The rules we play
Our own rules, and whose we borrowed from
Nobody knows exactly how the game was played. The surviving boards fix the road,
the counters and the lots, and everything else is reconstruction, which several
people have attempted. We kept what the board itself dictates, added two rules
of our own, and measured what they did to the game. The published
reconstruction is in the game too, for anyone who wants it.
House rules — the default
Seven counters, the short road of fourteen squares, four lots, rosettes safe with an extra throw, an exact throw to bear off, plus two of ours: a nought is thrown again, once, and driving a counter out earns another throw. This is what the tutorial teaches.
Finkel rules — optional
Irving Finkel's reconstruction for the British Museum (2007), as published: the same board and lots, but a nought loses the turn and a capture earns nothing. One switch in Settings.
The quick game
Either set with five counters a side. The same rules with about a third fewer moves, for a shorter sitting.
Why those two rules: we ran the harness over ninety-six variations of the game (rosettes safe or not, extra throw or not, what a nought does, three
lots or four, five counters or seven). The advantage of going first stayed within
the noise in every version, so it was not worth designing around. What the rules do move is the
dead turn, where a nought or a blocked throw means you do nothing: one turn in
twelve under the Finkel rules, one in forty under ours. The capture throw rewards
fighting over the shared road and shortens the game by about a tenth. The idea of a throw
for a capture comes from the Blitz rules on RoyalUr.net; the crossing road and
three-dice game of James Masters is on our list, once we have verified its path
square by square. Stacking, backward moves and the tablet's gambling stakes are
in no version.
Irving Finkel, the British Museum, James Masters and RoyalUr.net are named here to
credit their work. None of them has any connection with this
game, and none has endorsed it.