Gameweave

Hounds and Jackals

Also known as The Game of 58 Holes, this is one of the oldest board games we know of — it was played in Egypt during the Middle Kingdom, around 2000 BCE, and sets have been found from the Nile to Mesopotamia. The surviving boards are carved from wood, ivory, and faience, shaped like a shield, an axe-head, or a violin, and the pegs are topped with the carved heads of hounds and jackals.
No rulebook survived. These rules are the standard modern reconstruction, based on the boards themselves — the two tracks, the linked holes, and the holes marked with the nefer sign.

Objective

A pure race. Get all five of your pegs from your kennel to hole 29, the Shen — the hieroglyph of a rope tied in an endless loop, meaning eternity. The first player to retire all five pegs into the Shen wins.
Each player runs a separate track of 29 holes (58 holes in total, which is where the game's other name comes from). Because the tracks never touch, there is no capturing: you race the board and the sticks, not your opponent's pegs.

Setup

•
The Hounds take the left track, the Jackals the right.
•
All five of your pegs begin in your kennel, at the top outer corner of your track — off the board proper.
•
The four casting sticks sit in the tray beside the board.

The board

Your track runs from the top outer corner of the shield:
Holes
Where they run
1–13
Down the outer edge of the board
14–15
Around the turn at the bottom
16–29
Straight up the middle of the board to the Shen

Casting the sticks

The Egyptians used throwing sticks and knucklebones rather than cubic dice. Four two-sided sticks are thrown at once, and what you count is the number of marked faces showing:
Marked faces showing
You move
Then
1
1 hole
Throw again
2
2 holes
—
3
3 holes
—
4
4 holes
—
0 (all blank)
5 holes
Throw again
Press Cast the sticks to throw. The number you rolled is shown beside the tray.

Moving

Each turn you throw once and then move one peg by exactly that many holes.
•
Entering a peg. A peg leaves the kennel only on a throw of 1, and lands on hole 1. You cannot walk a peg out of the kennel with any other throw.
•
One peg per hole. You may never finish a move on a hole your own peg already occupies. If a throw has no legal move for any of your pegs, press No move — pass and your turn ends.
•
The Shen is the exception: it holds any number of your pegs, since a peg that reaches it is retired.
To move, press the hole holding the peg you want to advance, then press the hole it will come to rest on. The board highlights both, and the destination it shows is where the peg actually ends up — links already followed.
Read the panel, not the track. After every throw, the panel lists each move the throw allows as "hole 1 to 20". That matters because a link can send a peg to the far side of the board: a peg on hole 1 throwing a 5 lands on hole 6 and is carried up to hole 20, which is on the centre column, nowhere near where the peg started. When that happens the panel says so.

The links

Four holes on each track are joined in pairs by lines carved across the board. They work exactly like the chutes and ladders of the modern game, and they fire when you land on the hole:
Land on
You go to
Effect
6
20
A great leap up the centre column
8
10
A short hop forward
20
6
A long slide back to the outer edge
10
8
A short slide back
A hole's rim tells you which it is: gold holes send you forward, carnelian red holes send you back.
A link fires only once. Riding the link from 6 up to 20 does not then send you back down to 6 — you arrived by the link, not by landing on it. The same is true in reverse.

The nefer holes

Holes 15, 25, 28, and 29 are marked with the nefer hieroglyph, which means "good" or "beautiful". Come to rest on one and you throw again. Together with throws of 1 and 5, this is what gives the game its long, swinging turns.

Reaching the Shen

You must throw the exact number to enter hole 29. A peg on hole 27 needs a 3 and nothing else; a 4 or a 5 cannot be used by that peg, though you may be able to move another one instead. A peg that reaches the Shen is retired and never moves again.

Winning

The first player to retire all five pegs into the Shen wins the race into eternity.

Notes on this version

1.
Who goes first is not settled by a throw-off; it alternates between games instead. The Hounds begin the first game, the Jackals the next, and so on.
2.
The link map is the common reconstruction (6↔20 and 8↔10). Surviving boards vary in which holes are joined, and a few have no lines at all.
3.
The nefer holes are 15, 25, 28, and 29 here. Boards differ; some mark only the last few holes of the centre column.