0 ratings0% found this document useful (0 votes) 113 views4 pagesDavis, Tau
Ancient Egyptian board game, reconstructed by G. Davis in The Ostracon 6.3, 1995.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here.
Available Formats
Download as PDF or read online on Scribd
Volume 6 Number 3, Winter 1995
THE OSTRACON
PUBLICATIONS COMMITTEE
Judy Greenfield Frank Pettee
Sandy Kerns Mary Pratchett
David Pepper Cheryl Preyer
Jil Taylor
ESS STAFF LIAIS
Dr. Robert Pickering
THE OSTRACON is published three times per year by members
of the Egyptian Study Society. The ESS, a support group of
the DENVER MUSEUM OF NATURAL HISTORY, is a non-profit
organization whose purpose is to study ancient Egypt.
Articles are contributed by members on a voluntary basis.
‘Member participation is encouraged.
in whole of in part without written permission.
‘Nothing may be printed
©1995 Egyptian Study Seciety
Publication of THE OSTRACON is supparted by a grant from
‘THE PETTY FOUNDATION
1
14
IN THIS ISSUE
ARTICLE
The Oldest Paved Road
by Thomas Bown & James Harrell
The Impact of Geography
by Tim Pepper
Tau, An Egyptian Board Game
by Graome Davis
Lecture Notes:
Egypt & Mesopotamia
In Search of a Royal Tomb
Egyptian Sacred Art
Brewers, Bakers, and Builders
The Flood Protection Plan
Deir e! Bahri and Temple of Mentuhotep
House of Scrolls by Stuart WeirTAU
AN ANCIENT EGYPTIAN BOARD GAME
by Graeme Davis
About the Author: Graeme Davis was an
Ostracon editor until he left Denver. However,
he has kept in touch and has been our reporter
and ‘ambassador’ at large. Davis is now living
in Washington DC. He now works for Magnet
Inte-ractive Studios, designing CD-ROM games
and nonfiction products and Internt Web
services.
IA slightly different version of this article first appeared in
KMT, A MODERN JOURNAL OF ANCIENT EGYPT, Vol. 4,
No. 2, entitled “Reconstructing Rules for the Ancient
Egyptian Game of Twenty Squares (Tau was renamed the
‘game of 20 squeres).” Used with permission of KMT.]
Most readers are familiar with senet, or senat,
the Egyptian board game found in the tomb of
In trying to deduce a set of rules for tau, | have
tried to draw as much information as possible
from the actual boards and pieces and avoided
the influence of other people's reconstructions
and rules from games which seem to be similar.
At least one set of rules for the Ur game is
commercially produced (and protected by
copyright!), but this may not be much help in
Feconstructing tau. In the first place, the
differences in board layout will affect play
significantly; secondly, the dice with the Ur
game seem to have been two-sided rather than
the four-sided “long die”. Besides, a similar
board and pieces do not necessarily imply similar
rules. Just think of the number of games that
can be played with a conventional set of
checkers!
The Gaming Set: Like senet, tau seems to have
Tutankhamun and
elsewhere. Several
modem versions of
this came hevesbesa) iy Hi in
published commer
ly with various sets of
rules.
Tau, although a less
famous game, seems
to have been just as
popular in ancient
Egypt. In fact, more
Figure 1. Long die with exploded view
been played with ten
“men” to a side. They
were even the same
pieces on some occas-
ions, for it is not
uncommon for a gaming
set to have a senet
board on one side, a tau
board on the other and
a drawer to hold the
pieces and dice. The
dice were “long dice”
(Fig. 1): short wooden
than one senet board has been found to have a
‘tau board on the back. The layout of the board
has some intriguing similarities to the famous
game boards found in the royal tombs at Ur of
the Chaldees, which date some 1,500 yea
earlier. Tau may also be the same as the game
of polis mentioned in Plato's Republic. Allin all,
tau seems to have a pedigree which is at least
as distinguished as that of senet, and does not
deserve to be overlooked.
As with almost any ancient game which hi
survived into the present day, it is difficult to
reconstruct the rules of tau. This article
represents one person's attempt at this, but
aders are warmly encouraged to experiment
and adapt and use whatever rules they find
best.
Page 11
‘sticks of square cross-section, marked 1, II, Ill,
and X. The same markings are found on the last
four squares of the senet board, so there is little
doubt that the dice were intended to give a
score from 1 to 4 rather than 0 to 3.
The playing pieces ranged from plain, pawn-
shaped objects to miniature works of art,
something like the chess knight but with the
heads of dogs, lions, or occasionally, men rather
than horses. Although senet was probably
played with ten pieces to a side, tau may have
used only seven, like its predecessor from Ur. In
all likelihood, the precise rules and the number
of pieces may have varied from time to time and
place to place - this was very common in the
time before written rules became the norm.
Winter 1995The Board: The tau board (Fig. 2) was roughly
banjo-shaped, with a central file of 12 squares
Thirdly, and most difficult, it is necessary to
decide on the meaning of the marked squares.
and two side files of four squares each. It is The flowers on the board from Ur and the later
similar to. a board Ste ‘one from Enkomi do
from Ur (Fig. 3) but Rot suggest anything;
the side-squares of neither do the birds dif-
the short-er end are ferently placed on a
straight-ened out into a board from Ak-hor.
a single file. End Some players may de-
cide, like the ancient
Some — but not all Figure 2. Tau Board Start 7” owners of unmarked
— of the tau boards found have marked boards, to do without special squares
squares. The most striking is an ivory example
from Enkomi in Cyprus which has rosettes
placed in every fourth square -- an arrangement
which is almost identical to the placement of the
flower designs on one of the boards from Ur.
Other boards are marked differently or not at all.
The Rules: The first question which needs to be
answered is whether tau is a race game or a war
game. The elongated shape of the board, and
the fact that there is a single track for much of
the way, strongly suggests a race game.
Most games from the ancient Mediterranean
area were race games; and war games
draughts, chess and its ancestors, the Viking
hnefatafl, and the Roman /udus fatrunculorum
were nearly always played on square boards. At
the time tau was played, most of the classic war
games had not yet been invented.
Having decided that we're dealing with a race
game, now we must decide the direction of
movement around the board. This comes down
to a simple choice: do pieces enter the board on
the end square of the center file, or on the end
squares of the side files? The latter seems more
likely, as this gives each player a chance to “set
up" his pieces in the
altogether. The possibilities are almost endless.
The special squares might give the player who
landed on them another move or some penalty
such as a move backwards. A piece on a
marked square might be safe from capture or
might cost its player a fine if the game was
played for money.
Some possibilities can be discounted. For
example, it is unlikely that a marked square
gives immunity from capture since three marked
squares — at the bottom of each side-file and at
the end of the center file — are squares where
capture by surrounding is impossible (rules for
capture are discussed later). In the end,
somewhat subjectively, | decided that landing a
piece on a marked square gives a player a free
tum. This. makes players concentrate their
tactics on reaching as many marked squares as
possible; and means that no matter how far a
player may be in the lead, his opponent can
always come back through a combination of
lucky throws and shrewd moves.
Capture might be by displacement (i.e. moving
onto a square currently occupied by an enemy
piece will knock it off the board). However, a
ence by Plato to the game of polis suggests
that capture in this
safety of the side file
before battle is joined
game is by sur-
rounding. The name of
the game means “city,”
and Plato used the
on the center file.
Play in the other
direction results in a
game as a metaphor for
feeling of anticlimax ~
once a piece has
turned the corner into
the safety of a side-file, it is certain to finish,
instead of the tension of battle maintained to
the last move.
Winter 1995
Figure 3. Game board from Ur, with “flower” spaces marked
Greek city-state poli-
tics. The only real clue
he gave about playing
the game was a suggestion that a player should
keep all his dogs (i.e. dog-headed playing pieces)
together so that none is captured. This,
Page 12suggests that pieces could be captured by being
cut off and surrounded. Since dog-headed
pieces were popular for both senet and tau
(some distinguished Egyptologists_ have
‘suggested that the pieces represent the jackal-
more than one piece. A piece may move over
‘an occupied square into a free square, but may
not move into an occupied square.
The object of the game is to move all your
headed god Anubis), it
could be that the Greek
‘game of polis is descended
from tau.
pieces off the board
from the —_ square
marked END on Figure
2. An exact roll is
required to move a
Reconstructed Rules for
Tau: Having made various
deductions, conjectures,
and inspired gu
the available evidence, it's
ss. frome Figure 4. Capture. Piece Ais captured,
but pieces B and C are not.
piece off the board —
for example, a piece
on the END square
needs a roll of 1 to
move off the board.
time to set down some rules and see if they
work! As I’ve already said, | make no claims
about authenticity, since no trace of Egyptian
rules for tau has yet been found. Different ideas
‘of how the game might be played are found in
the references cited below, and readers should
feel free to experiment with rules until they have
something that suits their own preferences. My
only claim is that the following rules fit the
components, are playable, and provide enter-
taining and moderately challenging games
But enough disclaimers—on with __the
rules...Each player has ten pieces (seven if a
shorter game is preferred). The board is placed
between the players so that each player has a
side-file near him. The game uses a four-sided
die, which can be obtained from most hobby
game stores. A six-sided die may be used if
preferred, but given the placement of the
marked spaces (every fourth square), this
changes the tactical aspects of the gam
Play begins with all pieces off the board. Each
player rolls the die, and the player with the
higher score moves first. The die is re-rolled in
the event of a tie. The players then take turns
rolling the die and moving.
A player moves by rolling the die and moving a
piece the indicated number of squares. The
player may choose to move a piece which
already on the board or to move a new piece
‘onto the board. Pieces are moved onto the
board at the squares marked START on Figure
2. A player may have any number of pieces on
the board at a time, but no square may hold
Page 13
A player must move, if possible, even if this
results in the immediate capture of the moving
piece. If a player cannot move any piece the
number of squares indicated by the die roll, the
turn is lost and play passes to the other player.
Pieces on the center file may be captured by
enemy pieces. A piece is captured if there is an
enemy piece on both sides of it (see Figure 4).
Captured pieces are returned to their player, and
added to the stock of pieces which have not yet
entered the board.
A piece which lands on a marked square entitles
its player to throw again and make another
move. There is no limit to the number of moves
which may be made in a single turn by this
means. A player may choose to decline a free
move.
The winner is the
pieces off the board.
irst player to move all his
REFERENCES
Bell, R. C. BOARD AND TABLE GAMES FROM
MANY CIVILIZATIONS. Dover Publications, Inc.:
New York, 1979.
Falkener, E. GAMES ANCIENT AND ORIENTAL.
Dover Publications, Inc.: New York, 1961.
Ridgeway, William. The Game of Polis and Plato’s
Rep. 422 E, JOURNAL OF HELLENIC STUDIES 1898,
p. 288-290.
Woolley, Sir Leonard. EXCAVATIONS AT UR: A
RECORD OF TWELVE YEARS WORK. Thomos Y.
Croywell Co.: New York, 1954,
Winter 1995