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Board Game · Race Game

Play the Royal Game of Ur Online — Free, 2 Player

Seven pieces, four dice and twenty squares — the oldest board game whose rules we can still read, written down on a clay tablet and dug back out in the 1980s.

This is the oldest board game whose rules we can still read. The boards are 4,600 years old; the rules survived separately, on a clay tablet, and were put back together in the 1980s. What came out is not a curiosity — it is a fast, mean little race game where the middle of the board is a knife fight.

How to play the Royal Game of Ur

Seven pieces each. Walk them all down your path and off the far end. First to get all seven home wins.

The board and the two paths

The twenty-square Ur board in three rows of eight with the middle four of the outer rows missing. A yellow line traces light's fourteen-square path and a blue line traces dark's mirrored path; both run through the shared middle row.
Fourteen squares each. The outer rows are private; the middle eight are the only ground the two sides share.

Twenty squares in three rows. Your path runs four squares along your own row, eight along the shared middle, then two more of your own before the exit. Your own rows are completely safe — nothing can touch you there. Everything that happens in this game happens in the middle eight.

The dice, and why they are not a six

A bar chart of throw frequencies for the four Ur dice: 1/16 for a throw of 0, 4/16 for 1, 6/16 for 2, 4/16 for 3 and 1/16 for 4, with measured values from 200,000 throws marked on each bar.
Four coin flips, not a die. A 2 is six times as likely as a 4 — and a throw of nothing, which costs you the turn, arrives once every sixteen throws.

Four tetrahedral dice, two marked corners on each. Your throw is how many marks land upwards, so 0 to 4, and the odds are 1 : 4 : 6 : 4 : 1 out of sixteen. The average throw is exactly 2.

That shape matters more than the average. A four is rare — you cannot plan around one. A zero costs your whole turn and turns up once every sixteen throws. And because most throws are 2, distances of two are the ones you should be counting.

Rosettes and captures

  • Any rosette gives you another throw. That is worth more than it sounds: a rosette effectively doubles a move, and a lucky chain of them can carry a piece halfway down the board in one turn.
  • The centre rosette is also safe. A piece there cannot be captured at all.
  • Land on an enemy piece in the middle row and it goes back to the start — all the way, to walk the whole path again.
  • Bearing off needs an exact throw. One more than the last square, not more.

Royal Game of Ur strategy

Where pieces actually get taken

The Ur board with the eight shared middle squares shaded from brown to red by how often captures happen there. The second shared square shows 24 per cent, the last shows 20 per cent, and the centre rosette shows 0 per cent.
98,319 captures over 2,500 games between two strong opponents. The centre rosette's nought is not a rounding — nothing can be taken there at all.

We counted every capture across 2,500 games and put them on the board. The result is not evenly spread at all:

Shared square1st2nd3rd4th (rosette)5th6th7th8th
Share of all captures9 %24 %16 %0 %9 %10 %12 %20 %

Two squares hold nearly half of everything. The second shared square is the single most dangerous place on the board — a quarter of all captures happen there, because every enemy piece still sitting safely on its own row can reach it. The last shared square is the second worst at 20 %, which is the cruel one: that is the square you stop on just before you escape into your own row and safety.

The practical lesson is short. Do not stop on the way in, and do not dawdle on the way out. If a throw gives you a choice between those two squares and anything else, take anything else.

The centre rosette is worth the fight

It gives an extra throw and it cannot be attacked. That combination makes it the one square both sides want, and the one place where a piece can sit indefinitely while you sort out the rest of the board. Our measurement puts the value beyond argument: every other shared square collects captures, and that one collects none.

Is it luck or skill?

We measured that too, because "some of both" is not an answer. Every pairing below is 800 games with the sides swapped halfway:

beats randombeats easybeats medium
Easy — sees only the race61 %
Medium — sees everything, judges loosely78 %84 %
Hard — sees everything93 %95 %67 %

So judgement decides most games. But look at the top-right number from the other side: the strongest play we have still loses one game in fourteen to an opponent choosing moves at random. With these dice that is not a flaw to fix. It is the game.

The three levels differ in what they weigh, not how far ahead they look. Easy sees only the race — how far along, how many home — and is blind to capture and safety. That is not an artificial handicap; it is exactly the view of somebody who has not yet noticed the middle row is dangerous. It is also, measurably, a terrible way to play: a full judgement with heavy slack beats it 84 % of the time.

Does going first help?

Barely. Two identical opponents, thousands of games:

LevelLight (throws first) wins
random moves51.3 %
easy48.5 %
medium48.9 %
hard50.0 %

Fifty per cent, to one decimal place, at the level that plays best. For a race game where one side throws first, that is a remarkably clean balance — and it is a quiet argument that the reconstruction we are all playing is a sound one.

Where the rules come from

The boards came first. Leonard Woolley dug five of them out of the Royal Cemetery at Ur in the 1920s, dating to around 2600 BC — beautiful things, shell and lapis and red limestone. Nobody knew how they were used.

The rules came from somewhere else entirely: a clay tablet written about 177 BC by a Babylonian scribe named Itti-Marduk-balāṭu, more than two thousand years after the boards were buried. Irving Finkel of the British Museum recognised what it described and worked the game back out in the 1980s.

That gap is the whole point. Almost every ancient game we know is a board with guesses attached. This one has a rulebook.

If you like this one

  • Senet — the Egyptian race game, the other one where the rules had to be reconstructed, and where the throw also comes from sticks rather than a die
  • Ludo and Pachisi — the same race shape four thousand years later, with the same argument about the safe squares
  • Alquerque — also Mesopotamian, also very old, and the ancestor of draughts

There is more on how old these games really are in the oldest board game in the world, and a direct comparison in Senet and the Royal Game of Ur.

Which board game came first?

Ur has as good a claim as any and a better one than most. When was the first board game invented? lays out the candidates and the evidence for each, and is careful about the difference between the oldest board found and the oldest game known.

Frequently asked questions

+ How do you play the Royal Game of Ur?

Each side has seven pieces and must walk all seven along its own fourteen-square path and off the far end. You throw four dice — each one a coin flip — and move a single piece exactly that many squares. Landing on a rosette gives you another throw. Landing on an enemy piece in the shared middle row sends it back to the start, except on the centre rosette, where nothing can be taken. A piece leaves the board only on an exact throw. First to bear off all seven wins.

+ How old is the Royal Game of Ur?

The boards found by Leonard Woolley in the Royal Cemetery at Ur date to about 2600 BC, which makes the game roughly 4,600 years old. What is remarkable is not the age but that we can still play it: the rules survived on a Babylonian clay tablet written around 177 BC by a scribe named Itti-Marduk-balāṭu, and Irving Finkel of the British Museum worked them out in the 1980s. Almost no other game of that age can be played at all.

+ What do the rosettes do?

All five give you another throw, which is what makes them worth aiming at — a rosette effectively doubles a move. The centre rosette does something more: a piece standing there cannot be captured at all. Our own measurement shows how much that matters. Across 98,319 captures in games between two strong opponents, that square accounted for exactly none.

+ Is the Royal Game of Ur luck or skill?

Both, and we measured the mix. Our strongest level beats a player choosing at random in 93.1% of games, so judgement clearly decides most of them. But it still loses roughly one game in fourteen to pure chance, and no amount of thinking prevents that — with four dice, a run of high throws beats good play. It is a game where the better player usually wins and never always wins.

+ Does going first help?

Almost not at all, which is unusual for a race game. Over thousands of games between two identical opponents, light — who throws first — won 50.0% at our strongest level, and between 48.5% and 51.3% at every other level we tried. Whatever advantage the first throw gives is cancelled by something else on the board.

+ How many squares is the path?

Fourteen for each side: four along your own row, eight down the shared middle, then two more of your own. Only those middle eight are shared, which is why the outer rows are completely safe and the middle is where the game is decided.

+ What are the dice?

Four tetrahedral dice with two of the four corners marked on each. Your throw is the number of marked corners pointing up, so 0 to 4 — four coin flips. That makes 2 six times as likely as 0 or 4, and it makes a throw of zero, which loses your turn, come up once in every sixteen throws.

+ Can I play the Royal Game of Ur with a friend online?

Yes. Choose 'With a friend online' beside the board and press Open a table. You get a four-character code; send it over, they type it in and press Join. There is a chat window built in, and neither of you needs an account or a download. The server throws the dice, so both of you always see the same throw.

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