in the first square. 
The next three diagonal and two to the right will lead 
us into cell corresponding with 21 in the first square ; 
and the cells in the remaining squares will correspond 
with numbers 25, 58, 51 and 44 in the first square. 
And thus, instead of having these additional squares, 
we proceed from 40 to 7 in the previous diagram: then 
three diagonals will bring us to cell outside correspond- 
ing with 16, and then taking two to the right will give 
us 14 : from which two diagonals will bring us to cell 
corresponding with 33, and one more will be 23 from 
which two to the right will give us 'Jl: from which 
three diagonals and two to the right will give us 25, 
and so on. These, when put in their proper places, 
will produce this pattern, being the Bishop's move 
from 21 consecutively to 58, and its complement, on 
the other side of the diagonal, 40 ; thus making a 
summation of 260. 

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INDIAN BIAQIC SQUABES. 



341 



o 
o 
o 
o 
o 
o 
o 
o 



As each 'path consists of eight cells, it is immaterial 
whether a piece moves any number of cells forwards, 
or the complement of eight backwards. 

Thus, in the Bishop's move 40 to 47, the palh will 
be:— 





40 


5 forwards 


. 47 


3 backwards . 


. 64 


5 fonrards 


.. 61 


3 backwards . 


. 25 


3 


. 18 


5 forwards 


. 11 


3 backwards . 


4 



260 



And in the Knight's extended move, 40 to 46, the 
potft willbe: — 



6 forwards 
2 backwards 

2 

2 

6 forwards 
2 backwards 
2 — i — 



40 
46 
49 
59 
32 
22 
9 
3 



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842 INDIAN MAGIC SQUARES. 

The following are the properties of this square : — 

1. All the rows and colamns, and the two diagonals have an equal 
summation. 

2. Any square of four cells »= 130. 

3. The.four comer cells of any square of 16, 36 or 64 cells = 130. 

4. The two cells on each side of any such square, or of a double 

square — 130. 

. 16 53 ^^ 16 50 ^, 16 50 _ ,n^ 
^ 17 44 ^' 17 47 ^'57 7 ~ ^^"• 

5. Every alternate gioup of two Ugures is equal, as will be seen in 
following diagram. 

6. The path of each Bishop's shortest move «- 260. 

As 16 . 68 . 38 . 20 . 49 . 7 . 27 . 45 = 260. 

7. Tbdpath of each Bishop's extended move =» 260. 

As 56 . 44 . 35 . 2 . 9 . 21 . 30 . 63 = 260. 

8. Thopath of each Knight's move = 260. 

As 40 . 43 . 49 . 62 . 32 . 19 . 9 . 6 — 260. 

9. The path of each Knight's extended move (with some excep- 
tions) — 260. 

As 40 . 46 . 49 . 59 . 32 . 22 . 9 . 3 — 260. 

10. Many endless imaginary paths will also make 260. 

As 40 . 7 . 14 . 21 . 25 . 58 . 51 . 44 = 260 (as in p, 340). 
40 • 45 . 51 . 63 . 25 . 20 . 14 . 2 — 260. 
40 . 53 . 27 . 15 . 33 . 52 . 30 . 10 — 260. 

11. When any such path repeats itself half-way it is 130. 

12. As the square is of regular formation, it will have all the same 
properties if one or more columns are taken from one side and put on 
the other ; or if the same be done with the top and bottom rows. 

An easy way of forming this particular square is 
exhibited in the following diagram, in which it will be 
seen that four figures in one quarter are balanced by 
four figures in another quarter, each of which is exactly 
opposite to the corresponding one. Then two groups 
of four others are placed in the same manner, till half 
the board is covered. 



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INDIAN MAQIC SQUARES. 



343 



1 


1 3 

1 




8 




6 




16 


i„ 




9 




11 




17 




19 




24 




22 




32 


30 




25 




27 






•2 1 


4 




7 




5 




15 




13 




10 




12 




18 




20 




23 




21 




31 




29 




26 




28 



The other cells are filled in in the reverse way, and 
the square is complete. 

We will now show how the square can be transposed 
without destroying its magical character. 

We will first take its diagonal, 1 — 28 for its first 
vertical column, and we get: — 



1 


68 


3 


60 


8 


63 


6 


61 


55 


14 


53 


9 


50 


11 


52 


16 


19 


44 


24 


47 


22 


45 


17 


42 


37 


25 


34 


27 


36 


32 


39 


30 


64 


7 


62 


5 


57 


2 


59 


4 


10 


51 


12 


66 


15 


54 


13 


49 


46 


21 


41 


18 


43 


20 


48 


23 


28 


40 


31 


38 


29 


33 


26 


35 



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344 



INDIAN MAGIC SQUARES. 



We will now turn the square sideways, making the 
top row 61 — 35, and will then work it downwards 
with a Knight's move, 61, 17, 2, 43, which will make 
the first column, and we then get — 



61 


16 


42 


30 


4 


49 


23 


35 


17 


39 


59 


13 


48 


26 


6 


52 


2 


54 


20 


33 


63 


11 


45 


32 


43 


29 


8 


60 


22 


36 


67 


15 


60 


9 


47 


27 


5 


56 


18 


38 


24 


34 


62 


12 


41 


31 


3 


53 


7 


61 


21 


40 


58 


14 


44 


25 


46 


28 


1 


55 


19 


37 


64 


10 



The left diagonal of the original, counting from the 
top, is now horizontal ; the right diagonal is two diagonal 
squares and one straight ; the horizontal rows are now 
a Knight's move, and the columns are a diagonal to the 
left ; while the present diagonal to the right is two 
diagonals and one downwards : and the original square 
is not recognised. 

Thus we see that in the original square, p. 339, we 
can begin the second row with the diagonal 55, the 
Knight's move 14, or with any extended Knight's 
move, as 53, 9, 50, 11, or 52, and then fill up the 
numbers in each row: and this in either of these 
opemtions, thus producing great variety. And we can 
do the same if we select any other niunber of the 
'square, as 1 — 7, four diagonal and one horizontal. 

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XLII. 



FIGURES OF THE KNIGHT'S TOUR. 



A further exercise of ingenuity aflforded by the 
Knight's tour is exhibited by tracing the figure of its 
march. In this exercise not only must every square 
of the board be filled up with a Knight's move, but the 
track, when figured out, must exhibit some regular or 
striking form. The following illustrations will serve 
as examples of the great variety of figures which may 
be produced. Those on the double chess-board are still 
more regular. These figures show, at the same time, 
the great variety of ways in which the Knight's tour 
may be accomplished, and the harmonious order of its 
march. 



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346 FIGURES OF THE KNIGHT*8 TOUK. 









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FIGURES OF THE KNIGHTS TOUR. 



347 









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348 



FIGDRES OF THE KNIGHT^S TOUR. 








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FI6CTRES OF THE KSIOHTS TOUK. 



349 









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350 



FIGURES OF THE KNIGHT's TOUR. 







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naURES OF THE KNIGHTS TOUR. 



351 








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352 FIGURES OF THE KNIGHT's TOUR. 









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FIGURES OP THE KNIGHT's TOUR. 353 









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354 FIGURES OF THE KNIGHT's TOUR. 



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FI0UBE8 OF THE KNIGHTS TOUR. 



355 




2? 



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356 FIGURES OF THE KNIGHT's TOUR. 




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APPENDIX 

No. I. 



RULES OF THE EGYPTIAN GAMES. 



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358 APPBNDIX I. 



LUDUS LATRUNCULORUM. 



The game is played on a twelve-square board, 
having 144 cells or squares. 

Each player has five rows of six pieces, beginning at 
the left hand corner, and placed alternately. 

The pieces move and take in all directions, per- 
pendicularly, horizontally, diagonally, forwards and 
backwards. 

The pieces can leap over an adversary if the opposite 
cell is vacant ; but not over one of their own colour. 

Pieces attack each other when in contiguous cells ; 
and when another piece comes up on the opposite side 
the intermediate piece is taken off. 

But a piece can go between two adverse pieces 
without being taken. 

When one side is hopelessly beaten, or locks himself 
in, the game is lost, 

11. 
THE GAME OF SENAT, 



The game was played on a thirteen-square, eleven- 
square, nine-square, seven-square, or five-square board, 
according as there was more or less time to play. 

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APPENDIX I. 859 

But the board must have an odd number of squares, 
so as to have a central square, which square is to 
remain vacant till all the other squares are filled in. 

The players, by turn, begin by placing two pieces 
wherever they please, till all the squares are filled in 
except the central one. 

In placing the pieces there is no taking up. When 
all the pieces are placed the game begins. 

The pieces move forwards, backwards and sideways, 
but not diagonally. 

A piece is taken by putting one on each side of it, 
in a straight line, vertical or horizontal. 

But a piece can go between two hostile pieces without 
being taken. 

When a player locks himself in, refusing to come out, 
he loses the game. 

III. 
THE GAME OF THE BOWL. 



This is a game of stakes, which are placed in the 
bowl. They may be either counters or small money. 

The board consists of twelve concentric rings, 
having the Bowl in the middle, to hold the stakes, and 
the pieces which get home. 

E^ch player has twelve pieces, and two counters or 
cowries. 

The counters are coloured on one side, and are white 
on the other: the coloured side counting as two, the 
white as one. The cowries if down count as two, if up 
as one. 

A player can either enter his throws, or play pieces 
already entered. 

Digitized by VjOOQIC 



360 APPENDIX L 

The principle of the game is the same as that of the 
other Egyptian games, the Tau or Latrunculi, and 
Senat, that a piece is taken when attacked on each side. 

As the board consists of rings, the pieces on the 
board are supposed to operate right and left round 
the ring : and thus, if two pieces are on one side, 
and only one on the other side of a ring; one of 
these pieces will operate on the right, and the other 
on the left, and thus attack the opposite piece on both 
sides and take it. 

But a piece can enter or move into a rin^ when two 
or more pieces are on the other side ; and ciinnot be 
taken till the opponent enters a fresh piece into that 
rinor. 

The pieces enter on the outside, and gradually move 
up to the centre, and then out as they get in the bowl, 
according to the throw. 

When one of the players has no more pieces on the 
board, the game is ended. 

Each player then counts the number of pieces which 
have got home, and the number of prisoners he has 
taken ; and the victor adds thereto the number of 
pieces he has remaining on the board. 

IV. 
THE GAME OF THE SACRED WAY. 



The board consists of three lines of squares, the side 
ones of only four squares, while the middle line has 
twelve squares. 

Each player has four pieces, which are entered in the 
four side squares; which are supposed to be marked 
1, 2, 8, and 4, beginning from below. 



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APPENDIX I. 361 

One dice only is used on either side. This dice is of 
oblong form, and marked 1, 2, 3, 4. 

The pieces move down the sides, and up the centre, 
and out, according to the throw. 

It is optional to move or not, as the player thinks fit. 

Prisoners taken by either side are entered on that 
side, when the player chooses, in 1 , 2, 3 or 4, according 
as 1, 2, 3 or 4 is thrown. 

When one player has lost or played out all his 
pieces, the game is ended : and each player reckons 
up his pieces out, and the victor adds thereto his pieces 
on the board, and his prisoners. 



*^,^* These four games with boards, pieces, and rules 
complete in one box, can be had of L. Humphrey, St. 
Dunstan's Buildings, E.G., price 7s. 6d. prepaid. 



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362 
APPENDIX 

No. 11. 
ADDENDA ET CORRIGENDA. 



Page 53, line 13. After the word " result" aild — For rules of the 
game see Appendix I. 

,, 75, line 2. Add — For rule« of the game sec Appendix I. 

„ „ line 7. Add — In page 1 1 the inscription should read " Lifts 
three pieces and two,'* not " three pieces or two." So many 
pieces and so many, is just what wo find in this game, 
though in the game Ave played we did not succeed in taking 
three pieces in one move. No doubt Avith good players such 
a take would occur ; and the painting or inscription repre- 
sents two skilful plaj'ers, each of whom has captured three 
pieces at one stroke. But two pieces arc frequently taken 
at one stroke, as in the example we have given ; and this 
stroke is followeil up by subsequent moves, taking up other 
pieces, and thus the inscription ** Three pieces and two," 
wonderfully confirms our interpretation of the game. 

„ 87, line 8 from bottom. For ** marked " read masked, 

,, „ At end. Add — For rules of the game see Appendix I. 

„ 99, At end of third paragraph. Add — For rules of the game see 
Appendix I. 

„ 109, Insert 2 before bottom note. 

„ 121, line 5 from bottom. For " did " read mid, 

„ 125, line 3 from bottom. For " Universal " read Univa^sUff, 

„ 142, line 12. For " Rukh " read Rook, 

„ 243, Note. For " a ack " read attacic 



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APPENDIX II. 363 

Unlike the Chinese who use paper chess-boards, the Turks who 
carry their chess-men and chess-cloth in a bag, so as to be always 
ready, and Europeans who deposit them in closets till wanted ; the 
Japanese pile their games one upon another as ornaments in their 
rooms. I have two piles of these games the ornamentation of which 
is very similar. The lower board is that of Go, the game of Enclosing; 
the next is the Chess-board ; the next is a game which I have not 
been able to ascertain, but I believe it is played with a dozen men on 
each side, black and white, and with diminutive dice only y\ of an 
inch square, the fritillus, or dice box for which is japanned to corres- 
pond with the board, and is IJ inches high, with an internal diameter 
of only -i*g of an inch. The board itself lias twelve oblong divisions 
on each side, with a space between the two sides. Above this game 
is a box to hold the pieces. 



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364 



APPENDIX 
No. III. 



LOWER EMPIKE GAMES/ 



In a letter received from my friend Mr, George 
Dennis, dated January 2nd, 1892, he says: — 

Immediately I received your letter I started for the 
Forum. The excavations at Rome of late years have 
disclosed the original pavements of many buildings in 
the Forum, which show circles scratched of old on the 
slabs, evidently for some game or other. The diagrams 
I give are all scratched in the pavement of the Basilica 
Julia, or of other buildings which have been brought to 
light of late years ; and I take it that they must have 
been made in the Lower Empire, when the temples and 
basilicas were deserted, and before the capture of Rome 
by the Goths: because the destruction of the principal 
buildings at that period would have covered the pave- 
ments with debris, I went carefully over all the ruins 
in the Forum, and could find no other varieties than I 
here give yoU: Many of the circles are rudely scratch- 
ed in the pavement, but a few are geometrically correct: 
the former are very numerous. There are but few of 
the squares. I could find no instances of numerous 
concentric circles. (I had asked him about these.) I 
remember similar diagrams at Pompeii or elsewhere, but 
I never paid them much attention. I will not fail to 
report to you any other instances I may note in my 
wanderings. 

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APPENDIX III. 








\:::\ 5 


A/'vx 


ri 


w 


\ff/j 



X 

X 
X 
X 

z 

X 
X 
X 

















LOWER EMPIRE GAMES 



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366 APPENDIX III. 

1. About 8 ft. 3 ins. in diameter. 4. Others without the holes. 

2. About 2 ft. 8 iuB. in diameter, otheis 5* About 20 ins. in diameter. 

similar, but without inner circles. 6* About 2 ft. square. A similar one 

3. About 5ft. in diameter, others with- about 15 ins. square. 

out the radii, but with holes in 
outer circle. 



All the circular diagrams appear to represent the same 
game. During my twelve months* residence in Pompeii 
in 1847, while excavating the house of Marcus Aurelius, 
I do not recollect seeing any such diagrams; for, as Mr. 
Dennis says, I was not then interested in them : and I 
do not consider it likely that the Mdile of such a modem 
watering-place as Pompeii then was, would have allowed 
the pavement of public buildings to be so disfigured, or 
idle people to be squatting about and playing at such 
games, to the great discomfort and annoyance of other 
people, engaged either in public business or at their 
devotions. 



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BY THE SAME AUTHOR. 



Museum of Classical Axtiquities 
Thsatres in Crstb 

DiBDALUS - . - 

Ephbsus and the Temple op Diana 



1851-2. 
1854. 
1860. 
1862. 



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WnJilAM POLLABD & Ck)., PBIirTEBS, EXETBR. 

OwKN Williams, Photoqraprsb, Lauohabiib. 
Watxrlow k Sons Ltd.^ Photo-EnoraybbSi London. 



^1 



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