Senet
Senet is one of the oldest board games known, played in Egypt from around
3100 BCE. Its rules were never written down — everybody already knew them — so
what follows is the modern reconstruction from tomb paintings, religious texts
and recovered boards, in the tradition of Timothy Kendall and R. C. Bell.
Over the centuries the game turned from a pastime into an image of the soul's
journey through the Duat, the underworld, to reach the afterlife. The five
named houses at the end of the track are that journey's last trials.
Objective
Be the first to walk all five of your pieces along the track and off the far
end of the board.
The board
Thirty squares in three rows of ten. Pieces travel the whole board as one
continuous inverted S:
1.
Top row, squares 1–10, left to right.
2.
Middle row, squares 11–20, right to left.
3.
Bottom row, squares 21–30, left to right.
Square numbers are printed in the corner of every square, so the path is
always readable on the board.
Players and setup
Two players, five pieces each.
•
Cones (red) start on the odd squares: 1, 3, 5, 7, 9.
•
Spools (blue) start on the even squares: 2, 4, 6, 8, 10.
Cones move first.
The casting sticks
Egyptians threw four flat-sided sticks rather than dice. Each stick has one
flat face and one rounded face. Your throw is the number of flat faces
showing — except that when no flat face shows at all, the throw is 6.
A throw of 5 is impossible. A throw of 1, 4 or 6 earns you another throw
after you have used the current one.
Tap the sticks in the tray to throw them, then tap the piece you want to move
and the square it should land on.
Moving
A throw must be used if it legally can be, and it moves exactly one piece.
•
You must move forward if any forward move is legal.
•
If no forward move is legal, you must move a piece backward by the
throw instead.
•
If neither is possible the throw is dead: press Pass to forfeit it. You
still get your extra throw if you threw a 1, 4 or 6.
Swapping
Two pieces never share a square. If you land on a square held by a single
enemy piece, you take the square and that piece is bumped back to the square
you just left.
Defending
Two or more of a player's pieces on adjacent squares defend each other.
A defended piece cannot be landed on or swapped.
Blockades
Three of a player's pieces on consecutive squares form a blockade. Your
opponent can neither land on those squares nor move a piece past them.
The named houses
The last stretch of the bottom row is the dangerous part of the journey.
Where a drowned piece comes back. Otherwise an ordinary square.
Mandatory stop — see below.
Any piece stopping here drowns and is sent back to 15.
Leaves the board only on a throw of exactly 3.
Leaves the board only on a throw of exactly 2.
Leaves the board only on a throw of exactly 1.
House of Beauty (26). Every piece must land on square 26 before it may go
any further. A piece short of 26 whose throw would carry it past 26 cannot
move at all. Once a piece has stopped on 26 it continues normally.
House of Water (27). A piece that stops here — moving forward or
backward — drowns and returns to square 15, the House of Rebirth. If square 15
is already occupied, the piece goes back to the lowest-numbered free square on
the board instead.
Leaving the board (28, 29, 30). All three exit rules are the same rule: a
piece leaves the board by landing exactly one square past 30. That takes a 3
from square 28, a 2 from 29, and a 1 from 30. A throw that would overshoot
cannot be used by that piece.
Winning
The first player to bring all five pieces off the board wins.