ROYAL GAME OF UR

The Game of Twenty Squares

◆ MESOPOTAMIA · 2600 BC ◆

I THE JOURNEY

Race your seven pieces along the sacred path and off the board before your opponent. Your journey begins where theirs ends.

II THE DICE

Roll four tetrahedral dice — each marked point showing counts as one. Totals range from 0 to 4. Roll zero and your turn passes.

III THE ROSETTES

Land on a rosette for an extra roll and safety from capture. On shared squares, landing on an opponent sends them back to the start.

DIFFICULTY
Wins: 0
Losses: 0
Games: 0
ROLL THE DICE
YOUR TURN
LAPIS
0 / 7
SHELL (YOU)
0 / 7

VICTORY

The gods favor your path.

TURNS
0
CAPTURES
0
RECORD
0/0

THE RULES

The Board

Twenty squares in three rows: your four starting squares, eight shared middle squares, and your two finishing squares. Five rosettes are scattered across the board.

The Dice

Four tetrahedral dice are rolled each turn. Each die lands showing either a marked point (1) or unmarked (0). Your move distance is the total of marked points — from 0 to 4.

Movement

You may bring a new piece onto the board or advance a piece already in play by exactly the rolled amount. Each player follows their own path — your pieces never block theirs on private squares, and vice versa.

Capture

Landing on an opponent's piece in the shared middle row sends it back to their start. You cannot capture a piece resting on a rosette.

Rosettes

The five rosette squares grant two gifts: safety from capture, and an extra roll. Use them wisely — they can turn a losing position around.

Winning

Bear all seven pieces off the far end of the board to win. You must roll exactly the amount needed to complete a piece's journey; an overshoot forfeits that move.