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Play Yut Nori Online — Free Korean New Year Game

Four sticks, four horses and a square board with two diagonals. The long way round is 21 steps and the short way is 12 — and hitting the shortcut is most of the game.

Four sticks, four horses, and a square with two diagonals across it. The rules take a minute. What takes longer is noticing that the whole game is a fight over three particular squares — because stopping on them cuts the board nearly in half.

How to play Yut Nori

Race all four of your horses round the board and off the far side. First one home with all four wins.

The sticks, and why nothing is the best throw

A bar chart of the five Yut throws: Mo with no flats up moves 5 and comes up once in sixteen, Do with one flat moves 1, Gae with two flats moves 2 and is the commonest at six in sixteen, Geol with three flats moves 3, and Yut with four flats moves 4 and comes up once in sixteen. Mo and Yut are marked throw again.
Four coin flips. The two throws that earn another throw are also the two rarest — which is why a turn carries further than a throw does.

Throw all four sticks and count the flat sides landing upwards. The names do not run in order, and that catches everyone out the first time: no flats at all is the best throw, not the worst.

Flats upNameMoveAnother throw?
0Mo (모)5yes
1Do (도)1no
2Gae (개)2no
3Geol (걸)3no
4Yut (윷)4yes

That extra throw matters more than it looks. A single throw advances 2.31 steps on average. A whole turn advances 2.64, because Mo and Yut hand the sticks straight back — and so does a capture.

The shortcut is the game

Four copies of the Yut Nori board side by side, each with one route traced: all the way round at 21 steps, cutting at the first corner at 17, cutting at the second corner at 17, and first corner then centre at 12 steps.
The four routes, traced from the engine itself. Nine steps between the longest and the shortest.

Stop exactly on a corner and your horse takes the diagonal across the middle. Pass over the corner and nothing happens. That single condition produces four routes of very different length:

RouteSteps
all the way round21
stop on the first corner17
stop on the second corner17
first corner, then stop on the centre12

Nine steps of difference, decided by whether a throw happens to end on one particular station. This is why a Mo on the opening throw is worth cheering about: five steps lands a horse exactly on the first corner.

Capturing and joining up

  • Land on an enemy horse and it goes back to the start to walk the whole way again — and you throw again.
  • Land on your own and the two join up, moving together from then on. Efficient, and a standing invitation: one capture sends the entire group home.

Yut Nori strategy

The measurements say what strong play does differently, and it is not subtle. Over games between two equal opponents:

shortcuts taken per gamehorses captured per game
random moves6.66.3
easy11.38.5
hard10.05.0

Two things stand out. Strong play takes about half again as many shortcuts as random play — it steers for the corners rather than simply moving whatever is furthest along. And it loses far fewer horses: five per game against easy's eight and a half, because it can see where the opponent's next throw could reach.

The easy level takes the most shortcuts of all, which is not a mistake in the measurement — it is what the level is. Easy judges the race and nothing else, so it chases the short route regardless of what is standing behind it. Then it gets eaten.

Is Yut Nori luck or skill?

Both, and rather more luck than its cousins. Every pairing below is 1,000 games with the sides swapped halfway:

beats randombeats easybeats medium
Easy — judges the race only75 %
Medium — judges everything, loosely80 %63 %
Hard — judges everything88 %76 %66 %

Compare that top figure with the same measurement on the Royal Game of Ur, where the strongest level reaches 93 %. Yut Nori is the more chance-driven of the two, and the reason is exactly the shortcut: it depends on hitting an exact number, and no amount of judgement makes a Mo arrive when you need one.

Does going first help?

Barely — and pinning that down took some care. A first run over 1,000 games gave 52.1 %, which looked like a real advantage. It was mostly noise. Over 12,000 games between two strong opponents:

First player wins51.04 %
Standard error± 0.46 points
95 % interval50.15 % to 51.94 %

So the edge is real — it clears 50 % by more than two standard errors — but it is worth about one game in a hundred. Worth mentioning, not worth worrying about.

Seollal: the game people actually play

Yut Nori is the game of Seollal, Korean Lunar New Year. It is played on the floor, in families, with the sticks thrown high enough to make a noise when they land — traditionally onto a mat, so the throw is genuinely random and everybody can see it.

Games of this kind are described in Chinese records of the third century, and what makes Yut Nori unusual among ancient games is not its age but its continuity. Senet and the Royal Game of Ur had to be reconstructed by scholars from boards and fragments. Nobody had to reconstruct Yut Nori. It never stopped.

If you like this one

  • The Royal Game of Ur — four binary dice, the same 1 : 4 : 6 : 4 : 1 odds, and rosettes that give another throw
  • Senet — the Egyptian race, thrown with sticks rather than dice, where landing on a lone enemy swaps places instead of sending it home
  • Ludo and Pachisi — the race game that reached the rest of the world, with the same argument about safe squares

There is more on how far back this family goes in the oldest board game in the world, and the rest of the holiday — jegichagi, tuho, gonggi and Go-Stop — is in what Korea plays at Lunar New Year, along with what a Mo on the opening throw is actually worth.

Frequently asked questions

+ How do you play Yut Nori?

Each side has four horses and must walk them all round the board and off. You throw four sticks and count the flat sides landing up — that is how far you move one horse. Stop exactly on a corner and your horse cuts across the middle instead of going round. Land on an enemy horse and it goes back to the start, and you throw again. Land on your own and the two join up and move together from then on. First side to bring all four home wins.

+ What are the yut sticks?

Four sticks, rounded on one side and flat on the other. You throw all four and count the flat sides landing upwards. The names do not run in order and this catches everybody out: no flats at all is Mo and moves five, one flat is Do and moves one, two is Gae, three is Geol, and all four flats is Yut and moves four. Mo and Yut both earn you another throw, and they are the two rarest results — one in sixteen each.

+ What is the shortcut rule in Yut Nori?

A horse takes the diagonal only if it stops exactly on a corner. Passing over a corner does nothing at all. We measured what that is worth: going all the way round is 21 steps, cutting at either corner is 17, and stopping on the first corner and then again on the centre is just 12. The shortest route is nine steps shorter than the longest — close to half the board — and landing on those squares is largely what decides the game.

+ Is Yut Nori luck or skill?

More luck than most race games, and we measured it. Our strongest level beats a player choosing moves at random in 87.6% of games — real skill, but noticeably less dominant than the same measurement on the Royal Game of Ur, where it reaches 93.1%. That fits the game: the shortcuts depend on hitting exact numbers, and no amount of judgement makes a Mo arrive when you need one.

+ Does going first matter in Yut Nori?

A little, and it took twelve thousand games to say so with any confidence. Between two identical strong opponents the first player wins 51.04% of the time, give or take 0.46 — so the advantage is real but worth about one game in a hundred. A first measurement over a thousand games suggested 52.1%, which turned out to be mostly noise.

+ When is Yut Nori played?

At Seollal, Korean Lunar New Year, when whole families play it on the floor with the sticks thrown high in the air. It is genuinely old — a game of this kind is described in Chinese records of the third century — and unlike most games of that age it never stopped being played. It is not a museum piece; it is what people are doing in the living room.

+ What happens when horses join up?

Land on your own horse and the two become one group that moves together for the rest of the game. It is efficient, because a single throw now advances two or three horses at once. It is also dangerous: one capture sends the whole group back to the start. Strong play stacks when the coast is clear and splits the risk when it is not.

+ What is backdo?

A modern addition where one stick is marked, and a Do thrown with that particular stick showing moves your horse backwards by one instead of forwards. It adds a way to reach a square you have just overshot. This board does not use it — the rules here are the plain traditional set.

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