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:
Down the outer edge of the board
Around the turn at the bottom
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:
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:
A great leap up the centre column
A long slide back to the outer edge
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.