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Four throwing sticks, thirty houses and the waters of the afterlife.
The race game of ancient Egypt, played for some three thousand years and buried with pharaohs, Tutankhamun among them, played here by the rules Timothy Kendall reconstructed. Throw four sticks and race your five blue faience spools along the thirty houses of the board against the computer's red jasper cones. Land on a lone enemy piece to swap places with it, keep your pieces in pairs so they cannot be touched, build a wall of three that nothing can pass, stop on the House of Beauty and beware the House of Water. Play an easy, medium or hard computer, and every day brings a game with the same throws for everyone.
Tap the sticks to throw. Each of the four sticks has a light face and a dark face: count the light faces up, 1 to 4, and all four dark counts 5. Move one piece exactly that far along the way, left to right on the top row, back along the middle row and on along the bottom; the faint line shows it. You must move when you can. If no piece can go forward, one must go back that far instead (pieces on the last houses never go back); if none can move at all, the turn passes. A 1, 4 or 5 played forward gives you another throw; a 2 or a 3 ends your turn. A piece never lands on one of your own. Landing on a lone piece of the computer swaps the two: it goes to the house you came from. Two pieces side by side protect each other, and three or more in a row form a wall the other side cannot pass. Every piece must stop exactly on house 26, the House of Beauty; from there a 5 bears it off, a 2, 3 or 4 takes it to house 28, 29 or 30, and a 1 drops it into house 27, the House of Water, which sends it back to house 15, the House of Rebirth, or to the first free house before it. A piece on house 28 leaves only with a 3, on 29 only with a 2, on 30 only with a 1. Pieces on houses 26, 28, 29 and 30 are safe. You start on houses 1, 3, 5, 7 and 9 and throw first; the first to bear off all five pieces wins. A win scores 100 plus 10 for every piece the computer still had on the board; a loss scores 5 for each piece you bore off.
Senet is the race game of ancient Egypt and one of the oldest board games known. Boards and paintings of it go back to before 3000 BC, and Egyptians kept playing it until Roman times. Its name means “passing”. Over the centuries the game came to stand for the soul's passage through the afterlife: the queen Nefertari is painted playing it in her tomb, and Tutankhamun was buried with several boards. The board has thirty squares, called houses, in three rows of ten, and the last houses carry signs: the water, the good and the beautiful, the gods.
No ancient text gives the rules, so every modern game is a reconstruction. Here you play Timothy Kendall's rules, published in 1978 and used by most modern sets, against the computer at three strengths, and every day brings a Daily game in which everyone gets the same throws.
Yes. Like every game on Play, it runs free in your browser, with no download and no account needed.
The oldest boards and paintings date from before 3000 BC, at the very start of Egyptian history, and the game was still played under the Romans, some three thousand years later. It spread to the Levant and to Cyprus as well.
We do not, not fully. No rulebook survives, only boards, paintings, game boxes and religious texts. Scholars have proposed reconstructions: Gustave Jéquier in the twentieth century, then R. C. Bell and Timothy Kendall, whose 1978 rules are the ones most played today and the ones used here. Where even Kendall's rules leave room, this game makes the safe houses 26, 28, 29 and 30, and sends a piece that falls into the water back to house 15.
They are the ones found on ancient boards. House 15 carries the ankh, the sign of life. House 26 carries nefer, “good” or “beautiful”. House 27 shows water. Houses 28 and 29 carry three and two strokes, and house 30 here the eye of Horus.
In Kendall's rules nothing ever leaves the board early: a piece that is hit simply changes places with the piece that hit it, losing as many houses as the hitter gains.
Five each, as on many New Kingdom boards; Kendall also gives a game with seven. You always start and throw first, from houses 1, 3, 5, 7 and 9.
Every day everyone plays the same game against the medium computer: the sticks fall the same way, for you and for the computer, in the same order, so scores compare directly on the leaderboard.
The dice say how far. You decide where.
Fifteen checkers each, one way round and no hitting: block, race and bear off.
Match the ends and be first to play out.
Build the longest train from the station and empty your hand first.