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Antiquity
In De Oratore (55 BC), Cicero ironically points out that good lawyers are also distinguished by their skill at playing the 'twelve lines' game, demonstrating that this board game was associated with the Roman legal elite.Licet ista ratione dicamus, pila bene et duodecim scriptis ludere proprium esse juris civilis, quoniam utrumque eorum P. Mucius optime fecit.We may thus say that being skilled at ball games and the 'twelve lines' is proper to the civil law, since Publius Mucius excelled in both of these games.

Middle Ages
In verse 43 of the Vairagya Sataka (550), Bhartṛhari employs the powerful metaphor of Akṣa-Krīḍā अक्षक्रीडा —the game of dice—to illustrate the ephemeral nature of existence: Time, like a skilled player, manipulates living beings as if they were game pieces on the board of the world.Verse 43यत्रानेकः क्वचिदपि गृहे तत्र तिष्ठत्यथैको यत्राप्येकः सततं बहवस्तत्र नैकोऽपि जान्ते ।
इथं नेयो रजनिनिधसो लोालयत्क्वाविवाशो कालः कल्यो भुवनफलकॆ क्रीडति प्राणिशारैः ॥४३॥ yatrānekaḥ kvacid api gṛhe tatra tiṣṭ̣haty athaiko yatrāpi ekas tadanu bahavas tatra cānte na caikaḥ ।
itthaṃ cemau rajanidivasau dolayan dvāv ivākṣau kālaḥ kālyā saha bahukalaḥ krīḍati prāṇisāraiḥ ॥Where many were in a house, there now remains but one.Where there was only one, thereafter many came to be. And in the end, not even one is left.Thus, tossing night and day like two dice,Skillful Time, on the gameboard of the universe, plays with living beings as his pawns.
The Byzantine Emperor Zeno, who reigned from 475 to 491, played at Táblē (τάβλη) with 3 dice and a dice tower.A game—most likely held in the Great Palace of Constantinople—is described in epigram 482 of the Anthologia Palatina (Book IX), contained in the Constantinople manuscript Cod. Pal. graec. 23, dated to the mid-10th century (c. 940 AD) and kept at the Heidelberg University Library in Germany.Epigram IX.482 of the Anthologia Palatina comes from Agathias’ Cycle (Kyklos), a collection dated to around 553.Οὐτιδανοὶ μερόπων, εἰ καὶ μέγα ῥέξαμεν ἔργον,
οὔτινος εἰς μνήμην δηρὸν ἐπερχόμεθα:
οἱ δ᾽ ἀγαθοί, κἢν μηδέν, ἀναπνεύσωσι δὲ μοῦνον,
ὡς Λίβυς εἶπεν ἀνήρ, τοῦτ᾽ ἀδάμαντι μένει.We Mortals of no account, even if we perform great deeds,do not survive long in the memory of anyone ;but as for the great, if they do nothing, if they only breathe,as Aesop (the Libyan) said, it is engraved in adamant.δήποτε γὰρ Ζήνωνα πολισσοῦχον βασιλῆα,
παίγνιον ἀφράστων ἐκτελέοντα κύβων,
τοίη ποικιλότευκτος ἕλεν θέσις, εὖτ᾽ ἀπὸ λευκοῦ,For instance Zeno, the king and protector of the city, while in the middle of a game, after some fickle dice rollsfound himself in a complicated situation.τοῦ καὶ ὀπισθιδίην εἰς ὁδὸν ἐρχομένου,
ἑπτὰ μὲν ἕκτος ἔχεν, μίαν εἴνατος: αὐτὰρ ὁ σοῦμμος
δισσὰς ἀμφιέπων ἶσος ἔην δεκάτῳ:
ὅς τε πέλει μετὰ σοῦμμον ἔχεν δύο, μουνάδα δ᾽ ἄλλην
ψῆφον τὴν πυμάτην ἀμφιέπεσκε δίβος.He was playing the white pieces:7 on point 6, 1 on point 9, on point 19 (at the top)2 like on point 10,2 on point 20 (the one following the top),And finally, the last one on point 23 (the divine point).ἀλλὰ μέλας δισσὰς μὲν ἐν ὀγδοάτῳ λίπε χώρῳ
καὶ τόσσας ἑτέρας ἐς θέσιν ἑνδεκάτην
ἀμφὶ δυωδέκατον δὲ διέπρεπον εἴκελοι ἄλλαι,
καὶ τρισκαιδεκάτῳ ψῆφος ἔκειτο μία:
δίζυγες Ἀντίγονον διεκόσμεον ἀλλὰ καὶ αὐτῷ
ἶσος ἔμιμνε τύπος πεντεπικαιδεκάτῳ,
ὀκτωκαιδεκάτῳ πανομοίιος: εἰσέτι δ᾽ ἄλλας
εἶχεν διχθαδίας τέτρατος ἐκ πυμάτου.The black pieces: 2 on point 8,2 on point 11,2 on point 12,1 on point 13,2 on point 14 (Antigone),2 on point 15,2 on point 18,and 2 on point 21 (the 4th point from the end).αὐτάρ ἄναξ λευκοῖο λαχὼν σημήια πεσσοῦ,
καὶ τὴν ἐσσομένην οὐ νοέων παγίδα,
τριχθαδίας ἀδόκητα βαλὼν ψηφῖδας ἀπ᾽ ἠθμοῦ,
πύργου δουρατέου κλίμακι κευθομένῃ],
δοιὰ καὶ ἓξ καὶ πέντε κατήγαγεν αὐτίκα δ᾽ ὀκτὼ
ἄζυγας εἶχεν ὅλας πρόσθε μεριζομένας,But the sovereign, playing the white pieces,and failing to see the trap ahead,cast 3 diceinto the dice tower:2-6-5, and he found himself with 8single pieces (blots).τάβλην φεύγετε πάντες, ἐπεὶ καὶ κοίρανος αὐτὸς
κείνης τὰς ἀλόγους οὐχ ὑπάλυξε τύχας.Flee all from the game of Táblē, for the sovereign himselfdid not escape the irrational fates of this game.
The Book of Wei 魏書 (Wei Shu 魏收) provides a valuable account of the arrival of woshuo in China; the text highlights both the foreign, 'barbarian' origins of this game and its rapid rise to popularity among the elite from the 6th century onwards.Volume 91陸拔、弟買,並工握槊。此蓋胡戲,近入中國。雲胡王有弟一人遇罪,將殺之,弟從獄中為此戲以上之,意言孤則易死也。世宗以後,大盛於時。Both Lu Ba and Di Mai excelled at the game of Wòshuò (Seizing the Spears/Pawns). This is presumably a barbarian (Hu) game, recently introduced to China. It is said that a barbarian (Hu) king had a brother who had committed a crime and was on the verge of being executed. From his prison, the brother invented this game and presented it to the king, intending to signify by this that a piece left alone (gu) easily meets its doom. From the reign of Emperor Shizong onward [500–515 AD], this game enjoyed immense success.Volume 75初世隆曾与吏部尚书元世儁握槊忽闻局上歘然有声一局之子尽皆倒立世隆甚恶之Previously [circa 530], when Shilong was once playing Wòshuò with the Minister of Personnel Yuan Shijun, they suddenly heard a sharp sound from the game board, and every single piece on the board turned upside down and stood on its head. Shilong was extremely disturbed by this.
The 'Khosrow, son of Kawād, and a Page' (Ḥusraw ī Kawādān ud Rēdag-ē) was written in Middle Persian (Pahlavi) around 531–579, during the reign of Khosrow I.The oldest copy dates from 1322: this is the MK manuscript (named in honor of Mihrabān Kayhusraw, its Iranian scribe), which is preserved in Bombay, India.At the royal court of the Sasanian Empire, in Ctesiphon (near present-day Baghdad), the page (in Middle Persian: rēdag) Wāspuhr declares to King Khosrow I his mastery of three Sassanid court games.The name Nēw-Ardaxšīr, meaning 'the noble Ardashir,' underwent phonetic contraction over time, evolving from 'Nardašīr' into the simplified form 'Nard'.Sentence 15ud pad čatrang ud nēw-ardaxšīr ud haštpāy kardan az hamahlān frāztar hēmAnd at chess, at nēw-ardaxšīr, and at haštpāy, I surpass my adversaries.
Written around 632 by Isidore of Seville, the Etymologiae served as the foundational encyclopedia of the Latin world, explaining the universe through the origins of words. LX. DE TABVLA.
Alea, id est lusus tabulae, inventa a Graecis in otio Troiani belli a quodam milite Alea nomine, a quo et ars nomen accepit. Tabula luditur pyrgo, calculis tesserisque.
LXI. DE PYRGVS.
Pyrgus dictus quod per eum tesserae pergant, sive quod turris speciem habeat. Nam Graeci turrem PURGON vocant.
LXII. DE CALCVLIS.
Calculi vocati quod lenes sint et rotundi. Vnde et calculus dicitur lapis brevis, qui sine molestia sui brevitate calcatur. Item calculi, quod per vias ordinales eant, quasi per calles.
LXIII. DE TESSERIS.
Tesserae vocatae quia quadrae sunt ex omnibus partibus. Has alii lepusculos vocant, eo quod exiliendo discurrant. Olim autem tesserae iacula appellabantur, a iaciendo.
LXIV. DE FIGVRIS ALEAE.
Quidam autem aleatores sibi videntur physiologice per allegoriam hanc artem exercere, et sub quadam rerum similitudine fingere. Nam tribus tesseris ludere perhibent propter tria saeculi tempora: praesentia, praeterita, futura; quia non stant, sed decurrunt. Sed et ipsas vias senariis locis distinctas propter aetates hominum ternariis lineis propter tempora argumentantur. Inde et tabulam ternis discriptam dicunt lineis.
LXV. DE VOCABVLIS TESSERARVM.
Iactus quisque apud lusores veteres a numero vocabatur, ut unio, [binio,] trinio, quaternio, [quinio], senio. Postea appellatio singulorum mutata est, et unionem canem, trinionem suppum, quaternionem planum vocabant.
LXVI. DE IACTV TESSERARVM.
Iactus tesserarum ita a peritis aleatoribus conponitur ut adferat quod voluerit, utputa senionem, qui eis in iactu bonum adfert. Vitant autem canem quia damnosus est; unum enim significat.
LXVII. DE CALCVLORVM MOTV.
Calculi partim ordine moventur, partim vage: ideo alios ordinarios, alios vagos appellant; at vero qui moveri omnino non possunt, incitos dicunt. Vnde et egentes homines inciti vocantur, quibus spes ultra procedendi nulla restat.
LXVIII. DE INTERDICTIONE ALEAE.
Ab hac arte fraus et mendacium atque periurium numquam abest, postremo et odium et damna rerum; unde et aliquando propter haec scelera interdicta legibus fuit.60. TABULA OR ALEAThe alea, that is, the game of tables, was invented by the Greeks during the leisure of the Trojan War by a certain soldier named Alea, from whom the art took its name. The game of tables (tabula) is played with a dice tower (pyrgus), counters (calculi), and dice (tesserae).61. PYRGUSThe dice tower is called a pyrgus because the dice pass (pergant) through it, or because it has the appearance of a tower. Indeed, the Greeks call a tower purgon.62. CALCULIThe counters are called calculi because they are smooth and round. From this also comes the word calculus to designate a small stone which, by its smallness, is trodden upon (calcatur) without discomfort. Likewise, they are called calculi because they move along ordered paths, as if on tracks (calles).63. TESSERAEDice are called tesserae because they are square on all sides. Some call them "little hares" (lepusculos) because they run about by leaping. In the past, dice were called iacula (javelots/darts), from the act of throwing (iaciendo).64. ALLEGORY OF ALEACertain players believe they practice this art philosophically (physiologice) through allegory, imagining a resemblance to worldly things. They claim that one plays with three dice because of the three times of the age: the present, the past, and the future; for they do not stand still, but flow away. They also argue that the paths themselves, divided into six spaces, represent the ages of man, and the three lines represent the times. This is why they say the board is marked with three lines.65. NAMES OF THE DICEAmong ancient players, each throw was named according to its number: the ace (unio), the two (binio), the three (trinio), the four (quaternio), the five (quinio), and the six (senio). Later, the name of each changed: they called the ace "the dog" (canis), the three "the reversed" (suppus), and the four "the flat" (planus).66. THROWING OF THE DICEThe throwing of dice is mastered by expert players in such a way that it brings what they desire, such as the six (senio), which brings them a good result in the throw. On the other hand, they avoid "the dog" because it is ruinous; indeed, it signifies the number one.67. MOVEMENT OF COUNTERSCounters move partly in order and partly freely: therefore some are called "ordinary" and others "vague." But those that cannot be moved at all are called inciti (blocked). Hence, destitute men are called inciti, for whom no hope of moving forward remains.68. PROHIBITION OF ALEAFrom this art, fraud, lying, and perjury are never absent, nor finally are hatred and the loss of property; therefore, because of these crimes, it was sometimes prohibited by laws.
In 635, the Book of Liang (梁書) by Yao Silian (姚思廉) mentioned the Shuānglù (雙陸) for the first time.Volume 30方諸與泉不恤軍政,唯蒲酒自樂,賊騎至,百姓奔告,方諸與泉方雙陸Fangzhu and Quan, indifferent to military and political affairs, thought only of drinking and merrymaking. As the rebel cavalry arrived and the common people rushed to report the news, Fangzhu and Quan were in the middle of a game of shuanglu.
Around 775, the Persian poet Abū Muʿādh Bashshār ibn Burd wrote a bayt (isolated verse) about playing nard in Baghdad.وَمَجْلِسٍ فِيهِ الشَّطْرَنْجُ وَالنَّرْدُ
لا اللَّغْوُ يَحْلُو وَلا التَّحْرِيسُ وَالْوَرْدُIn many halls of chess and nard,Idle talk, deceit, and strife are barred.
The Sanskrit encyclopædia Manasollasa मानसोल्लास also called Abhilashitarthachintamani अभिलाषितार्थ चिन्तामणि was composed in 1129 at the request of Bhulokamalla Somesvara III, king of the Indian Chalukya dynasty.It is divided into 5 Vimsatis, each vimsati contains 20 adhyaya i.e chapters.The fifth and last vimsati named « Krida Vimsati » described several games (krida) played by the Royal Court. Among these games, there are the dice games in chapter « Pāśaka-Krīḍā » पाशकक्रीडा (adhyaya 13) and more particularly the « Golaka-Krīḍā » गोलकक्रीडा (V n°652-653) similar to the current Backgammon. Golaka-Krida was played with 2 or 3 cubic dice called golaka (V n°704).Vimasati 5 - Adhyaya 13 - V n° 634-711V n° 634-638विंशत्यङ्गुलविस्तारं फलकं वरदा रुजम् ।
चतु वितस्तिकं दैर्घ्य(र्घ्यं) विंशत्यङ्गुलमुच्छ्रये ॥ ६३४ ॥
ग्र(गृ)हास्तत्र प्रकर्तव्याश्चत्वारो विंशतिस्तथा ।
चतुरङ्गुलविस्तारा दैर्घ्येण च नवाङ्गुला ॥ ६३५ ॥
वृत्ता(ता)यता द्विपङ्क्तिस्था(स्थाः) षट्कद्वयविराजिता(:) ।
पङ्क्तिद्वितयमध्ये च त्यजेदेकाङ्गुलभ(लम्बु) वम् ॥ ६३६ ॥
कुचाकारा प्रकर्तव्या अङ्गुलित्रितयोच्छ्रिता ।
सार्धद्व्यङ्गुलविस्तारा दन्तिदन्तसमुद्भवा ॥ ६३७ ॥
दश पञ्च सितास्तत्र दशपञ्च विचिन्त्रिता(:) ।
त्रिंश देता: समाख्याता: सार्य: प्रांशु(पाश)ककेलिषु ॥ ६३८ ॥Pasaka Krida is played on a board (phalaka) made of wood (daru) almost 1m long, 40cm wide and 40 cm high. On this board, 24 rounded (vrttayata) houses (grha) measuring 8cm wide and 18cm long are arranged in 2 rows at a distance of 2cm each. In this game, the pawns (sarika) are in the shape of breast (kucha) each measuring 6cm long and 3cm wide. These pawns are usually made of ivory. 15 pawns are white and 15 are colored (citrita or vicitrita), so there a total of 30 pawns. The white pawns have to be brought to the white houses and colored pawns to the colored houses. This game is called Pasaka Krida since dice (pasaka) are used for playing it.V n° 639-641 : Catussarika ["4 pawns" variant]द्वे द्वे शिरसि संयोज्ये पाण्डुरे चित्रिते तथा ।
सित(शिर:)सारीदिशो भागे षष्ठे गेहे विचि त्रिता(:) ॥ ६३९ ॥
चतस्र: स्थापनीयास्ता बहि: षट्सु गृहेषु च ।
चतस्रश्चचतुरर्थे(स्तु चतुर्षु) स्युरू(रू)पशीर्षे तु पञ्च ता(:) ॥ ६४० ॥
एवं सिताश्च कर्तव्याश्चतु:सारीष्वयं विधि: ।
कथ्यते पञ्चसारीक: क्रम: स्थापनकर्मणि ॥ ६४१ ॥2 pawns in each room are placed on the top (on « head » or sirasi), one side white and the other colored. 4 pawns of the same color are placed in the 6th house, 4 pawns in the 4th house further and 5 pawns at the opposite ending. The position of the remaining white pawns is analogous. This is the Catussarika variant. Now, Panchasarika method is given. V n° 642-643 : Panchasarika ["5 pawns" variant]पञ्च मूर्धनि कर्तव्या: पञ्च स्यु द्वादशे ग्र(गृ)हे ।
अन्यपङ्क्तावपि स्था प्या: पञ्च षट्के तु सद्मनि(नाम्) ॥ ६४२ ॥
एवं पञ्चदश स्थाप्या अन्यवर्णाश्च सारय: ।
इत्येवं पञ्चसारीके कथित: स्थापने क्रम: ॥ ६४३ ॥5 pawns are placed on the top, 5 pawns of the other color in the 5th house further and 5 pawns on the 6th house further. Thus 15 colored pawns are to be placed in different houses. This is the Panchasarikas variant.V n° 644-647 : Quick variantतात्कालिकेऽपि पञ्चस्य वक्ष्यते स्थापनक्रम: ।
सार्यै द्वे शिरसि स्थाप्ये एकी(का) च तदनन्तरम् ॥ ६४४ ॥
अन्या(न्ये)षट्के गृहे पञ्च पञ्चापि तदनन्तरम् ।
अपशीर्षेऽन्यपङ्क्तौश्च धार्या(सार्य:) पञ्चैकवर्णिका(:) ॥ ६४५ ॥
आरभ्य शिरस(स:) स्थाप्ये द्वे द्वे ष ष्ठगृहावधि ।
अन्यपङ्क्ताविमा: स्थाप्या: पञ्च द्वा(वा)दश सारय: ॥ ६४६ ॥
गृहाद् द्वितीय मा(यादा)रभ्य गेहे गेहे द्वयं द्वयम् ।
एकवर्णा न्यसेच्छा(त्सा)री यावच्छष्ठनिकेतनम् ॥ ६४७ ॥Now, the quick variant. 2 pawns are placed at head and one in the next house and others in 6th house, next 5 pawns in single colour are placed. At the end (apasirse) of the other row, are placed 5 pawns of (also) the same color. At the beginning 2 pawns are placed at top and 2 and 2 are placed in other lines so altogether 12 pawns.V n° 648-649 : Potali Vinyasa [« Bundle arrangement »] ततोऽन्यवर्ण(र्णानि) सर्वा(र्वां)स्तान्नि क्षिपेत्सप्तमे गृहे ।
द्वौ सारौ दशमे वेश्मन्येका एकादशे पुन: ॥ ६४८ ॥
द्वादशेप्येव ए(मे)क: स्यादेकसारीऽवशीर्षके ।
एवं पोटलिविन्यास: कथित: सोमभूभुजा ॥ ६४९ ॥After leaving one house, 2 pawns are placed in each house; one coloured one in each house are placed upto 6th house. Then all coloured pawns are placed in 7th house. 2 pawns in 10th house; one in 11th and one in 12th house and one in opposite ending (avasirsake) are to be arranged. Thus Potali Vinyasa [« Bundle arrangement »] is explained by King Somesvara.V n° 650-651 : Antarasarika [« Inner-Pawn» variant] द्वि(द्वे) शीर्षे तदनुस्थाप्याश्चतस्र: सारिका: पृथक् ।
अनावृ(वृ)त्यास्तत(च ता)स्तिस्र: स्थाप्या: पञ्चसु वेश्मसु ॥ ६५० ॥
द्वादशे पूर्ववर्णा: स्यु: पञ्च, पङ्क्त्यन्तरं पुन: ।
चतस्रो दशमे गेहे न्यासो म(ह्य)न्तरसारिके ॥ ६५१ ॥2 pawns on the top, 4 pawns are placed separately; 3 are placed in the following 5 houses. 5 pawns are placed in the 12th house after an empty one; 4 pawns in the 10th house below. This is the Antarasarika variant.V n° 652-653 : Golaka Kridaसार्यौ(र्यौ) च शिरसि स्थाप्ये षष्ठे पश्चान्यवर्णिका(का:) ।
तिस्रोऽष्टाय(ष्टमे) तथा पञ्च द्वादशे पूर्ववर्णिका(का:) ॥ ६५२ ॥
अन्यसामपि सारीणामेवमेव निवेशनम् ।
गोलकक्रीडने प्रोक्त(क्त:) सारीणां स्थापनक्रम: ॥ ६५३ ॥2 pawns (of a color) are placed on the « head », whereas 5 pawns of the other color are in 6th house and 3 pawns in the 8th house, and 5 further pawns of the first color in the 12th house. Other pawns are placed as per order. Thus the arrangement of pawns in Golaka Krida is explained.V n° 654-661पाशकौ द्वौ प्रकर्तव्यौ तर्जनीमात्र(त्र)कौ शुभौ ।
चतुरस्रौ समौ श्लक्षणौ गजदन्तविनिर्मितौ ॥ ६५४ ॥
तयोश्चतुर्षु पार्श्वेषु तिलकाकारबिन्दव: ।
कर्तव्या दायसंज्ञार्थं तेषां स्थानं निगद्यते ॥ ६५५ ॥
चतुरस्राय(न्ते त)तो मध्ये पञ्चकोऽसौ प्रकीर्तित: ।
पर्यन्त(न्ते) वज्रसङ्काशौ द्वौ बिन्दू द्विकमुच्यते ॥ ६५६ ॥
मध्ये पञ्चक सङ्काश(:) प्रान्तयोर्व ज्रसन्निभौ ।
त्रिकं दाय(यं ) विजानीयात्सारीक्रीडाविचक्षण(:) ॥ ६५७ ॥
द्विकमध्ये द्वयं कुर्याद् बिन्दुजालं पवित्रभम् ।
चतुष्कं नाम तं विद्याद्दायं दायविशारद: ॥ ६५८ ॥
द्विकद्वयं त्रिकद्वन्द्वं चतुष्कयुगलं तथा ।
पञ्चकं(क) द्वितयं चेति समा दाया(:) प्रकीर्तिता: ॥ ६५९ ॥
द्वित्रिकौ द्विचतुष्कौ च तथा च द्विकपञ्चकौ ।
त्रिचतुष्क स्तथा दायो दायोऽन्यस्त्रिकपञ्चकौ(क:) ॥ ६६० ॥
चतुष्कं(ष्क) पञ्चकं चैवं दश दाया: प्रकीर्तिता: ।
तै: स्व(श्च)क्रीडां (डा) प्रकर्तव्यौ (व्या ) दायौ(यै:) द्यूतविशारदै: ॥ ६६१ ॥The dice (pasaka) are made of ivory (gajadantavinirmita), in the size of index finger (tarjanimatraka) and in square shape. There are smooth, equal and good to look at and auspicious. The 4 dice sides are marked with black dots like eyes (tilaka) to indicate the throw (daya) :5, the side with 4 dots and a central dot corresponds to the throw called panchika2, the side with 2 dots corresponds to the throw called dwika3, if 3 dots are marked on the die, it is called trika, it gives success according to the discretion of the user4, in between the 2 dots of dwika, if 2 more dots are marked, it is called chatuska2-2, 3-3, 4-4, 5-5 (double dwika, double trika, double chatuska, double panchaka) are called samdaya [doublets]. 2-3, 2-4, 2-5 and 3-4 are called srarikapanchakam. 4-5 is called dasadaya. The expert players use these throws.V n° 662-664चतुरस्रं प्रकुर्वीत गोलकं वर्तुलाकृति ।
तत्र बिन्दुं प्रदद्याच्च षट्सु पार्श्वेषु बुद्धिमान् ॥ ६६२ ॥
एकद्वित्रिचतु: पञ्चषट्सङ्ख्याका: क्रमेण हि ।
एको बिन्दु(न्दु:) पदाख्य: स्यादन्ये सङ्ख्यानि(ङ्ख्याभि)धा: स्मृता: ॥ ६६३ ॥
क्षितौ विनिक्षिपेदक्षो(क्षौ) ल(च)लितौ भवतो यथा ।
गोलकौ परा(पाश)कौ चापि पक्षपाते(तं) विना नर: ॥ ६६४ ॥The sides of cubic dice (golaka) are marked with dots. In order: 1 (called pada), 2, 3, 4 , 5 and 6 round dots. A man must throw 2 dice (in a game), as well golaka as pasaka, without partiality (in favor of one player or the other) in order to move on Earth.V n° 665-668गमश्चश्च विचर: (रो विबन्धश्च) प्रतिबन्ध स्तथा पर: ।
गच्छन्ति सारय: शीघ्रं त स्माद्गम उदाहृत: ॥ ६६५ ॥
इतश्चेतश्च चरणाच्चर इत्यभिधीयते ।
गतिरोधाय यो बन्ध: स निबन्ध: स्मृतो बुधै: ॥ ६६६ ॥
तस्यापि बाधको बन्ध: प्रतिबन्ध: स कथ्यते ।
एवं चतुर्विधो नाम्ना सा रिखेल: प्रकीर्तित: ॥ ६६७ ॥
गंमस्य च चरस्यापि प्रनि(ति)बन्धप्र(नि)बन्धयो: ।
भूलोकमल्लदेवेन वक्ष्यते खेलनक्रम: ॥ ६६८ ॥The pawns are moved in four styles :If the pawns move quickly, it is called gama [Running Game],If the pawns move here and there, it is called cara [Holding Game],If the pawns stop and move, it is called binding (bandha). If we make a bandha against another bandha, this is called a pratibandha [Backgame],The bandha that stops other's way is called a blockade (gatibandha). The bandha that helps in avoiding a gama is called by clever players nibandha [Anchor Game].Thus gama, cara, pratibandha and nibandha are explained by King Bhulokamalla in the method of playing the game.V n° 669-683तत्रोत्तमो गम: प्रोक्तो निरपादा नदायत: ।
शिर:स्थिताश्च या: सार्यस्तेचा(स्ताश्चा)ल्पा गममिच्छता ॥ ६६९ ॥
अपशीर्षं नयेद्वेगात्तत्रस्थानां जये(यो) द्रुतम् ।
घटयद् घटयत्सारी न (र्न्)येदू वेगेन यत्नत: ॥ ६७० ॥
निहन्यात्परसारि(री)श्च गो पये नि(न्नि)जसारीका(:) ।
पञ्चमान्मन्दिरादन्त: सर्वा: सारी: प्रवेशयेत् ॥ ६७१ ॥
षष्ठे वा पञ्चमे वापि गेहे सारी न धारयेत् ।
सूक्ष्मेक्षिका न कर्तव्या गमे विजयमिच्छता ॥ ६७२ ॥
द्विर्दायो नैव कर्तव्यो विलम्बस्तेन जायते ।
विबन्ध(लम्बि)त्वं न कर्तव्यं गमनीनाशकं यत: ॥ ६७३ ॥
स्वसारी(रीं)गणयन्तज्ञैर्दा(ज्ज्ञो दा)यवाप्तिं विचारयेत् ।
एवं गम(मे) प्रयुञ्जान: (ने) प्रज्ञया विजयं (यो)द्रुतम् ॥ ६७४ ॥
निबन्धे वा चरे वापि क्रियमाणे परेण हि ।
चरं च प्रतिबन्धं च कुर्वीत गमनं (ने) नर: ॥ ६७५ ॥
गमखेले चरं कुर्याद् बद्धशीर्षे चरे जय: ।
बद्धेऽपि केवले शीर्षे न जयश्चरकारण: ॥ ६७६ ॥
चतुर्थे( र्थं ) पञ्चमे( मं ) गेहे( हं ) सप्तमं च प्रयत्नतः ।
निबध्य यत्नत स्तज्ञश्च खेले जयीभवेत् ॥ ६७७ ॥
प्रसा र्य च निजा( : ) सा रीश्चरो यस्माद्विनश्यति ।
तृतीयं पञ्चमं गेहं यदा बध्नाति खेलकः ॥ ६७८ ॥
शिरोबद्ध( न्ध ) विहीनस्तु तदा खण्डचरः स्मृतः ।
खण्डश्वर( रः )कनिष्ठ श्च द्यूते संशयितो जयः ॥ ६७९ ॥
तस्मात्सर्वप्रयत्नेन सम्पूर्ण सारी ( चर )माचरेत् ।
सि( शि )रस्थिते निबध्नी याद्देशार्यौ(द्वे सार्ये) बन्धकोविदः ॥ ६८० ॥
अन्यास्तु यत्र तत्रस्था निजवे श्मसु यत्नतः ।
पञ्च गेहानि बध्नीयाद् द्वाभ्यां द्वाभ्यां निरन्तरम् ॥ ६८१ ॥
न निःसरन्ति सा र्योऽत्र सम्ब( ब )न्धो मा( धा )रणात्मकः ।
तथा बन्धो विधातव्यो त( य )था खेलप्रवृत्तये ॥ ६८२ ॥
अत्यासन्नवि( नि ) बन्धे तु दा येनैकेन गच्छति ।
तस्मादासन्न( न्न )बन्धोऽयं न कर्तव्यो जयेप्सुभिः ॥ ६८३ ॥All these tactics are good and gama is the best since gama goes without stopping. The pawns placed at the top should move in gama. If these pawns are moved downward, success will be obtained quickly. While going fast, the opposing pawns should be killed and own pawns should be protected. All the pawns have to enter in their Homefield. Pawns should not be placed in houses 5 and 6. He who wants victory should move quickly (gama) and not slowly (sukshmeakshi). Throws have not to be used to delay the game. Thus delay (vilambana) should not be done as it destroys gama. Wise person thinks twice and protects his own pawns. Thus gama should be used intelligently; then success is definite. gama and pratibandha helps opposing nibandha or cara. When gama is done, cara should be used for victory. When the « head » is blocked (bandhasirsa), cara gives victory. For this, houses 4, 5 and 7 should be blocked (nibandha). So that one can be successful in game. If a player blocks only houses 3 and 5 and without blocking heads (sirobandhavihina), this is called a « partial cara » (khandacara). The « partial cara » is the weakest and success is doubtful in the game. Therefore effort should be made so that all pawns move. Thus expert in bandha (bandha kovida) will manage a complete prime (bandha). If the adversary moves his pawns here and there in his homefield, a prime (bandha) of 5 houses by occuping 2 and 2 in each house. When all pawns occupy the homefield then the prime (bandha) is complete [closed]. For an anchor (nibandha) very near to a prime, can escape with a single throw ; therefore bandha is not to be made in an immediate neighboring house by one who wants success in the game; this is called a far prime (vibandha).V n° 684-703एवं विव न्धः कथितः प्रतिबन्धोऽधुनोच्यते ।
आत्मसारीषु मध्येपु(तु) कुर्वीत प्रतिबन्धनम् ॥ ६८४ ॥
निबन्धलक्षणं सर्वं योज्यमत्रापि युक्तितः ।
गमे नष्टे व( च ) रं कुर्याच्च रे नष्टे विबन्धनम् ॥ ६८५ ॥
विबन्धेऽपि पुनर्नष्टे ततः कुर्वीत साहसम् ।
सन्धिचैकद्वि दायानां पातसात( ति )सहिष्णुता ॥ ६८६ ॥
साहसं तत्समाख्यातं विजये वा पराजये ।
द्वाभ्यामपि स्वसारीणां रक्षणं निजमन्दिरे ॥ ६८७ ॥
पञ्चमान्मन्दिरादन्तः सार्या( र्यो ) येन प्रवेशिता( : ) ।
द्वैगुण्यं तेन कर्तव्यं पणस्य निपुणात्मकः( ना ) ॥ ६८८ ॥
अथवाभ्यधिकास्त्वन्तःप्रविष्टासु स्वमन्दिरम् ।
स्वगेहेषु निबन्धे( द्वे )षु पुनस्तेषु पु( प )रेषु च ॥ ६८९ ॥
द्वैगुण्यं तत्र कर्तव्यं पूर्वोक्तस्य पणस्य हि ।
मृतेषु परसारेषु प्रतिबन्धासितेषु च ॥ ६९० ॥
तत्रापि द्विगुणः कार्यः पणो द्यूतविशारदैः ।
निबन्धेन( च ) कृते सारे( रेः ) प्रति बन्धे कृते Sपि वा ॥ ६९१ ॥
पूर्यते लेखन ( खेलनं ) यस्य स कुर्याद्दिगुणं पणम् ।
आत्मनो बहवो दाया जय दा यत्र लेखने( खेलने ) ॥ ६९२ ॥
न्यूनाः परस्य तत्रापि द्विगुणं पणमाचरेत् ।
परेण रभसा पूर्वं कृते तु द्विगुण( णे ) पणम्( णे ) ॥ ६९३ ॥
त्रिगुणस्तत्र कर्तव्यः स्वजयो दृश्यते यदि ।
स्वजये पञ्च दायाश्च पञ्च दायात्प( याः प )रस्य च ॥ ६९४ ॥
समं तत्र प्रकर्तव्यं द्यूतं द्यूतविशारदैः ।
परेषां बहवो दाया द्विगुण( णे ) त्रिगुणं ( णे ) कृते ॥ ६९५ ॥
सञ्ज( संश )ये च समुत्पन्ने दद्यादेके( कं ) विचक्षणः ।
चतुःसारिनिबन्धो( द्वो )ऽयं क्रीडायोगो निरूपितः ॥ ६९६ ॥
इदानीं पञ्चसारी कः कथ्यते लेख न( खेलन ) क्रमः ।
पाशकलितयेनात्र लेखने( खेलने ) विहितो विधिः ॥ ६९७ ॥
गम( मः ) प्रायेण कर्तव्या( व्यो ) दायानां बहुवा( ता ) यतः ।
दैवान्नष्टे गमे प्राज्ञश्वरं वा बन्धमाचरेत् ॥ ६९८ ॥
प्रयत्नं प्रचुरं कुर्या त्सारीर्विगणयन्बुधः ।
तात्कालिक( के ) त्रिपञ्च( पाश )स्य क्रियायोगोऽभिधीयते ॥ ६९९ ॥
पुञ्जके पातनं पूर्वं कर्तव्यं द्यूतकोविदैः ।
त्रिपञ्चदायने पुञ्जः पक्षे( पाते पुञ्ज ) पक्षे पराजयः ॥ ७०० ॥
द्विकद्वयस्य पाते तु पुञ्जपक्ष ( क्षे ) जयो भवेत् ।
तस्मान्न यः प्रधा( दा )तव्य : किञ्चिदभ्यधिको( के ) जयः ॥ ७०१ ॥
पाटलस्याग्रपात( तः )स्या प( त्प )ञ्च वारं निरन्तरम् ।
ततः पाशकपातः स्या त्पर्यायेणोभयोरपि ॥ ७०२ ॥
द्वित्रिस्थितेषु सारेषु पूर्वपाशकपातनम् ।
कियानपि नयो देयो विविधैर्मन्त्रबिन्दुकैः( वेदकैः ) ॥ ७०३ ॥Now the backgame (pratibandha) is told. When all pawns are brought in the center, it is called Pratibandhanam. Then an anchor (nibandha) should be applied. When gama is lost, cara should be used. If cara is lost, an anchor (nibandha) should be used. If the priming game (nibandha) is also lost, player should be bold.Whether success is achieved or defeat is faced one should be bold. 2 pawns should be protected in their own houses. With a 5 houses prime, the skillful player doubles the stake (pana). If the opposing pawns are hit and play a backgame (pratibandha), then the stake (pana) is also doubled by expert players. Even when the opposing pawns ames an anchor (nibandha) or a backgame (pratibandha), then the game is closed. Then also the pana is made twice as said earlier. In a game with a lot of profitable throws, also the pana is made twice. If previously [i.e. at the beginning of the game], a hasty double was arranged with the opponent, we should triple the stake when the own victory is in sight then gama should be played with discretion. This is how Catussarika is played.In Panchasarika, mostly gama should be used, if gama is destroyed by the wish of God, wise player should use a prime (bandha). Full effort should be made by wise in moving his pawns. Panchasarika can also be played with 3 dice. According to expert players, a stack (punja) should be made at first time. If it is made in houses 3 and 5, the other side is defeated. If 2 and 2 are obtained, the stack wins. Bellow (patala) one should make it 5 times.V n° 704-705गोलकक्रीडने पातौ( त्यौ ) द्वौ गोलौ यदि वा त्रयः ।
गेहमेकं( क ) पदे( दं ) चाल्याः सप्त षट्के तु सारयः ॥ ७०४ ॥
इतरः पूर्ववत्कल्पो गमो वा यदि वा चरः ।
निबन्धप्रति बन्धौ वा प्रोक्तमार्गेण कोविदैः ॥ ७०५ ॥Golaka-Krida can be played with 2 or 3 cubic dice (golaka). As previously mentioned, the gama, the cara, the nibandha, or the pratibandha are played by the player who is familiar with these tactics.V n° 706-711ज्ञा नार्थं खेल्यते दाशैस्तज्ञैः (ज्ज्ञैः) सह महीभुजा ।
अत्यासक्तिर्न कर्तव्या तया नाशो भवेद्यतः ॥ ७०६ ॥
आहूतों न निवर्तेत द्यूतादपि रणादपि ।
स्मरन्निति क्ष्मापालो जानीया दक्षलेखनम् (खेलनम्) ॥ ७०७ ॥
अज्ञानाद् धर्मतनयः सर्वस्वं हारितः फलैः (लै) ।
व्यसनेन नलो राजा पुष्करेण जितः पुरा ॥ ७०८ ॥
अति प्रश (स) क्त्या निहतो रुक्मी च हलधारिणा ।
अज्ञानाद्व्यसनाद्वापि को नाम न विनश्यति ॥ ७०९ ॥
त स्मात् ज्ञे( ज्ज्ञे )यं प्रयत्नेन पाशानां खेलनं नृपैः ।
आस क्ति र्नैव कर्तव्या व्यसनोदयकारिणी ॥ ७१० ॥
प्रेयसीभिः समं क्रीडेद्यद्वान्यैस्तु सु खोचितैः ।
पणा स्त एव कर्तव्या हसितं सविलासकम् ॥ ७११ ॥Thus for the sake of knowledge King can play the game with slave or scholar but should not play for greediness as it destroys one. This game can lead to ruin.One should know and remember that:[in Mahabharata book 2 (Sabha Parva)] Dharmaraja lost everything in dice game because of his ignorance,[in Mahabharata book 3 (Aranya Parva)] King Nala was defeated by Puskara on account of weekness (vyasana),[in an appendix to Mahabharata (Harivamsha Parva) in which the gameboard is called astapada] Rukmin was defeated by Baladeva on account of enthusiasm.Ignorance causes destructions. Therefore the king by effort should prevent the desire for Pasaka Krida. If at all a king wants to play this game, he should play with the Queen or his lovers (preyasi) by using playful and sensual pledges.इतीयं पाशकक्रीडा कथिता सोमभूभुजा।
[इति पाशकक्रीडा ॥ १३ ॥]Thus has the Pāśaka Krīḍā been described by King Soma.[End of Pāśaka Krīḍā ॥ 13 ॥]
In Pushuang 譜雙 / 谱双, a book in 5 chapters, Hong Zun 洪遵 (1120-1174) wrote : "Shuanglu 雙陸 began in Western India 西竺, and arrived in China during the Wei dynasty of the Cao family (220-265), flourishing during the Liang, Chen, Qi, Sui, and Tang dynasties (i.e from 502 to 907)."The Pushuang notably appears in:the Shilin Guangji (事林廣記), compiled by Chen Yuanjing in 1266the Xinshang Bian (欣賞編), compiled by Shen Jin in 1511It describes the regional Shuanglu variants according to 4 categories:Northern Shuanglu 北雙陸Guangzhou Shuanglu 廣州雙陸Southern Barbarians Shuanglu 南蕃雙陸Japanese Shuanglu 日本雙陸Some of the Northern and Guangzhou Shuanglu variants used the today's Backgammon starting position yet.Among these variants, we recognize the gammon and doubles rules.PrefaceConfucius said: "Are there not the games of Bo (Liubo) and Yi (Go) ? To play them would be better than doing nothing at all." Generally, for men who devote themselves to work, a day's labor in the fields is tiring; it is impossible not to rest through proper leisure in order to regenerate the mind, both mental and emotional. This is why Bo games are used. Although the names of the various Bo games differ, their intention to pass the time is the same. However, Yi (Go), Qi (Chess), and Xiangqi (Chinese Chess) are known to all families. Shuanglu, Dama (the "Game of Horses"), and Yezi (the "Game of Leaves/Cards") have evolved into models. This is not achieved through malicious intent. Shuanglu seems to be the closest to antiquity; it is called the "Elegant Game." If we examine the chronicles and accounts, we find four names for it:Woshuo (Seizing the Spears/Pawns), Changxing (Long March), Bōluósāixì (the Chinese transliteration of the Sanskrit prāsaka प्रासक, an ancient Indian dice game), and Shuanglu.It began in the Western Regions (Central Asia), spread under the Cao Wei, and flourished between the Liang, Chen, Wei, Qi, Sui, and Tang dynasties. Our Emperor Taizong celebrated it in poetry and took a personal interest in it in his imperial writings. Shuanglu has brilliant "horses"; over time, it has become increasingly esteemed. In the Central Plain (China), the game has become rare to see. Yet, in various regions, under different names, many know how to play it. When my father returned from the North, I carefully accompanied him; among the travelers in his entourage, I first heard of Northern Shuanglu. On my journey south to Zhenyang, I went to Panyu to observe, and there I heard of what is called Southern Shuanglu. I was secretly thinking to myself, "Of the games of the four wild borders, I now own two."East of Xuanyuan, some say there is no difference from the South. Only the Western Shuanglu is very distant, and it is difficult to obtain details about it. This gap should be left for later. Subsequently, I extracted facts from antiquity and examined the present, compiling everything recorded in various books to gather and write it down. All the rules concerning the board and the knights (pawns), as well as the measures for placing, entering, and removing the pieces, are clearly set forth here. This is called the "Shuanglu Manual." I remember when I was an assistant magistrate in Changzhou; travelers from the North often arrived and, boarding boats, played Shuanglu for days on end, even at night without stopping. They sent messengers to inquire about it. I thought about it many times, but I understood nothing. So, the Shuanglu [interest in] the game had almost died out. This book certainly cannot be exhaustive, but it contains the essentials, about eight or nine-tenths. By reading it, [those who read it] should understand for themselves (the meaning/the pleasure of the game).Northern Regional VariantsThe Northern Shuanglu 北雙陸 is played in 5 different ways described in chapter 2 of the Pushuang. Standard Shuanglu (or Kithan 契丹)To set up a game: two people, one with the white pieces and the other with the black (ink) pieces, each have fifteen "horses" (pieces). Two dice are used. Depending on the dice roll (the color), the horses are moved. White horses move from right to left; black horses move from left to right. Once all the horses have passed through the "gate," players are allowed to "remove" them according to the dice roll. For example, if the white horses have passed through the gate, a roll of 6 and 2 allows a player to remove one piece from the first square in the back left and one from the fifth square in the back left. The same applies to subsequent rolls. The player whose horses are all removed first scores one unit (or one point), or if, after removing all their pieces, the opponent has not yet removed any, they score double one unit (a "double" or "gammon").Dice are now called "shǎi shù" (color numbers).They are all called "reference points". For example, we say "Reference 5" or "Reference 6", that sort of thing.Gapped Shuanglu (Dajian 打間)Placing, moving, and removing horses are done in the same way as in standard Shuanglu. There are fifteen horses in total, but twelve horses return to a single side, compared two by two. If there is an empty path (space) without a horse between them, it is called a "gap" (Jian). A point (a token) is scored for each successful move, and the scoring continues without limit on the method used. If five paths contain pairs, but one path contains a single horse, then no point is scored. Persian Shuanglu (Huihui 回回)The arrangement and movement of the horses are generally similar to standard Shuanglu. However, when removing them from the board, the exact score (of the dice) is not taken into account; regardless of the number, two horses may be removed. Seven-Beam Shuanglu (七梁)Two horses side by side form a "Beam" (Liang). Fourteen horses move to one side and stand in pairs on seven paths, which is why it is called [the game of] Seven Beams.Each time you manage to form seven beams (seven pairs of pawns), you gain a point (a token).If we succeed again, we win again; otherwise, the rules are the same as for standard Shuanglu.Each time you move your horses to form seven beams side by side again, you win again. If there's a gap in the back beams, you move the horses again to form seven beams, and you win that too. If you finish moving your horses before your opponent has formed their seven beams, you win double your bet.If the seven beams have not yet been formed and the horses have not all returned, and a "high roll" (a large dice roll) is obtained, only the last beam from the back can be moved; this is called the "He-tou" (Burd's Head/Brown). Three bets are then lost without being able to move down.Three-Beam Shuanglu (or Han 漢).The horses are divided into three groups. Three dice are used to move horses according to the roll. Two or three horses can be moved together.It is also possible to move only one piece. At the end of the game, the pieces are removed using the usual method.Cantonese variantsThe Canton or Guangzhou Shuanglu 廣州雙陸 is played in 5 different ways described in chapter 3 of the Pushuang.Simple-Win Shuanglu (Luoying 啰赢)Two dice are used. The horses are moved according to the roll (the color). White horses move from right to left, black horses move from left to right. The inhabitants of Panyu (Canton) play it a lot. The southern barbarians (Nanfan) also use this method of movement on the board. The game's exit is identical to the standard style of the northern lands of Shuanglu.Fast Shuanglu (Xiàzān 下囋)Placing the horses and moving them off the board is done as in Simple-Win Shuanglu. Whenever you roll a double (double one, double two), you move the pieces together in groups of four. If the die roll is, for example, a double three, then all four horses advance three spaces, and you get an extra roll. The people of Panyu (Canton) play this game a lot. No-Hit Shuanglu (Budia 不打)Placing the horses and leaving the board is done using the usual method. Dice are not used. A person is chosen [hidden] in a dark place to announce the scores (chanting the colors), using the number seven as the base. The scores might be 2 and 5, 1 and 6, or 4 and 3. When passing over an [opponent's] piece, it is not struck; this is why it is called No-Hit Shuanglu. The inhabitants of Panyu know how to play it. Buddhist Shuanglu 佛Children in the Guangdong region (Canton) play this game. Each player uses twelve horses, and there is no initial setup (the board is empty at the start). The pieces are placed as the dice are rolled.Two horses are placed on each path (square). The game stops after placing all twelve horses on six paths. They are located at the first gate, the second gate, the third gate, the fourth gate, the "shoulder house," and the "six-headed house." The game does not extend beyond the six outer gates. Players are facing their opponent's horses, and it is no longer possible to attack (capture).If you roll a 1 and a 5, you place the horses on paths 1 and 5. For example, if paths 2 and 4 each have a pair of horses, and you roll a 2 and a 4, then you cannot place a horse. You must roll a different number to advance. Once all twelve horses have entered the board, you roll the dice to remove them.Three-Pile Shuanglu (Sandui 三堆)Two dice are used. The horses are placed in three positions (piles), as in the three-beam Shuanglu game of the Northern Lands. Moving the horses and leaving the board is done using the usual method. The inhabitants of Panyu (Canton) know how to play it. Southern Barbarian VariantsThe Southern Barbarian Shuanglu (the Nánfān) 南蕃雙陸 is played in 3 different ways described in chapter 4 of the Pushuang. Srivijayan Shuanglu (Sijiaba 四架八)People from Srivijaya (Sanfoqi) and Cambodia (Zhenla) play it. There are also experts in Panyu (Canton). Two dice are used.The movement of the horses and their exit from the board are identical to Luoying's Shuanglu. Only the arrangement of the pieces differs slightly. At the end of the game, three horses form a "house" (屋). The player who manages to form five houses wins what is called a "Zi-gou," which is worth two games (a double victory).Malabar Shuanglu (Nanpi 南皮)The people of Nanpi and Champa (Zhancheng) know how to play it. The layout is identical to Srivijayan Shuanglu. Advancement and exit are as usual. The dice are made of wood or horn; they are long and do not have an "Ace" (1) or a "Six" (6).Arabic Shuanglu (Dashi 大食)A rug is used as the game board, woven with a blue background and white paths. Three dice are used. The horses are divided into seven groups, called "horses," white on the right and black on the left. The "Eight Gates" can only be passed if a double is rolled. Four of the Eight Gates are passed through. If all fifteen horses reach the six outer gates without scattering, a point is scored. A double grants an additional roll as a reward. The same applies to a "Hun-hua" (identical rolls on all three dice)."Hun-hua" refers to combinations like a triple one or a triple two. If your pieces are played first, you win a small bet. If you have played all your pieces while your opponent has played none, you win a large bet. This is the same winning system as in the game of Go (Qi).Japanese ShuangluThe Japanese Shuanglu 日本双路 or the Shuanglu of the Eastern Barbarians (Dongyi Shuanglu 东夷双路), is described in Chapter 4 of the PushuangIn Japan, boards are made with a width of about one foot (chi), a length of one and a half feet, and a thickness of three inches (cun). The "paths" (squares) are engraved directly inside the board.Two dice are placed in a bamboo tube, shaken, and rolled onto the board. The score (the color) is used to move the horses.The horses are made of glass (liuli) in two colors, blue and white, similar to Go game pieces in China.The rule is that the first to bring all their horses to one place wins.The Japanese (Wo-ren) love this game immensely. Two people compete from morning till night without stopping, while the spectators nearby also spend the entire day without leaving.Standard game rulesShuanglu is generally limited to the number six. Its method consists of twelve squares (paths) to the left and right, called "Liang" (beams). Starting with Black, each player has fifteen pieces (knights). Five pieces are placed on the 6th beam (front right) and the 1st beam (back left). Two pieces are placed on the 6th beam (back right). Three pieces are placed on the 2nd beam (front left). White and Black face each other. Two dice are used, each dice moving according to its result (color/point). White pieces move from right to left, and black pieces from left to right. The sum of the two dice can be used to move a single piece, or two pieces can be moved separately. Pieces can be moved or stacked. Whenever a piece is alone, the opposing piece can capture it.Two pieces together form a "beam". Other pieces can then no longer attack or use the same path. Any piece that is captured must wait until an empty space is available in the entry zone and the die roll matches before it can enter (place the piece).This means, for example, that if the second beam is empty (if you roll two points on the dice), then you place the captured piece. As long as the piece that was hit hasn't been moved back down (returned to play), its other pieces cannot advance towards the last six beams. This is called "stacking the beams." When the stacks are full, if you hit an opponent's piece, you then group your own pieces on the five paths closest to the exit.Each time the last beam is opened, it becomes enemy territory. If you do not protect your pieces, they must all be moved and returned to the starting beam.Inside [the exit zone], with each throw, the points obtained are checked to remove two pieces. If the number is sufficient, they are removed; if it is insufficient, they cannot be removed.If the pieces are too few to move out, they are moved together to the bottom beam. Two pieces must always be held firmly together [to avoid being hit]; they must not be separated. Moving [carelessly] breaks the head (the defense is breached). The last six beams are called the "final beams." The first player to move all their pieces out is the winner. If you win while the other pieces have not yet returned to their final zone, or are there but none have yet moved out, you win a "double bet" (double chip). As for rewards and penalties, their levels depend solely on what has been agreed upon [between the players]; there is no fixed number.StrategiesThe last beam is called "Gai" (pronounced like "hai"). The first beam is called "Men" (the Gate). The "Gai-Men" area is the most crucial. Having two pieces reach "Gai" is called "Holding the Gai." Removing one is called "Breaking the Gai." If two pieces reach "Gate," it's called "Guarding the Gate." Removing one is called "Opening the Gate."The last six beams are called "Palace". The pieces [that are] returning to these beams are said to "Enter the Palace". This is what Di Renjie meant when he said, "In Shuanglu, you cannot win if the Palace is empty".When two pieces are together, they form a "Beam". A single passage cannot allow more than six pieces to pass through. If there are too many pieces on paths 5 and 6, it's called a "Heavy Head" to allow all fifteen pieces to pass through the Gate and exit. This is because rolling a 5 or a 6 is a "High Score" that doesn't happen often. If you roll a 2 or a 3, you cannot reach the higher positions.The "dry" (isolated) pawns must be moved downwards from the head beam to "lighten the head". This is how they come out easily.In Southern Shuanglu, moving out from the beginning is called "Opening the Foot." Two pawns together are called "Making Home." It is also called "One-Gate Home." The first path is the 1st Gate, the second path is the 2nd Gate, the third path is the 3rd, the fourth path is called the "Fourth Gate," the fifth path is called the "Gai House," and the sixth path is called the "Six Heads House." Collectively, these are called the "Six Inner Gates." The next six paths are called the "Six Outer Gates." The first path after these is also called the "Six Heads." Once a pawn has moved out and then re-entered, it is said to "fall." Two pawns together are said to be "bound." (Note: If a piece on the 4th path moves forward one space, it is said to "move up"; if it moves out on its own, it is said to "capture" the piece. Grouping ten pieces in one place is also possible among Southerners during a game.)If, in a game, the signs of defeat are already visible, then one frequently strikes [the opponent] without allowing them to form "houses" (anchor points); this is called "breaking the union". (Note: This amounts to saying that one reverses the game).In Srivijaya, Java and Champa, it is called "Zhi-cui". In Cambodia (Zhenla), it is called "Kousha".OriginsRegarding Shuanglu, both Liu Cun and Feng Jian state that Cao Zhi (of the Wei dynasty) was the first to create it. However, an examination of the Northern History (Bei Shi) indicates that it was the king of the Hu (barbarians), whose brother created this "pointed beam game," that recently entered China. Other research (Zhu) asserts that Shuanglu originated in Tianzhu (India).Its name is Bōluósài-xì. Thus, this game existed abroad for a very long time before spreading to central China, so the idea that Cao Zhi started it is a misinterpretation. (Note: Zhou Wangji's collection mentions that the terms "color" and "King Cao's game" refer to this.)Gameboard and playing piecesThe North Shuanglu plateau resembles half of a Go board, but longer. Both gates and all twenty-four roads are engraved.They are inlaid with ivory. Catalpa wood from the Bohai Sea is used to make them heavy; thus, they do not need to be lacquered, and dust or dirt cannot damage them. Some are decorated with mosaics of colored stones supported by wood. Light wood is used for white pawns, and ebony for black pawns. The wealthy use rhinoceros horn or ivory. The base of the pawns is round and flat, tapering towards the top. They are three inches and two fen long. The top diameter is four fen, the bottom diameter one inch and one fen. They are roughly similar to those that families use today as laundry beaters.The people of Panyu (Canton) use a board for a game, drawing the roads in black and lacquering them, or they draw the squares on the ground. They use boxwood for the white pieces and bixun wood for the black pieces. The base is short, like a cut persimmon, and the shape resembles a pagoda (stupa).In Srivijaya, Java, Champa, and Cambodia (Zhenla), in the south, rosewood (Huali) is used for the game board. The paths are carved with a knife. The board is often placed directly on the ground on a mat. Barbarian kings had copper springs installed under the board, like sounding plates. Thus, when the pieces are moved, it produces a melodious metallic clicking sound.This serves as entertainment. Ivory is used for the white pieces and ebony (black plum wood) for the black ones, or sometimes ivory dyed red for the black pieces.In the land of the Arabs (Dashi), woven carpets are used as game boards. The black and white pieces are similar to those in other countries.DiceIn Srivijaya, Java, Cambodia and among the Arabs, wood is used to make six-sided dice.In Nanpi (Malabar) and Champa they are made of ebony or horn. They measure about two inches long and do not have "one" or "six" faces.In Srivijaya, Java, in Champa, dice are called Huchan. One is called "Sa", two is called "Tuda", three is called "Dijia", four is called "An", five is called "Banzi", six is called "Nan".In Cambodia (Zhenla), for dice, one is called "Weitu" or "Me", two is called "Meipi", three is called "Lin", four is called "Bulinpi", five is called "Jia", six is called "Xin".Among the Arabs, one is called "Yi", two is called "Tuda", three is called "Yada", four is called "Chazhe", five is called "Banda", six is called "Shida".Wagering and competitionNortherners wager gold, silver, slaves, sheep, or horses. (Note: Captured men and women or ransomed poor people are what Liu's people call slaves.)Elsewhere, the game is played for a cup of wine; victory or defeat doesn't depend on the number of rounds, but a limit of fifteen tokens is generally set. The first to reach this limit wins. Sometimes the limit is set at ten tokens, or seven or eight, depending on what is agreed upon at the beginning of the game. If a player is much stronger, they are given a handicap of one, three, or four tokens.There is also the "Minggui" rule: before even rolling the dice, the "leading black token" is moved to the third beam. This is called "drawing the third beam," and it allows you to roll the dice first.The people of Panyu (Canton) bet from one hundred to two or three hundred coins. A set of three parts is agreed upon for a bet of up to ten coins. The poorest bet a few silver coins, the richest up to several tens of ounces of gold.A handicap of one pawn, or an advance of one point (one point equals one square) up to six points, or even the first roll of the dice can be granted.In Srivijaya and Java, in Champa, Cambodia, and Nanpi, gold, silver, or thousands of coins are used. Sets of three or five rounds are generally played.Among the Arabs (Dashi), gold coins from their own country are used for betting; the inscriptions on the faces of their coins are pictograms (象形).NomenclaturePeople from the North, to say "playing Shuanglu", say "hitting the double board" (Da Shuangpan), or "double board horses", or "double horses".In Panyu, they say "to strike the double lu". They also say "Shuanglu board", "Shuanglu board pieces" or "Shuanglu son".In Srivijaya and Java in Champa, playing Shuanglu is called Ba-seng, the board is called Ba-ban, the pieces are called Gu-cha, and a game is called Sa.In Cambodia (Zhenla), playing Shuanglu is called Chu-di, the board is called Ge, the pieces are called Sai, and a game is called Mei.Among the Arabs (Dashi), playing Shuanglu is called Ba-duo, the board is called Tan (carpet), the pieces are called Wo, and a game is called Yi.Miscellaneous notesNorthern Shuanglu has five variants: Standard Shuanglu, Three-Beam, Seven-Beam, Dajian, and Huihui.The standard Shuanglu is mastered by most people in the North. As for the "Three-Beam" version, only about one player in ten is capable of excelling at it.The Dajian variants are grouped under the term "gapped games."In teahouses in the Yan region (Beijing), numerous boards are often set up, sometimes five or six, and even more than ten. Players pay a fee to rent the board, just as Go (Qi) sets are made available in inns in central China. Thus, the Han and Khitan (Liao) families set up game boards. When they travel, they even order their servants to carry the equipment for them so that they can throw the dice [anywhere] in a "Habo" (Note: Habo refers to a box or a leather case). In Panyu (Canton), there are five names for the Shuanglu: the Xiazan, the Sandui (Three piles), the Luoying, the Budia (No-Hit) and the Buddhist Shuanglu.Xiazan and Sandui are difficult, while Luoying and Budia are easy. Buddhist Shuanglu is reserved for young children. Generally speaking, even common people and low-ranking servants are proficient in this game. As for scholars and high-ranking officials, they do not play it as much. In the four prefectures of Duankang and Lianhui, one can also find very good players.In the South, among the barbarians, there are three names: Sijiaba, Nanpi, and Dashi (Arabic). Only Sijiaba is mastered by the people of Panyu.
In Lodovico Zdekauer's 'Il gioco d'azzardo nel Medioevo italiano' (Gambling in Medieval Italy), we learn that the game 'Tutte Tavole' is mentioned in a court record from 1267.Among the acts of the magistrate of San Gimignano in Tuscany, Messer Coppo, preserved in the State Archives of Florence, there is an entry dated Friday, February 8, 1267: the transcript of a gambling dispute between a physician, Master Amato, and a man named Bianco Guidi.The two had been playing 'tutte tavole', a game considered lawful at the time. Each player had wagered two pennies, placing the sum in the hands of a third party, one Parisino, with the agreement that he would pay the winner.Master Amato won. Bianco, however, by tricking Parisino into believing he was the winner, made off with both players' stakes. Master Amato then sued for the total winnings.Even though ancient Roman law limited bets to a single penny, the case was ultimately judged according to customary law.
Commissioned by Alfonso X the Wise, 'Libro de Ajedrez, Dados y Tablas de Alfonso X el Sabio' (The Book of Chess, Dice and Tables) was completed in 1283 by the School of Translators of Seville. This work is kept today in the library of the monastery of San Lorenzo de El Escorial near Madrid. LIBRO DE LAS TABLAS - folio 78REste iuego llaman todas tablas.
Otro iuego a y que llaman todas tablas por que se entabla derramadamientre en todas las quatro q[u]a`dras del tablero. E en las dos quadras que son derecho la una dela otra; ponen en la una en el seys cinco tablas de una color. & dessa misma ponen dos al as en la otra quadra que esta en derecho della & en misma quadra contralla ponen otrossi las tablas como e[n] esta q[ue] auemos dicha. E en las ot[r]a`s dos quadras que son cabo dessas en la casa dell as ponen cinco tablas dela color que pusieron las otras cinco en la casa del seys. E en las` del cinco ponen tres tablas en cadauna dessas colores. E iuegan-se assi. el que ouiere la mano iogara a qual parte quisiere trayendo dos tablas dell as contra la casa del seys o tienen las cinco tablas. Pero si algunas tablas se tomare[n]; an las de tornar a la quadra do estan las dos tablas en ell as. E dalli leuar las ala quadra do estan las ci[n]co tablas en la casa del seys. & de[n]de leuar las. E este iuego se iuega con dos dados.This game is called Todas TablasThere is another game that is called Todas Tablas because it extends over the totality of the 4 quadrants of the board. On the 2 quadrants which face each other: put on the first one, on 6-point, 5 pawns of a colour. And, of that same color, put 2 pawns on 1-point of the other quadrant that is in front of the precedent, put along the same quadrant the other pawns as it was said previously. On the 2 other quadrants which are at the end, on 1-point, put 5 pawns of the colour of the 5 others whom are placed on the 6-point. And on the 5-point, put 3 pawns of each of the colours. And played like this: the one who has the hand bring 2 pawns of his choice to the 6-point where are 5 pawns. But if pawns are taken, they should return on the quadrant where 2 pawns are on the 1-point. And bear off pawns placed on the quadrant where 5 pawns are on the 6-pont. There bears off. This game is played with 2 dice.

Modern Era
In the Accounts of the Lord High Treasurer of Scotland (1508), we learn that King James IV of Scotland used to play at Irish... by betting a few shillings. Notably on February 21, 24, 25 and 28 as well as March 2 and 17 1508.Item, the xxj day of Februar, to the King to play at the Irisch gaymyn with the Lord Ros of Halkhed, ... xlvij s.
Item, to Donald of the Ilis, ... xxviij s.
...
Item, the xxiiij day of Februar, to ane boy to pas to Edinburgh to the Thesaurar with the Kingis writingis, ... ij s.
Item, to Doctour Cadiou, ... xxviij s.
Item, to the pure folkis at the port of Strivelin, ... xvj d.
Item, for threid to mak the graith to fyre gunnis with, ... vj s.
Item, for iiij pycharis to quinta essencia, ... v s.
Item, that samyn nycht at evin, to the King to play at the Irisch gammyn, ... xlij s.
Item, the xxv day of Februar, for ane irn ladill to mak gwn powdir with, ... v s.
Item, that nycht at evin, to the King to play at the Irisch gamyn with Lord Ros of Halkhed, ... vij II.
...
Item, the xxviij day of Februar, to the King to play at the cartis and at the Irisch gammyn, ... v li. xij s.
...
Item, the secund day of March, in Strivelin, to John Mosman to pas to Edinburgh, ... xxviij s.
Item, to the cultellar of Strivelin for ane knyf to the King, ... vij s.
Item, to the Beschop of Dunblanes man brocht tua quyk crannis to the King, ... vij s.
Item, to the King he playit at the Irisch gammyn with the Erie of Ergile eftir none, ... xxix s.
Item, to Mawnis boy, ... xiiij d.
Item, that samyn nycht, to the King to play eftir soupir at the Irisch game with the Abbot of Tungland, ... xlij s.
Item, that samyn nycht, to the King quhilk he tynt with Thomas Bosuell, .... xlij s.
Item, to Thomas Peirson, gunnar, to by him butis, ... vij s.
...
Item, the xvij day of March, to Johne Rollok, ... xiiij s.
Item, to Robert Douglas, x Franch crounis ; summa vij II.
Item, to the King himself in his aun purs, xx Franch crounis ; summa ..... xiiij II.
Item, to Bynnyng the Secretaris cheld, ... xiiij s.
Item, to the pur folkis at the ward zet of Strivelin, ... v s.
Item, that nycht, to the King to play at the Irisch gamyn with Patrik Sincular, ... xiiij s.
In Pantagrueline Prognostication (1532), François Rabelais presented a parody of the almanacs, astrological predictions that exercised a growing hold on the Renaissance mind.Chapter VI : De l'estat d'aulcuns pays
Angleterre, Escosse, les Estrelins seront assez mauvais Pantagruelistes. Autant sain leur seroit le vin que la bière, pourveu qu'il soit bon & friant. A toutes tables leur espoir sera en l'arrière ieu. Sainct Treignan Descosse fera de miracles tant & plus. Mais des chandelles qu'on luy portera, il ne verra goutte plus clair, si Aries ascendant de sa busche ne trebusche, & n'est de sa corne escorné.Chapter VI : Of the Condition of some CountriesThe English and the Scots will make rather poor Pantagruelists. Wine would be as wholesome to them as beer, provided it be good and full of flavor. At Toutes Tables, they will place their hope in the back game. Saint Treignan of Scotland will then work miracles in great numbers. Yet of the candles offered to him, he will see no clearer, unless Aries, rising from his log, should stumble, and his horn be chipped.
In the Familiar Letters (Volume 2, published in 1647), a letter by James Howell dated 1635 mentions backgammon.Volume 2 - LXVIIITo Master G. Stone.SIR,Heartily rejoyce with the rest of your frends, that you are safely return’d from your Travells, specially that you have made so good returns of the time of your Travell ; being as I understand, come home fraighted with observations and languages; your Father tells me tha the finds you are so wedded to the Italian & French, that you utterly neglect the Latine tongue, That’s not well, though you have learnt to play at Baggammon, you must not forget Irish, which is a more serious and solid game; but I know you are so discreet in the course and method of your studies, that you will make the daughters to wait upon their mother, & love stil your old frend : To truck the Latine for any other vulgar Language, is but an ill barter, it is as bad as that which Glaucus made with Diomedes when he parted with his golden Armes for brazen ones ; the procede of this exchange wil come far short of any Gentlemans expections, though haply it may prove advantagious to a Merchant, to whom common Languages are more usefull. I am big with desire to meet you, and to mingle a days discours with you, if not two, how you escap’d the claws of the inquisition, wherunto I understand you wer like to fall, and of other Traverses of your Peregrination : Farewell my precious Stone, and beleeve it, the least grain of those high respects you please to professe unto me, is not lost, but answer’d with so many Caratts : So I rest,Westm.30 Novem. Your most affectionate1635. Servitor,J. H.

Contemporary Era
Grosvenor Nicholas provides in his book 'Modern Backgammon' (1928) the rules of modern backgammon.This manual describes for the first time the doubling rule as it was played in American clubs. The doubling cube is not mentioned (it will be described by Ralph A. Bond in 1930) and doubling is done orally.A Time article of Monday, May. 05, 1930 said: "An authority on backgammon is Grosvenor Nicholas, Manhattan clubman, retired wine importer. Last week his book, issued in 1928 when nobody cared, enjoyed high sales".
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