Rules for Senet
Senet Class notes first taught by me at Pennsic 49 2022
By THL Mwynwen Ysginidd Called
Strawberry
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“In a presentation to the XX Board Games Studies Colloquium at the University of Copenhagen, Denmark, Espen Aarseth asked if the game senet could be said to still exist, given that the rules were unknown.[11] In response, Alexander de Voogt of the American Museum of Natural History pointed out that games did not have a fixed set of rules, but rules varied over time and from place to place. Moreover, many players of games, even today, do not play (or sometimes do not even know) the "official rules".” Quote from Wikki
WITH THIS IN MIND, I PRESENT ONE SET OF RULES
Materials: Senet board, 4 throwing sticks, 5 dark tokens, 5
light tokens
Setup: Place all the colored tokens on squares 1–10, with
the light tokens on the odd-numbered squares and the dark tokens on the
even-numbered squares
How Players Move: Toss the wooden throwing sticks. The
number of light sides that land facing up is the number of spaces a player
moves one of their tokens. Only one token may be moved per turn. • Toss 1 light
stick, and you move one token one space and get to toss again. • Toss 2 light
sticks, and you move one token two spaces. • Toss 3 light sticks, and you move
one token three spaces. • Toss 4 light sticks, and you move one token four
spaces and get to toss again. • Toss 0 light sticks, and you move one token
five spaces and get to toss again. Tokens move along the board in a reverse “S”
shape, following the order of the numbers.
To Begin: To determine who goes first, toss the throwing
sticks. The first player to throw a “1” plays with the dark tokens; players may
need to toss the sticks multiple times until one of them has thrown a “1.” That
player moves their dark token from square 10 to square 11 and gets to toss
again, and this time may select any of their dark tokens to move. The second
player can toss any number to begin moving their light-colored tokens, but must
move the token that starts on square 9 first
Game Play:
1. Only a single token can occupy a space on the board. If
your token ends its move on the same space as one of your opponent’s tokens,
send your opponent’s token back to the space your token occupied at the start
of its movement. You cannot land on a space occupied by one of your own tokens.
2. If two tokens of the same color are on consecutive
squares (for example, squares 17 and 18), neither token can be displaced by an
opponent landing on the same space. This also works for squares around the
corner from each other, such as squares 20 and 21, but not on spaces across
from each other, such as squares 18 and 23.
3. On your turn, you must try to move forward. If you
cannot, you must move a token backwards instead, and you lose any extra turns
you may have thrown. If after tossing the sticks you have no valid moves, your
turn ends immediately.
4. If your token ends its move on square 15, the House of
Second Life, immediately place that token on square 1 at the start of the game
board.
5. The last 5 squares of the game are special. On the last 4
squares, tokens do not protect each other as described in rule 2, above.
• Square 26: The House of Beauty. No token may proceed past
this square until it has first landed here as the result of an exact throw.
• Square 27: The House of Waters. If a token lands here, you
lose any additional turns you gained from your throw. On your next turn, you
must deal with this token. You have two options.
• Option one: You can choose to return your token to
square 15, the House of Second Life, and end your turn without throwing.
• Option two: You can toss the
throwing sticks. If you throw a “4,” your token leaves the House of Waters; you
successfully remove the token from the board and gain an extra turn. If you do
not throw a “4,” the token remains in the House of Waters, and your turn ends
immediately.
• Square 28: The House of Three Judges. Your token cannot
move from this space until you toss an exact throw of “3.”
• Square 29: The House of Two Judges. Your token cannot move
from this space until you toss an exact throw of “2.”
• Square 30. The House of Horus. You can successfully remove
your token from the board with a throw of “1” or greater.
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