A modern Royal Game of Ur board, with star-shaped rosette squares marking key positions on the track.
The Royal Game of Ur is an ancient race game from Mesopotamia. Its exact rules were never written down, so modern versions are reconstructed from boards, pieces, and historical references. Despite the mystery, most modern rule sets agree on the same core: a shared path, racing counters, and special "rosette" squares that can swing the game.
The board consists of twenty squares arranged as two offset rectangles connected by a central "bridge" of shared squares. Five squares are marked with a star-like symbol, called rosettes. These are special safe squares that usually grant a bonus.
Each player has seven counters, typically one set dark and one set light. Both players use the same track but enter, move, and bear off their own counters.
Three four-sided pyramid dice are used. Each die has two marked vertices and two unmarked ones. On a roll, each die showing a marked corner counts as one point. If all dice are unmarked, the total is treated as four instead of zero.
Both players roll; the higher total takes the first turn with those dice.
A common reconstruction of the Ur track: both players follow symmetrical sixteen-square paths before bearing off.
The most widely used modern version has a sixteen-square path for each player. Both colours enter on their own starting square, run along the shared bridge, then exit through their own finishing section.
The objective is to move each of your seven counters onto the track, along the path, and then off the board. The first player to bear off all seven counters wins.
On your turn you roll the three dice, total the result, and then either enter a new counter or move a counter already on the track that many squares along your path.
If none of your counters can move legally with the number rolled, you simply lose your turn and your opponent rolls.
Rosette squares add tension and tempo swings to the game.
To leave the board, a counter must reach beyond the final square by an exact roll. For example, a counter on the last square must roll exactly one to be borne off. The first player to bear off all seven counters wins the game.
The Royal Game of Ur survived mainly as boards, pieces, and scattered references, so several modern scholars and institutions have proposed slightly different rule sets.
The core ideas remain the same: a race along a fixed path, captures, safe rosettes, and exact rolls to bear off. The differences mostly affect path length, dice, and pacing.
In Murray’s reconstruction, the conventional path is extended into a loop. From the end of the standard track, a counter continues back inside and across the bridge, retracing its route towards the first square before finally bearing off.
A total of 27 squares are traversed, with the 28th move taking the piece off the board. Apart from the longer path, the familiar rules for entry, capture, rosettes, and exact rolls still apply.
The British Museum popularised a streamlined version in the 1990s, aiming for shorter, more approachable games.
The path runs through eleven squares on the shared track and then extends one more square to the edge before rejoining the original route, giving a 14-square track plus a 15th move to bear off.
R. C. Bell’s rules, later adapted by the British Museum, keep the shorter path but radically alter how the dice are interpreted, changing the tempo and risk profile of the game.
Bell also introduces a simple betting system with a central kitty that grows as the game progresses.
In this variant, a counter may enter the board only on a roll of three, immediately moving onto the fifth square of the track.
Because the original rules are not fully preserved, the Royal Game of Ur is an ideal candidate for house rules. Once you understand a standard version, you can borrow ideas from Murray, the British Museum, and Bell, or even replace the pyramid dice with coin flips or other binary randomisers to tune the pace and feel of the game.
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