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Traditional Cosmological Symbolism in Ancient Board Games

Traditional Cosmological Symbolism in Ancient Board Games

Traditional Cosmological Symbolism in Ancient Board

Gaspar Pujol Nicolau

ADVERTIMENT. La consulta d’aquesta tesi queda condicionada a l’acceptació de les següents condicions d'ús: La difusió d’aquesta tesi per mitjà del servei TDX (www.tesisenxarxa.net) ha estat autoritzada pels titulars dels drets de propietat intel·lectual únicament per a usos privats emmarcats en activitats d’investigació i docència. No s’autoritza la seva reproducció amb finalitats de lucre ni la seva difusió i posada a disposició des d’un lloc aliè al servei TDX. No s’autoritza la presentació del seu contingut en una finestra o marc aliè a TDX (framing). Aquesta reserva de drets afecta tant al resum de presentació de la tesi com als seus continguts. En la utilització o cita de parts de la tesi és obligat indicar el nom de la persona autora. ADVERTENCIA. La consulta de esta tesis queda condicionada a la aceptación de las siguientes condiciones de uso: La difusión de esta tesis por medio del servicio TDR (www.tesisenred.net) ha sido autorizada por los titulares de los derechos de propiedad intelectual únicamente para usos privados enmarcados en actividades de investigación y docencia. No se autoriza su reproducción con finalidades de lucro ni su difusión y puesta a disposición desde un sitio ajeno al servicio TDR. No se autoriza la presentación de su contenido en una ventana o marco ajeno a TDR (framing). Esta reserva de derechos afecta tanto al resumen de presentación de la tesis como a sus contenidos. En la utilización o cita de partes de la tesis es obligado indicar el nombre de la persona autora. WARNING. On having consulted this thesis you’re accepting the use conditions: Spreading this thesis by the TDX (www.tesisenxarxa.net) service has been authorized by the titular of the intellectual property rights only for private uses placed in investigation and teaching activities. Reproduction with lucrative aims is not authorized neither its spreading and availability from a site foreign to the TDX service. Introducing its content in a window or frame foreign to the TDX service is not authorized (framing). This rights affect to the presentation summary of the thesis as well as to its contents. In the using or citation of parts of the thesis it’s obliged to indicate the name of the author. TRADITIONALCOSMOLOGICALSYMBOLISM

INANCIENT BOARD GAMES

DOCTORALTHESIS

GASPAR PUJOL NICOLAU

BARCELONA ,2009 Director: Dr.JosepOlivesPuig Program: “Doctoratencièncieshumanes,socialsijurídiques” Department:Humanitats TraditionalCosmologicalSymbolisminAncientBoardGames GASPAR PUJOL NICOLAU TRADITIONALCOSMOLOGICALSYMBOLISM INANCIENTBOARD GAMES TABLE OF CONTENTS

ACKNOWLEDGEMENTS ...... 4

FOREWORD: GAMES AS A UNIVERSAL STRUCTURAL PATTERN ...... 6

PART I THE SIMBOLIC STUDY OF ANCIENT BOARD GAMES ...... 13

1. METHODOLOGICAL FRAME ...... 14

1.1 PURPOSE , AIM AND CONTRIBUTION ...... 14 1.2 STRUCTURE OF THE RESEARCH PROJECT ...... 17 1.3 PRELIMINARY HYPOTHESES ...... 19 1.4 BIBLIOGRAPHY & ICONIC SOURCES ...... 19

2. LIMITING THE MATERIAL OBJECT ...... 23

2.1 MAN AND PLAY ...... 25 2.2 PLAY , AND BOARD GAMES ...... 29 2.3 ANTIQUITY AS MAIN SELECTION CRITERION ...... 40 2.4 FUNCTIONAL GAME FAMILIES ...... 43 2.4.1Pathgames...... 50 2.4.2Calculationgames...... 51 2.4.3Spatialgames...... 52 3. BUILDING A THEORETICAL MODEL FOR ANCIENT BOARD GAMES ANALYSIS...... 56

3.1 SYMBOLS AND SYMBOLISM : ANALOGICAL THOUGHT ...... 57 3.2 SYMBOLIC HERMENEUTICS & COMPARATIVE STUDIES ...... 65 3.3 TRADITIONAL COSMOLOGICAL SYMBOLISM SEEN THROUGH BOARD GAMES ...... 71

4. REFORMULATION OF THE HYPOTHESES ...... 77 2 TraditionalCosmologicalSymbolisminAncientBoardGames GASPAR PUJOL NICOLAU PART II KEY SYMBOLIC ELEMENTS IN ANCIENT BOARD GAMES ...... 80

1. ON THE SYMBOLIC CONTENT OF GAMES ...... 81

2. ANCIENT BOARD GAMES AS COSMOGRAMS ...... 92

2.1 SYMBOLISM OF SPACE : GIVING SPACE A ...... 94 2.2 GEOMETRICAL AND CARDINAL PATTERNS ...... 105 2.2.1Thepoint:centerandaxis...... 108 2.1.1.1 Center as a goal or as being strategically relevant ...... 111 2.1.1.2 Center is “sacred” or empty ...... 116 2.1.1.3 Axis of symmetry ...... 123 2.2.2The:cardinalityandquartereddivisionofspace...... 124 2.2.3Thesquare:limitsofgame...... 132 2.2.4Thegrid...... 144 2.2.5Circles,cyclesandspirals...... 152

3. ANCIENT BOARD GAMES AS ANTHROPOGRAMS ...... 164

3.1 PLAY AND MYTH ...... 166 3.1.1Theheroicchallenge...... 169 3.1.2Ethics,rulesandcheating...... 180 3.1.3Opponentascomplementary...... 187 3.1.4Someremarksabouttheplayingpieces...... 196 3.1.4.1 Verticality and horizontality ...... 198 3.2 PLAYING AS A RITE ...... 200 3.2.1Līlā,lifeasplay...... 202 3.2.2Spiritualascension:theultimategoal...... 207 3.2.3Randomness:fate,fortunetellingandoracles...... 217 3.2.4Sacred&profane...... 227

4. CONCLUSIONS ...... 234

5. FURTHER LINES OF RESEARCH ...... 244

III BIBLIOGRAPHY ...... 245

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ACKNOWLEDGEMENTS

Beforestarting,Iwanttodedicatethisresearchworktoseveralpeople,who haveinfluencedmeandwhithoutwhomIcouldnothaveeverfinishedit.A fewlinesoftextwouldneverbeenough,butaretheleastIcandotothank them. Tomywife(atlast!).Youhaveseenmestrugglewiththisresearchandwith myselffortoolong.Thankyouforyourunconditionalsupportandlove.You alwaysknowhowtotakethebestfrommeandtomakeitshine. To my , sister, grandmother and close relatives. To you too, jefe , whereveryouare(Ihopeyoucanreadthis).AllthatIamisthankstoyou,and my debt with you is unpayable. Thank you for supporting my escape from ComputerEngineering,becauseIfinallyfoundmyselfinHumanities.Asyou alwayssay,citingKahlilGhibran: Yourchildrenarenotyourchildren. TheyarethesonsanddaughtersofLife'slongingforitself. Theycomethroughyoubutnotfromyou, Andthoughtheyarewithyouyettheybelongnottoyou. Youmaygivethemyourlovebutnotyourthoughts, Fortheyhavetheirownthoughts. Youmaytheirbodiesbutnottheirsouls, Fortheirsoulsdwellinthehouseoftomorrow, whichyoucannotvisit,noteveninyourdreams. Youmaystrivetobelikethem, butseeknottomakethemlikeyou. Forlifegoesnotbackwardnortarrieswithyesterday. Youarethebowsfromwhichyourchildren aslivingarrowsaresentforth. Thearcherseesthemarkuponthepathoftheinfinite, andHebendsyouwithHismight thatHisarrowsmaygoswiftandfar. Letourbendinginthearcher'shandbeforgladness; ForevenasHelovesthearrowthatflies, soHelovesalsothebowthatisstable.

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ToDr.JosepOlives,director,teacherandmasterinallitspossiblesenses.Youhave seenmegrowinthisUniversity,physically,intellectuallyandspiritually.Thankyou foryourspecialattention,guidanceandfriendship. Toallmyfriends,scatteredthroughMallorca,Menorca,Barcelonaandtherestofthe (youknowwhoyouare).Youhavealsoseenmebothenjoyandsufferthis research.Thankyouforyourgames,laughtsandbeer.ToyouCymbrogi ,seeyouin Lórien! ToViktorBautista,OriolComasandOriolRipoll,whoareamongthefewpeoplein willing to understand the importance and interest of games in a scholar environment.Thankyouforyourhelp,criticalcomments,booksandsupport. ToalltheBoardGamesStudiesscholarsandresearchers,andespeciallytoDr.Ulrich Schädler. Thank you for your interest and helpful ideas. You welcomed me as a friend even though you barely knew me, and showed me how everybody should work. ToallcolleaguesfromtheHumanitiesFacultyandfromtherestoftheuniversity. Youtaughtmeasteachers,andkeepdoingitasfriends.AlsoespeciallytoMartyn Baker,towhomImustthankthecorrectnessofthewholetext.Thankyouforthe accuratecorrection,intelligentreadingandselflessnessofyourwork. Finally, I cannot finish the acknowledgements without saying that this research projectwasonlypossiblethankstothegrantgivenbythe ComissionatperaUniversitats i Recerca of the Departament d’Innovació, Universitats i Empresa of the Generalitat de Catalunya andtheEuropeanSocialFund.

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FOREWORD :GAMESASAUNIVERSALSTRUCTURALPATTERN

Choosing games as the central subject of this research is the result of the interestinthefieldsofmythology,symbolism,ancienttraditionandfolklore duringmydegreeinHumanities.Gamesareattractive,excitingandfun.They moveus,andmakeuslaughinandcryin.Forthisreason,they have frequently been neglected as a study object, because in the general opinion of Western bourgeois society, games are just a childish pastime. Nevertheless,ifwethinkabouttheminadeeper,morecriticalway,wewill immediatelyseethatthisisnottrueatall.Gamesare notjusta subjectfor children,butforeveryone.Infact,theyareanessentialpartofhumanlife;so essentialthattheyareeverpresent,atrulyuniversalculturalmanifestation.So choosinggamesastheobjectofstudyisnotanaccidentalorarbitrarydecision becausegames,asaphysicalmanifestationofeachandeveryhumanculture, areasworthyofstudyaspainting,danceormusic. The problem is that their anthropological relevance has traditionally been underestimated.Itissurprisingthatnotonlyingeneralopinionbutevenin scholarlyresearch,gamesassuchhavenotfeaturedprominently.Withcertain importantexceptions,fewscholarshavededicatedtheirattentiontowhatis,in fact,arichandrevealingfieldofstudy.However,whyhavegamestraditionally notbeenseenasaninterestingareaofstudyforscience? First,wehavetheunderlyinganthropologicalassumptionthatgamesbelong withtoys,andthattheyareeffectivelychildishortrivialphenomena.Aswe

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havesaid,toys(andgames)areconsideredasubjectforchildrenandtherefore, as childhood activity is not fully believed to be part of culture, toys (and games)areleftoutofthemainfieldsofstudy.Inalmosteveryculturechildren are not integrated into the group until they have reachedacertainage,and usually not before passing some kind of initiation ritual. So what they do before this socalledcomingofageis nonsense,andthereforeunimportant. When seriousness becomes a mark of adulthood, playfulness is scorned as childish.Butinfact,beforethemodernphenomenonof commercial board games, boards with dice and pieces were mainly for adults, and not for

children at all (F INKEL , I. 2007: 1). As Caillois points out: "Or pour l'antiquité classique,s'ils'agitdejeuxsérieuxsouventliésàladivinationetàlamagie,cesontlàdes affairesd'initiésetilestrarequelesécrivainscontemporainslesdécrivent;s'ils'agitdejeux profanesoudejeuxd'enfants,cesonthorsquelquesexceptionsdessujetstropfrivolespour

les intéresser" (C AILLOIS , R. 1967: 190). Even though we will not analyze the subjectinthisresearch,thefactisthateventhoughgamesareseenaschildish, wefindnowadaysmanyadultplaymainlyrelatedtoandgambling.Such activities are not seen as childish because they deal with competition and money,whichareseentobelongpurelytoadulthood. Thus, games are apparently only played during the first years of our lives (whenwehave“nothingtodo”butplay),andinourfreetimewhenwegrow up.Thereareevenadultsthatceaseplayentirelyuntiltheyretire.Then,aftera lifeofwork,onesomehowearnstherighttoplayagain.Therefore,asgames areamirror,whichreflectstheculturalandmoralvaluesofsociety,thosewho

believe that work is sacrosanct frequently frown upon them (M ACKENZIE , C.

2004: 14). Intuitively,wecanseethatgamesarenotwork.Infact,theyseem opposed to what is considered work. That is because of the Western

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conception of work, derived from capitalism and bourgeois life in . WhenJohanHuizingastatedinhisbook HomoLudens thatplaywassuperfluous heonlyreinforceditslackofusefulnessforasocietythatconsidersthingsin

termsofutility (H ANS ,J.S. 1981: 2). AsGonzálezAlacantudpointsout: “Jugar,a partirdeahora,debetenersujustificación,debeser‘útil’paralaeducación,paralapolítica

oparalaeconomía.” (G ONZÁLEZ ,J.A. 1993: 187188). Whentraditionalartisanshipisprogressivelyabandonedforfaster,mechanical means of production, productivity dramatically increases at the expenses of creativityandselfrealization.Inthe18 th century,theideasofutilityandso called“bourgeoiswelfare”started tobecome akeyelement in society. The IndustrialRevolutionwithitspursuitoftechnicalefficiencyfurtherreinforced

thoseideas.Workandproductionbecameideals,andsoon,idols (H UIZINGA ,J.

1968: 226). To achieve the “bourgeois welfare” one has to work, so the commonisthatnothingpurelyamusingisinteresting,andthatideawas appliedtogames.Marx’snotionthatcapitalismleadstoman’salienationfrom hislabor suggestsone explanationforthisseparation.Tobealienatedfrom ones work would mean simply that one does not play with work anymore. Workisnotanymoreanessentialactivityconnectingtotheworld,butinstead aseparableaspectoflifethathasvalueonlyasapartoftherulesofeconomic

(H ANS ,J. 1981: 25). Therefore, as we have seen, in the 19 th century most lines of thought concurredinabolishingtheplayfulfactorindailylife.Neitherliberalismnor socialism gave it importance. Science was experimental and analytical; was based on utilitarianism and political reformism; art and literature preferred realism and naturalism, etc. Cultural manifestations were

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pushedsystematicallyfartherfrom theideaofpureplay (H UIZINGA , J. 1968: 227). In bourgeois western societies, even children were progressively influencedbytheseideas:playhadtobeprofitable.Gameswereseenasthe child’sopportunitynottowastetime,ortohavefun,oreventorestbutto continue their education. While the upper classes saw in games the way to amusethemselvesandstayhealthy 1,thelowerclassessawawaytopreparefor adulteconomicallifeintheirfreetime.Thatiswhyeducationalgamesbecome sopopularinthe19 th and20 th centuries.Eventhoughinthe20thcenturythis nonplayful tendency has decreased, increasing the importance of sports events,gamesarestillseenasnotbeingusefulenoughtobeconsideredpartof culture. In fact, sports are often too serious (due to all the economic

movement that they involve) to be considered “playful” (H UIZINGA , J. 1968:

233). So,itseemsthatgamesbecameaninsignificantsideshowforamoney orientedsocietybasedoneconomicinterestsandproductiongoals.Itwould seemthatasocietyfocusedonmaterialwellbeingdoesnotneedplayfulness

(H UIZINGA ,J. 1968: 229). However, if we think about it, any kind of nonessential economically productiveactivity,suchasart 2,couldbesaidtobeamereaccessorytolife.In addition,weknowthatsuchactivitiesareanessentialpartofhumanlife,aswe canfindthemfromthedawnofmanuptothepresentdays.Somaybeifat leastweconsideredgamesasanart,theywouldbeaworthyobjectofstudy, likeorpainting.Nevertheless,whilethereareplentyofstudiesabout thesocalledartisticaspectsofculture,gamesarenotconsideredartworkso 1WehavetorememberthattheColonial/VictorianBritainwasprobablythemostfertileperiodfor theinventionofgamesandsports. 2Notethatweinsistinartbeinganonessentialeconomicactivity,eventhoughnowadaysitisoneof themostlucrativeculturalactivities.

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theyarealsoneglectedforthisreason.Creativityingamedesignisstillonly valued by a few, eventhough it requires great mathematical or geometrical knowledgeandaesthetictaste.If,aswehaveseen,gamesarethoughttobea subjectforchildreninoursociety,anythingaimedmainly at children is not consideredart.Moreover,inthecultureswhereonlythewrittenword(andby extension, physical and durable art manifestations) are considered worthy, ephemeralculturalmanifestationsarenotasimportantasthosethatcanlastin time;thereforedanceandgamesarenotasrespectedaspainting,sculptureor music 3. Games, like dance, are meaningful just for the time when they are takingplace.Afterthat,onlymemoryofthemremains.Agame,aswewillsee, isonlymeaningfulwhileitisplayed.Afterthat,thereisnoobjectiveresultof the game, it can start anew at any moment or not be played by the same peopleeveragain.Sotheotherartisticpartofthegame,thatisplayingit,is notusuallytrackedbyplayersorbyobservers.Sometimes,onlytheresultis kept,andthisinitselfdoesnotgiveagreatdealofartistictobe considered. Sowhyshouldweconsidergamesasavalidobjectofstudyfromanhistorical perspective? The main reason is that they are universal. Games can be consideredoneoftheuniversalsofhumanity.Everyculturearoundtheworld plays and has played since the beginning of time. They share some kind of knowledgethatcanbesaidtobetranscivilizational.AsCailloissays: “Lesjeux sontdesconstantsdeculturedontlesformespeuventvarierd’uneaireculturelleàuneautre.Mais audelàcettediversitéinfinie,l’universalitédujeuledésignecommeunélémentfondamentaldela

conditionhumaine.Lejeuestuninvarianthumain” (C AILLOIS , R. 1967: 1157). Thatfact

3Sincethereisaspecificmusicalnotation,music can be stored and spread without the need of a directhumaninteraction,justlikebookscantellstoriesinanonoralenvironment.

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surpassesanyotherconsiderationthatwoulddiscreditgamesasaninteresting objectofstudy.Gamesarepartandareinfluencedbytheculturalcontextof man,beingapartofwhatHarriscallsa“universalsuperstructuralpatternof

societies” ( HARRIS , M. 1990: 471472), more exactly as part of the behavioral superstructure. This superstructure includes all those activities and fields of knowledge developed in every culture, independent of their geographical situationorantiquity.Itincludesactivitiessuchasart,architecture,folklore,

literature or dance (L AVEGA , P. 1999: 14) . In this list, Harris includes other culturalmanifestationsofleisuresuchas,ofcourse,gamesandsports. AsM.Dummetexplains:“Agamemaybeasintegraltoaculture,astruean objectofhumanaestheticappreciation,asadmirableaproductofcreativityas afolkartorastyleofmusic;and,assuch,itis quite as worthy of study”

(D UMMET ,M. 1980, asin PARLETT ,D. 1999: 4).Infact,boardgamesareacomplex culturalmanifestationthattakesinspirationfrommanyscientificandartistic disciplines:frommathematicsinrulesandinboarddesign,throughpaintingin decorationtosculptureinpiecesorboards.Infact,gamesspreadfromculture tocultureinawaythatisalmostunparalleled.Theyexistatalevelimpervious toorpolitics,andrepresentafreemeansofcommunicationbetween

peoplethatnothingcansuccessfullyinterrupt (F INKEL ,I. 2007: 1). Theyareone ofthegreatunifiersofhumankind.Therefore,ifweexaminegames around the world, we can see a clear message: they represent a human and

understandableuniversal (F INKEL , I. 2007: 3). Moreover,theyarenotlinkedto

anyspecificculturalstageortoanyconceptionoftheworld (H UIZINGA ,J. 1972:

14). Therefore,thestudyofgamesisacrossculturalsubject,andahumanistic subjectofgreatinterest.

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Therefore,itissurprisingthatscientificresearchaboutboardgameshasnot beenmoreintensiveduringthelastcentury.Consideringthestronginterestin games and their large audience, their mathematical involvement and their educational value, games should be a prominent topic in many scientific domains.Butthetruthisthatgameshavebeenuptonowamarginalobjectof study,fornoapparentreason.Gamesare,infact,interestingobjectsofstudy forsciencebecausetheyarepartofauniversalstructuralpatternofsociety, andnowitistimetogivethemthecredittheydeserve.

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1.METHODOLOGICALFRAME

1.1Purpose,aimandcontribution

The research expounded in the following pages is the result of a twofold interest:gamesandsymbolism.Botharepartofmyspontaneousinterestin ludiccultureontheonehandandforancienthistory,ontheother.Thelateris also the fruit of my studies and research in mythology and cosmology, developedintheHumanitiesDepartmentoftheUniversitatInternacionalde Catalunya, under the guidance of Dr. Josep Olives. These studies, which includesubjectsas “Pensament”,“Historiadeles” or “Ciutat,personaicivilització” arethetheoreticalbasisofthefocusandusedinthisresearch.

This new methodology, proposed by J.Olives (O LIVES , J. 2007: 4776), is centered on symbolism, mythology and in the study of rituals, and can be applied to a huge range of disciplines. My contribution is to apply this “humanistic”methodology(asOlivescallsit)tothefieldofgames,towhichI feelspecialpredilection. The actual idea for the research came during the first yearsofourdoctoral studies.Amongthemanyreadings,wefoundthisquotebyHansBiedermann: “Losjuegos[...]encierranenparteinterpretacionessimbolicasolvidadas.Hayimitacionesderitosy funcionesreligiosasquesehanconservadoenformaatenuadaenlacomunidaddelosniños,peroque

haceyatiempofueronolvidadasenelmundodelosadultos” (B IEDERMANN , H. 2000: 253) 4. Likewise,wefoundthefollowingpassagebyMirceaEliade: “Sesabeporejemplo que,ensuconjunto,losgestos,lasdanzas,losjuegosdeniños,losjuguetes,etc.,tienenunorigen

religioso: fueron alguna vez gestos u objetos cultuales.” (E LIADE , M. 1997: 35 ). Along the

4Wewouldliketonotethatthisresearchprojectwaswrittenbya nonnativeEnglish speaker,so manyofthebooksusedintheresearcharetranslationsintoSpanishandnottheirEnglish,Frenchor Germanoriginals.Englishbookshavebeenusedwhenavailable,butaccesstoforeignbibliography hasbeendifficult,duetotheresearchbeingconductedinSpainaswellastherarityofsomebooks andarticles.

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same lines, we found this passage from Ananda Coomaraswamy: “We must rememberthat‘games’[…]arenot‘merely’physicalexercises,spectaclesor amusements, or merely of hygienic or esthetic value, but metaphysically

significant” (C OOMARASWAMY , A. 1942: 551). Starting from these three coincidentallinesofthought,wedecidedtogodeeperintowhatBiedermann, EliadeandCoomaraswamywereonlypointingoutorsuggesting. Following these lines of thought, it seemed that games acted sometimes as symbolic receptaclesandmaybecouldbestudiedassuch. If this assumption were true, games are an almost ignored, virgin and unexplored research territory full of essential symbolic knowledge. While analyzing (or playing) the same games our ancestors played, we were also sharingtheirsymbolicload.Therefore,ifonecouldleaveasideonesprejudices aboutgamesbeingchildishornonsensicalmaybetheywerearesearchsubject worthyofstudy.Followingourgrowinginterestinthematter,wedecidedit wasagoodthemetoleadtheresearch.

AsRogerCailloisandJohanHuizingaexplainedintheirwork (see CAILLOIS

1958 A, 1958 B and HUIZINGA 1972 ), we could perhaps find some kind of relationshipbetweenboardgamesandtraditionalsymbolicrepresentationsor between their rules and divination rituals. In this way, the of the researchhasbecomethestudyoftraditionalcosmologicsymbolismingames. Indoingso,weaimtowidenthescopeofsymbolicstudiesalreadyappliedto otherculturalelementstothisoftenforgottenbuteverpresentmanifestation of human genius: games. At the same time, we enter in the field of game studies to widen their scope to the symbolic and philosophical meaning of games.Paralleltothis,wewanttorecoverthestudy ofanalogicallanguage, typicalofthemythicsymbolicormagicreligiouswayofthinking,aspartof

the humanisticmethodasformulated by Olives (OLIVES , J. 2007: 6162). This

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philosophicalcosmovisionisusuallycalled“archaic”or“traditional”,because itisfoundmainlyinancientculturesbutalsoincontemporaryonescloserto ancient traditions. The fact is that analogical language permeates the entire human symbolic structure, being as valid nowadays as it was in antiquity. Followingthisidea,wewouldliketorecoverthevalueoftheseanalogiesasa scientificsubjectofinterest. Therefore, this research project is in fact a fourfold contribution to humanities. In the first place, it widens the scope of symbolism to board games.Indoingso,itcontributestobothfieldsofgamesandsymbolsstudies with interesting and original data, dignifying games as a valid object of research for all disciplines. Secondly, due to the preliminary research conducted,itcontributestotheconstructionofamethodologicalframework (bothmaterialandtheoretical)inanonsystematicfieldofknowledgesuchas symbols. Thirdly, during the whole research project the importance of analogical language is emphasized, and shows its presentday relevance and usefulness. Finally, through the main research, it reveals the key symbolic elementsinancientboardgames,thusmakingevidenttheinterestofstudying gamesfromaphilosophicalperspective. Sothen,thepurposeofthisresearchistoanalyzeancientboardgamesfrom thepointofviewoftraditionalcosmologicalsymbolism.Inordertoachieve this goal we will look for the traditional cosmological symbols and philosophical ideas that, according to Huizinga, Caillois, Biedermann, Coomaraswamy,Eliadeetal.,becamecrystallizedbothintheirphysicalshapes andtheirrules,uptothepresentday.Todoso,wewillstudygamesfroman

interdisciplinaryapproach,inherenttohumanisticthought (O LIVES ,J. 2007: 68 76), thatprizessyntheticknowledgeaboveanalyticalthinking.Theadvantage ofthiskindofapproachoveramorespecializedandconcreteoneisthatin

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doingsowebreakthebarriersbetweenspecializationsandfindinterestingand usefulanswersinonefieldthatcanbetransposedandusedtoescapefrom methodologicalandconceptualdeadendsinotherfields.Moreover,asweare dealing with worldwide, universal concepts, a global point of view without blinding segmentations will allow us to better understand man as a whole. Nowadays the great discoveries of science are in the socalled “frontier zones”: those separating (and at the same time, uniting) each specialty of knowledge. This research is conducted in these “frontier zones” where humanitiescandevelopitsfullpotentialasascience.

1.2Structureoftheresearchproject

Theunderlyingstructureoftheresearchprojectisreflectedintheexpositive order.Thisismeanttohelpthereaderunderstandtheintellectualprocessthat leadstotheconclusions. The research project is divided into two parts. Part I, which includes this chapter,comprisesthemethodologicalaspectsoftheresearchandthemain hypotheses.PartIIisthemainbodyoftheresearchproject,comprisingthe analysis and discussion of the symbolic elements found in ancient board games,withtheircorrespondingconclusions. PartIisdividedintofourchapters.Thefirstoneisthemethodologicaland formal explanation of the research, which ends with the preliminary hypothesesthatwillbefullyexplainedandcompletedinthefourthchapter. Thesecondandthirdchaptersareinfactaresearchprojectontheirown.The second chapter explains how we progressively established the limits of the researchsubject,narrowingthescopeoftheresearchfromallplayfulactivities to a selection of ancient board games. The third chapter explains the

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constructionofanewtheoreticalmodel:atoolforthesymbolicanalysisofthe concreteobject,usefulindiscoveringthesymbolicstructureofthesegames.It explains we delved into symbolism and analogical thought to create this construction,settingafirsttheoreticalframeforsymbolicboardgameanalysis. It also explains how we studied the basis of traditional cosmological symbolism and focused on both its geometrical aspect and in the main anthropologicalthemessharedbymanyarchaicandtraditionalcultures. After this theoretical part of our work, the fourth chapter reformulates the preliminary hypotheses, shaping them into the main hypothesis, and establishing the general and specific hypotheses, as well as those of methodological order. This chapter summarizes the thesis of this research project. PartIIisananalysisofthekeysymbolicelementsinthepreviouslyselected ancient board games. Here we explain the main research in four chapters applyingthetheoreticalmodeloverthematerialobjectofstudy.Inthefirst chapter, we introduce the general concepts needed to understand both the structure of this part of the research and its theoretical basis: the symbolic content of ancient board games. The second chapter delves into the symbolismofspaceandgeometricalpatternswithancientboardgamesseenas cosmograms. The third chapter is a reflection of the metagaming elements transversally present in the selected board games, both from mythical and ritualperspectives:ancientboardgamesasanthropograms.Thefourthchapter inPartIIsummarizestheresultsinitsconclusions.

18 TraditionalCosmologicalSymbolisminAncientBoardGames GASPAR PUJOL NICOLAU 1.3Preliminaryhypotheses

Before embarking on the main research project, we formulated four preliminaryhypotheses,basedonourpastreadingsandfirstintuitionsabout theobjectofstudy.Thesehypotheseswerebasedonreadingsontraditional studies,gamephilosophyandsymbolism,andpointedusintherightdirection. They were, in fact, explicit formulations of the intuitions presented by Huizinga, Biedermann and Coomaraswamy. Formally, they focused our preliminaryresearchonconcreteresults,limitingourmaterialframeworkand helpingtoconstructourtheoreticalmodel.Therefore,thesefourpreliminary hypotheses, even though partially overlapping, form the basic structural foundationoftheresearchproject. 1. Thereisaninterestingtraditionalsymbolicandcosmologicalcontentin ancientgames. 2. There is an essential anthropological, structural connection between ancientgamesandculturalmanifestations suchasdivination systems andritualsinancientsocieties. 3. Thereisarelationshipbetweentheshapeofgamesandotherkindsof traditionalsymbolicgeometricalrepresentationssuchas . 4. Symbols in board games can be studied and interpreted through symbolichermeneuticsandcomparativestudies.

1.4Bibliography&iconicsources

Regardingthebibliography,astherewasnotasufficientbodyofworkonour object of study, we had to generate one by selecting from a wide bibliographical range. On browsing through the consulted bibliography, one will find books from many disciplines related to one or both of the main

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elements of this research: games and symbolism. The main theoretical backbone of this heterogeneous bibliography is traditional cosmological symbolism,towhichwehavebeenintroducedthroughthewritingsanddirect teachingofJ.Olives. Fromthevast bibliographyavailable,weselectedthose books closer to the geometricalcosmologicalandanthropologicalphilosophicalthemesdealtwith below.Fromthistheoreticalpointofview,wefocused the bibliography on traditional games. Here we looked into their history, anthropology and archaeology.Inbetween,weusedaselectedinterdisciplinarybibliographyto helpusbetterunderstandandlinkonethemetotheother. Wemustkeepinmindthatthisresearchprojectbelongstoahumanisticpoint of view, comprising a wide array of disciplines such as anthropology, archaeology, philosophy, psychology, history, art history, classical history, mathematics, symbolism, sociology, comparative religion, etc. So then, an importantpartofourresearchprojectwasdelvingintothehugeamountof specific bibliography in these disciplines in order to find useful books, chapters or articles that could be interesting for us. This resulted in the multidisciplinaryandinterdisciplinarybibliographythatweused,presentedin thelastpartoftheresearch. The justification for such a heterogeneous selection is easy, following the approachto humanitiesdefendedbyJ.Olives thatwe explained above. The humanities,asawhole,areopentoprofitfromanykindofscientificstudyand thereforepliabletoanykindofmethodology,investigativetechniqueordata treatmentmethod.Inanycase,theproperhumanistapproachthatwefollow is synthetic and speculative thought, as we apply it in this research project. This approach overcomes the sometimes too focused points of view of the

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separate disciplines, finding new and meaningful information along the boundariesandcorrespondencesbetweenthem. Asanexample,wewouldtalkofacommoncaseofinterdisciplinaryapproach usedinthisresearch.Eventhoughthiswasnotapurearchaeologicalresearch project,weusedmanyarchaeologicalsourcestogatherinformationaboutthe gameswewantedtoanalyze.Wecrossreferencedthisinformationwiththose from art history, classical history and anthropology to find similarities with other cultural manifestations that could shed some light on the symbolic elementstheypresented.Finally,weproceededtosourcesaboutcomparative religion, psychology, symbology and philosophy in order to study these symbols.Inthisway,gatheringandtreatingdatafromseeminglydisconnected sourcesgeneratedundertheintellectualguidanceofourresearchdirector,an original,completelynewperspectiveontheobjectsthatwewerestudying. Weincludeallbibliographyonbothsymbolismandgamesasmainsources. Wearenotstudyinggamesasawhole,justboardgames, nor symbols as a whole,butonlythoserelatedtotraditionalcosmologicalsymbolism.Forthis reason,thegeneralistworksaboutgamesandsymbolshaveonlybeenuseful to a certain extent. Even though the total number of books about board gamesisnotinitselfsmall,noteverythingthathasbeenwrittenaboutboard games has been relevant for our research. In the same way, even though authorsstudyingtraditionalcosmologicalsymbolismarenotrare,thosewho talkabouttraditionalcosmologicalsymbolismandboard gamesat thesame timeare. As the specific object of study is ancient board games, we discarded all bibliographydealingonlywithcontemporaryor“postAntiquity”boardgames as being too peripheral. At the same time, we did not directly delve into

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mathematical game theory, so even though some ancient board games were mentionedinthesetheoriesasexamplestheywerenotusefulforthisresearch. Wealsousedbibliographyaboutspecificculturesandperiodsoftime,inorder to better understand the wider frame where both games and symbols appeared. We were interested in historical and artistic sources only in a peripheralandsecondaryway,sobothboardgamehistoriesandartcatalogues wereusedonlyaspictorialreference.Theywerealsousefultocrossreference knownrulesand/orpossiblereconstructions.Itisimportanttonotethatin thiswayalltheinformationrelatedtoancientboard games or symbols was studied from “secondhand” sources. We did not have direct access to the actualgamepiecesorboards,aswewentneithertothecitiesnorthe mentionedtocorroboratetheirorientation. In parallel to bibliography, this research has gathered a valuable amount of iconic material that has been vital to our analysis. We decided to partially incorporatethiscollectionofimagestoillustrateconcreteideasthroughoutthe research,andweofferthemthroughoutthetext.Weusedpicturesfromour privatecollectionofgames,aswellasotherpictures from manqala.org, the Wikipedia,theSwissGameMuseum,andothersitesontheinternet.Thereare alsoscansandinsertstakenfrombooksintheselectedbibliography.Allthe relevantsourcesarecitedinthecaptionsaccompanyingeachimage.

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2.LIMITINGTHEMATERIALOBJECT

Asthefirststepofthisresearch,webroughtintoconsiderationtheconcrete objectthatgivesnametothisresearch:ancientboardgames.Thisisbecause aspartofthemethodologicalframe,wewantedtoclearlydeterminetheobject ofstudy(ancientboardgames).Noneofstudiesaboutsymbolismorgamesin ourstartingbibliographyhadausefulselectionofgamescloseenoughtothe material object we wanted for our research. Some were too generalist,

includingallkindsofplay (H UIZINGA , J. 1972, CAILLOIS , R. 1958, FINK , E. 1966). Anothergrouptreatedaverylimitedlistofgameswithdubiousorincomplete

selectioncriteria (F ARGAS , A. 1997, PENNICK , N. 1992), orcenteredtheirstudies

on just one small part of the field (B ERGER , F. 2003, DE LA TORRE , R. 1985). Therefore, we decided to create a new list from scratch, progressively establishingitslimits.Inthisway,exploringthematerialobjectofstudyandits limits we defined the material frame of our research project. As this is, academicallyspeaking,arelativelynewobjectofstudyandverydifficulttobe intuitivelylimitedaswehavealreadyexplained,wefoundinterestingtodelve intothesuccessivelimitationsthatanyresearcherinthisfieldofknowledge must have considered. For this reason we centered our attention in ancient boardgames,discardingallotherformsofludicentertainmentandanything elserelatedtotheterms“play”and“game”butnotincludedinthisresearch. First,thereweremanyactivitiesrelatedtotheword play (theatre,music)that widenedthefieldofstudyexcessively.Toavoidthis,wediscardedallactivities relatedtoplaythatwerenotspecificallygames.Nexttothis,wefoundanother problem:thelistofknowngamesiscountless.Ifwegobackwardsintime,the totalamountofgamesgrowstoanamountitwouldbeunfeasibletostudy.To avoid this problem we clearly needed to focus on a sample of all games available, thus limiting the concrete object of study to a manageable total.

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Aftersuccessivelimitations,wefoundaconcreteobjectofstudythatcouldbe tracedbackintime,becausearecoverablephysicalframeexists:boardgames. Moreover,theconstructionanduseofboardgamesneedsagreaterlevelof abstractionthananyotherkindofgames,makingthedisplayofsymbolsin them unavoidable and because of that an interesting study object for this research project. Besides, this subsample made the list of games more manageable.Sothen,wecenteredthefocusofourresearchprojectonboard games,separatingthemfromotherkindsofplayfulactivities.Withtheclear definition of what board games were, all possible misinterpretations and ambiguitiesofthetermwerealsodiscarded. Tofurtherconcentratetheeffortsoftheresearch,welimitedthesampleof boardgamestothosebelongingtoAntiquity.Fordoingso,wefirstlydefined theterm“Antiquity”,relatingitmoretoaspecificframeofmindandbeliefs andlesstoaconcreteorperiod.Afterthis,weselectedasubsetof games from the specialized bibliography to be the concrete object of study. These games were selected following several criteria, including their geographicalorigin,culturalenvironment,etc.Finally,wetriedtoestablisha functionalclassificationforthesegames,basedontheconcordancesintheir rules.Thatidealedustoclassifythemaccordingtotheirgamemechanicsand goals,inordertofleefromconcretesetsofrules(sometimesonlyvalidduring acertainperiodofhistory).Oncethefirstdivisionwasmade,wewentonto identifywhichweretheoldestgamesavailable.Inordertocreateapreliminary

list,weconsultedtheonepresentedbyJ.M.Lhôte (L HÔTE , JM, 1994: 375378). WecompletedandamendedthislistbyconsultingtheworksofHRJ.Murray, RC.Bell,I.Finkel,aswellasthenewestarticlesinthefieldofarcheology.At the same time, we found (when available) schematic representations and photographs or images of actual boards to help illustrate this research. Comparingdifferentimagesandvariationsofthegamehelpedusunderstand

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what features of the board and pieces had to be considered part of game mechanicsandwhichwerejusttemporalaccidentsortrends.Afterseeingthat thesymbolicimplicationsofgameswentfarbeyondtheirphysicalshapes,we partiallywidenedourresearchinordertofindtherules of thesegames 5,in ordertobetteranalyzetheminPartII.

2.1Manandplay

Researchersonchildrenevolutionkeeppointingtheimportanceofplayingin childdevelopmentbecauseitisthroughplayingthatchildrenstarttosocialize

andrelate tootherchildren(see PIAGET , J. 1977 and PIAGET , J. 1984 ). In the samelineofthoughtwecouldsaythatcertainanimals(assmallchildren)play byinstinct,itisengravedintheirDNA. Nevertheless,whydoallplayisa more complicated subject, not remotely evident. The widespread opinion, takenfromthefirststudiesaboutthesubject,isthatthiskindofplayisakind oftrainingforadultlife,oraformofsocialbondingwithinthespecies.Some havetriedtoexplainitbiologically,intermsofspendingtheenergyexcess,a congenitalsenseofimitation,theurgetorelax…Supposedly,playis“useful” because it trains , mating, and general life skills in a somewhat protectedenvironment.Inthisway,cubsreachadultagewiththenecessary

abilities (H UIZINGA , J. 1972: 1213).However,laterresearchesinthefieldhave statedthatfewconcretethingscanbeprovedaboutthefunctionorutilityof playinthedevelopmentofabilities.Theonlysurethingisthatplayingisfun, and improves the emotional state of the living beings, resulting in a better

disposition for life and creating social bonds (S UTTON SMITH 2001: 1834). Playinggoesfurtherthanourinstinctiveandbiologicalneedsandseemsnotto

5Writtenrulesofancientgamesaresometimesverydifficulttofindandveryobscure,iffound.Inany case,eventhoughrulesarenotcompletetheyallowunderstandingofthegeneralmechanicsofthe gameanditsrelationtosimilargames,thusleadingustotheplausiblerulesbyextrapolation.

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have other function apart from making us happier, and thus more eager to confrontourdailylivesandoursocialrelationships.Playingisavalueinitself thatgoesbeyondanykindofimprovementoftheskillsnecessaryforsurvival andithastobeseenthisway.AsHuizingaasserts: “Eljuego,encuantoatal, traspasaloslímitesdelaocupaciónplenamentebiológicaofísica.Esunafunciónllenade sentido.Eneljuego‘entraenjuego’algoquerebasaelinstintoinmediatodeconservacióny

quedaunsentidoalaocupaciónvital” (H UIZINGA ,J. 1972: 12). Therefore,thefirststatementinthisresearchisthatplayactivities(concretized in games) are going to be considered as a very meaningful and important culturalelementandnotonlyasabiological,animallikefunction.Weshould think in human play as being both part of his animal inheritance and as a complexculturaldevelopment,fruitofhisselfawareness.Manbecameaware ofafrighteningandparalyzingfact:hewasgoingtodieonedayoranother andhecouldnotdoanythingaboutit 6. Asmanbecomesawareofwhatheis,andofhisforeseeabledeath,questions abouthimselfariseandeveryhumannaturalactivityisrethought,analyzedand dissected.“Whydoweneedtoeat?Whydowefallsleep?Whydoweplay?” The first answer comes naturally: “because if we do not do it, we die”, “becausewelikeit”,“becauseitisfun!”,“becauseIfeelmorehumanindoing

6Thisessentiallyhumanexperiencecanbebeautifully exemplified by the Gilgamesh’s poem (as in REVILLA ,F.2007: 62) “Yahora,¿quésueñotehainvadido? tieneselrostroinmóvilynomeoyes…” PeroEkindúnoabrelosojos. Gilgameshleponelamanosobreelpecho: elcorazónyanolate; abrazaasuamigocomoaunanovia, rugededolorcomounleón, comounaleonaaquiensehaquitadosucachorro; viertelágrimas,rasgasusvestidos ysedespojadesusadornos. ”¿NomoriréyotambiéncomoEkindú? elmiedosehametidoenmisentrañas, lamuertemeatemorizayvagoporlallanura…”

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so”.Play,ashumanactivity,isalsoquestioned,changingitfromwithinduring theprocess.Wecouldtheorizethatthenextthoughtconcerningplayisrelated tosomehowimproveorestablishitasadistinctactivity.Thethought“That wasfun!HowcanIdoitagain?Howwoulditbefunnier?”isthefirststepof fixingrulestocasualplay.Evenmore,eachgame(asplayaccordingtorules) hasbecomeamanifestationofthehumanculturewhereitwasplayed,anda

cohesionantelementwithinthissameculture (F ARGAS ,A. 1997: 10). Actually,gamesarenotonlyjustonemoreculturalelementbecausetheyare included,aswewouldseeinthechapterdedicatedtomethodology,inaseries ofactivitiesoftencalled“play”thatincludetheatre,dance,musicandmany otherculturalandleisurelyactivities.Wehavediscardedallofthoseactivities notdirectlyrelatedtoboardgamesbeforehandinordertolimitthefieldof study. In any way, it is interesting to see that all activities that are seen as “play”globallyofferaseriesoflinksandrelationshipswithreligionandcult thatare tobeusedasastartingpointforpartofourresearch.Allofthese activities(thatincludetheatre,dance,music,painting,poetry,narrative,sports, etc.)wereintheiroriginsdirectlyrelatedtoreligionandtocult.Gamesrelate inthesymboliclevelwiththeritesofdeath(funerarygames),thelaboringand croppingrites(agrariangames),thecopingwithhostileforces(fightinggames) or the relationship with oneself (our own fears, weaknesses, doubts…)

(CHEVALIER , J. & GHEERBRANT , A. 1999: 610). That brings us the idea that conscious human game, when it really signifies or celebrates something,

belongstothesphereofcult,thesphereofthesacred (H UIZINGA ,J. 1972:21). Infact,itissignificanttopointoutthatthefirst 7boardgamesthatweknow

aboutarefoundinfuneraryenvironments. Playis,infact,thesymbolicactby 7Inthiscase,“first”asweknowthemnowadays:Mehen,,theGameofTwentySquares,the Game of and the ancient , all from around 35002000 B.C. Many simpler board gamesthatweknowaboutareprobablymucholderthanthat.However,thoughtheyaregenerally consideredancienttheyhavestillnotbeendated,sotheirantiquityhasnotbeenconfirmed.

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excellenceifweunderstanditasthereunionoftwodifferentpartsofthesame

whole,theovercomingofapreviousseparation (F ARGAS ,A. 1997: 17). For ancient Greeks, these games (Olympic, Pythic, Istmic, Meneic…) were periodical ceremonies that accompanied certain festivities, during which athletes, acrobats, performers and poets competed in different disciplines. AmongtheancientRomans,theseannualsacredcultpractices,called ludi,were

very important too (H UIZINGA , J. 1972: 207). Games were seen as a way of rituallyandperiodicallyimprovethesocialbondsbetweencities,exteriorizing and somehow exorcizing their internal oppositions. These big festivities helpedtorememberperiodicallytoallparticipantsthebelongingtoabigger group than their own cities, and to remember their common origin and interests.Duringthegames,therewerenowars,norcapitalpunishments,nor judicialembargos:itwasasacredtime,whereageneraltrucewasheld.Being notonlyGreekbutpurelyhuman,analogousculturalideasfollowtheconcept of play and game through the world, accompanying funerals, sacrifices,

divinatory practices (CHEVALIER , J. & GHEERBRANT , A. 1999: 610611). As Chevalier & Gheerbrant explain: “Los juegos aparecen siempre, consciente o inconscientemente, como una de las formas de diálogo del hombre con lo invisible”

(CHEVALIER ,J. &GHEERBRANT ,A. 1999: 612). Sothe“human”wayofplayingisdeeplyrelatedtowhatbeinghumanis.As wehavementioned,casual(animallike)playbecomesahumangamethrough the setting of rules. If we move from games to board games, the concrete studyobjectofthisresearch,wewillseethattheyrequireevenahigherlevel of and abstraction, many anthropological assumptions, cultural knowledgeand social skills.Abstractionisakeyfeature in these structured games,whereasmostexamplesofinformalchildishplayareimpossible–orat leastmeaningless–withoutsomeconsciousrepresentationof,orreferenceto

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reallife (P ARLETT ,D. in MACKENZIE ,C&FINKEL ,I. 2004: 29). Thatisbecausein board gamesmanfindshimselfplayinglessphysically and more in another signification level, characterized for being almost fully theoretical and symbolic, where actions are limited to abstract moves. From the childish, elementary way of playing common to human beings and even perhaps to certainanimals(catchmeifyoucan,hideandseek,orfakefighting)tothe morecomplexandevolvedhumanboardgames(asGoor games) there is a great ontological jump: abstraction and symbolism. If we think carefully,bothplayandgamesareabstractinnaturetheyneedofadifferent ofrulesandaspecificdispositionoftheplayerstowardstheirenvironment thatdifferentiateswhattheyaredoingfrom“dailylife”.Thedifferenceisthat inachievingahigherlevelofabstraction,thecentralactivity,thethemeofthe game, does not involve the players physically but symbolically and even the players’actionsandtheenvironmentwheretheyareplayingbecomeabstract, butmorecontrollable,tangibleandlimited:thepawnsandboard.

2.2Play,gameandboardgames

Theconfusionbetweenchildishoranimalplayandplayinggamescomesfirst fromthelinguisticproblemthatcausesthefactthatwe“play”games(wedo not“game”games).Asplaycoversmorethanjustgamesorboardgames,a wayofclarifyingthemeaningofthewordgameistoexplorethemeaningsof thewordplayandthendeductfromthetotalthosedefinitionstowhichthe term“game”isnotapplied.Perhaps“play”isbestusedasanadverb;notasa nameofaclassofactivities,norasdistinguishedbytheaccompanyingmood, but to describe how and under what conditions an action is performed

(S PARISOU ,M. asin FINKEL ,I. &MACKENZIE ,C. 2004: 23)

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AccordingtoHuizinga (H UIZINGA , J. 1958: 6395)everythingrelatedtoculture can be considered play because all major cultural manifestations have their roots in the urge to play. The underlying connotation of play is that of a repeatedactivity,likein“playingnotesonakeyboard”or“thesunlightplaying withthewaves”.Playalsobelongstothesuperiorfieldofactivitiesthatdefine usasspiritualbeings, togetherwithreligionandarts. Even more, Huizinga saysthatartscanbeconsideredaformofplay:musicisplayingwithsounds, paintingisplayingwithpaintandcolors,poetryisplayingwithwords,etc.In anyway,thisassertionseemstoowideforustouseinthisresearch,sowe’d refertotheanalysismadebyRogerCaillois,wereherecognizesfourclassesof

play (C AILLOIS , R. 1958 B: 5174): contests of skill or wit or intelligence ( âgon ), struggleswithchanceandrandomness(alea ),dramaandsimulacra( mimicry )and finallytranscendentorecstatic,vertigoexperiences(ilinx ).Allthisactivitiescan be easily recognized as “play” because they share some traits that separate themfromothercommonactivities.Cailloisintroducesanotherelementinto these activities in order to classify them internally: the difference between thoseunstructuredplayingactivitiesandthosestructured.Typicalexamplesof unstructured play are children’s schoolyard games. This is the reason why Caillois calls this kind of play παιδα (paidia) the Greek word for children’s games. Παιδαissenselessandfree,andisrelatedtolaugh,improvisation, instinct,turbulenceandsurprise.Opposedtothatchildishplayisthekindof structuredplaythatCailloiscalls ludus ,fromtheLatinfor“game”inthesense of contest 8. Ludus is structured and ruled, and is related to thought, and sometimestopractice.Thisisthekindofplaythatismostlyrelatedtoadults, anditcouldappearassortofan “education”of the παιδα, enriched and

disciplined (C AILLOIS , R. 1958 B: 79). These two aspects of each kind of play

8Isinthislastcathegory( ludus )wherewefindtheobjectofthisresearch,games.Wewouldspecially dealwithtwo ofthe possibleplaycategories: âgonludus and alealudus ,whicharethestructuredand ruledversionofcontestbasedandchancebasedwaysofplaying.

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growastheotherdiminishes,beingimpossibletohavemanyπαιδαand ludus atthesametime(thatis,anactivitybeingsenselessandchildishandhaving strong,unbreakablerules,forexample) 9.Boardgames,aswewillstudythem here are specially related to the âgonludus and alealudus activities referred by Caillois. Ourstudyobject(gamesandspecificallyboardgames)areaspecificsubgroup oftheplayingactivities,aswehaveseen.Thatmeansthattheywouldshare mostoftheirbasictraitsbutnotall.Therefore,itisinterestingtodefinethese commontraitsandthepossibledifferencesinordertobothseparateplayand gamefromtherestofhumanactivitiesandfromeachother. The first and most important trait of play is that playing (as gaming) is a fictionalactivity.Thereisa“second”or“unreality”consciencerelated todailylife.Whileplayingweactinadifferentwaythatweusuallydo,andwe do things that we usually do not. Moreover, things that we do are only understood by those “in the game” with us. People outside the game can clearlyseethatweareplaying,thatwearenotdealingwithreality. Infact, duringchildplayexpressionslike“NowIam…”,“I’llbe…andyou’llbe…”, “Nowweare…”,areverycommonbecausetheymanifestthewilltochange theperceptionofthemselvesandoftheworldinordertoestablishadifferent levelofreality,suitabletoplay.Childrenknowthattheyareplaying,butwhile playingtheypretendtobethisorthat.Isnotthattheydonotknowthatthey areplaying,thateverythingisfalse,buttheywanttopretendittobetrue.As Cailloisasserts:“celaestévidentlorsqu'onentenddireàunpetit:‘Cen'estpasvrai,mais

jeneveuxpasqu'onmeledise’ ” (C AILLOIS , R. 1967 : 85). Thisfictionisachieved

9Foracompletechartdepictingeachtypeofplaywiththeirπαιδíαand ludus traits,see (C AILLOIS , R. 1958 B:91).

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through conventionalized signals that create a metamessage that lets the participants(andtheoutsiders)interprettheiractionsasplayingactionsand

notasrealactions( ELIADE , M. 1987: 474). Wearingaspecificcloth,actingina certainwayorsayingcertainwordswouldsufficefortheplayerstoknowwho isplayingandwhoisnot.Inboardgames,thephysicalactofsittinginfrontof youropponentwiththeboardinbetweenclearlycenterstheplayers’attention poeticallyreducingthewholeworldtothegamingspace. Asecondtrait,deducedfromthefirstoneisthatplay(butmostlygames)is underasetofconventionalrulesthatsubstitutetheordinaryones.Ordinary rules,thosefromreality,arenotabolished:onlysuspendedforthetimeofthe game.Thereisaplayingetiquetteandattitudeforplayers to follow if they wanttobeinthegame.Eachgamehasitsownsetofrulesandlawsthatare compulsoryandthatiftheyarenotfollowedtheyputthedevelopmentofthe gameindanger.Thosewhodonotactaccordingtotherulesortrytocheat areputoutofthegame(probablybyotherplayersorbythegameitself).As weirdasitmayseem,cheatingisstillacknowledgmentoftherules,because theplayerthattriestocheatiswillinglycircumventingtheminordertowin (beingthatarule).Theonewhocanreallydestroythemoodofthegameis notthecheatbuttheonewhonegatestheapparentabsurdityoftherulesof thegame.Hisargumentsareirrefutable:theonlyreasonofplayisplayitself. Thereisnoactualreasonfortherulestobeinthiswayandnotinotherway. Bynegatingtherulesonenotsimplyceasesplaying,butputsintodoubtthe playoftheotherplayersanditbecomesmeaninglessandempty. Thisideatakesustothenexttrait:playingisadelimitedactivityasgamesare. Forplaying,playersneedtodefinea(moreorlessloose)periodwhentoplay. As not all the time is playing time, players need some kind of temporal reference to limit what is playing time. As we have seen, during play the

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perception of time and space change (as also the rules by which one acts change). Players go internally out of the objective timeframe to a purely subjectiveandmeaningfulplayingtime.Theyknowwhentheyareplayingand whenthegameends,sotheycanresumetheirnormallives.Thisideaisnot only related to time, but also to space. For playing, one needs to know the boundaries or limits of the playground, that is, where the rules of play are valid.Therefore,aswehaveseen,whenweareplayingweliveinseparation. Inatleastfouraspects(logical,jurisdictional,temporalandspatial)playingis

madefreefromcontext,fromtherestoftheworld,fromeverything (R EURICH ,

L. in DE VOOGT 1995:187). Moreover, playing a game has an allornothing character:whenyouareinittheoutsideisabsent.Youcanneverseepintoa game,becauseitmustbeaconsciousandwillfulactivity,separatedfromthe world. Reurich gives a very good example in a poetical but clear way: “SupposeI’mplaying.Suddenlythedoorbellrings,soIgoupandleave theroom.WhenIcomebackthehasdisappeared.WhenIaskthe friend I am playing with: ‘Where’s the chessboard?’ he replies: ‘Oh, it was capturedbythehorse’.Thissillyansweristotallybesidethepoint,butwhy? […]Myfriendconfusestwospheres:theinternalandtheexternal,whatisthe gameandwhatisnotthegameatall.Thisconfusiondrawsattentiontothe

clearcutborderlinebetweenthegameandtherestoftheworld.”(R EURICH ,L.

in DE VOOGT1995: 185). Play,aswehaveintroducedatthestartofthischapter,hastobeanactivity outoffreewill.Noonecanbeforcedtoplay,becausethedispositionneeded todoitisessentiallyvoluntary.Onecanpretendtoplay(orevenplaytoplay) iftoldto.Thedifferenceisthatagameisonlyplayedinthemomentthatone wantstoplay.Withoutthisfreedom,playbecomessomethingnearertowork, because when one must play, one does not really play at all. For example, whenaprofessionalathleteplaystoearnalivingheisnotsomuchplayingfor

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hisownenjoymentasperformingfortheenjoymentoftheonlookerswhopay him. In other words, professional sports are not play but a branch of the entertainmentindustry. 10 Thefreedomandvoluntarynatureofplaydoesnot serveaconsciousutilitarianfunctionlikeeating, sleeping or finding shelter. Wedonotplaybecausewehaveto,butbecausewecanandwantto.Playis

selfvalidatingandselfactualizing (P ARLETT , D. in MACKENZIE , C. & FINKEL , I.

2004: 2325). Otheressentialtraitofplay(sharedwithgames)isunpredictability.Theresult oftheactivityisunknownwhenitstarts.Theuncertaintyofacertainresult implies a high degree of curiosity from the players. This sort of controlled uncertainty (as the possible outcomes of play are limited) produces joy, as whenthecuriosityfortheresultissatisfied.Infact,allruledgamesarebased on uncertainty, because the outcome of the game (the winner or looser) is unknowntotheplayers.Theriskofwinningorloosingmovestheplayersto play.Ifthisuncertaintyisnotpresent,weprobablywouldbetalkingabouta theaterplay,butneveraboutchildplayorgames.Thatisthereasonwhythere aresomanygamesbasedonchance(intheformofdiceorcards),because theseimplementsintroduceahigherlevelofuncertaintythantheplayerversus playerwouldhave. Last, but not least, another trait of both play and games is that they are a gratifyingactivity,donebecausetheygivesomekindofpleasureorjoytotheir players.Thisjoyorpleasurecanbephysical,emotional,intellectualorspiritual. Sometimes,playingcanbepunctuallyunpleasant(aswhensomeoneisforced

10 Itisacommonerrorofourindustrialandbourgeoissociety,wheretoomanypeoplepayother peopletoplaygamesfortheminsteadofplayingthemselves.Justastheybuyreadymademealsrather thantherawingredientstomakethem.Sometimesthelackoftimeistheexcuse,butthetruthisthat weliveinanincreasinglysedentarysociety,wheremoneyisthoughttobethesolutiontoeverything, eventime.

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totakearolehedoesnotlike,orhastopayapriceforloosing)butthethrill of playing makes this kind of sensations fun in the whole. This ludic and entertainingfactorofplayingcannotbeeversetaside.Nevertheless,aswesee, wecannotdefineplayingingeneralforitslackofseriousness 11 ,becausewe haveseenthatplayersreallyobeytheimplicitrulesofplayinaveryserious way.Whileingame,playersbelieveinwhattheyaredoing.ThisiswhyCaillois compares playing with dreaming: “[...]lecritèredu sérieuxestinopérant, pourla simpleraisonquelejoueurestsérieuxpendantqu'iljoueetqu'iltientalorslejeupourla choselaplussérieusedumonde,unpeucommelerêveur,pendantqu'ilrêve,tientlerêvepour

laréalité ”. (C AILLOIS ,R. 1967: 150) Aswehaveseen,themostimportantfeatureofgames(asopposedtopure play)istheirstructure.Agameissomething weplay,essentiallyaparticular sessionofplay,orplayingincertain,moreorlessfixed,way.Therefore,the firstandmostimportantstructuralfeatureofgamesisitsrules.Gamesarea setofproceduresdefinedbyacodeofrulestowhichtheplayers,byanactof

freewill,agreetofollow (P ARLETT , D. in MACKENZIE , C. & FINKEL , I. 2004: 27). Oneoftheserulesisthatwhichdefinestheagreedobjectivethatallplayerstry toachieve:the“goal”ofthegame.Thisobjectiveproducesawinnerandone ormorelosers,andisintrinsictotherulesofthegame.Infact,agamecanbe saidtobeitsrules 12 .ThedifferencebetweenplayingGameAorGameBis that the code of rules used is different in each case. Even though the implementsofplay,astheboard,ordiceorcards,canbesharedbymany games(i.e.alldifferentChessvariantsplayedoverthesameChessboardand

11 Wehavetorememberthattheoppositeof“fun”isnot“serious”,but“boring”. 12 That is in a wide sense of the concept “rules”. The implements needed to play would also be includedhere,asanimplicitrulestating“thisandthatareneededtoplay”.Thenumberofplayersand theirrelationshipwiththegamewouldbealsoincluded.Therefore,agamewouldbethesumofits rules,itsimplementsandtheplayersplayingit.

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withthesamepieces),itwillbestillthesamegameuntilyouchangeitscore rulesortheboardinaverymeaningfulway. Even though we have separated activities related to the term “play” from those related to the term “game”, we still have a huge group of related activities that we must reduce. Apart from the obvious relationship with hunting, in the case of physical games, the term overlaps with sports, while chance games are overlapping with “gambling”, including betting on things

that nothing have to do with the players (P ARLETT , D. in MACKENZIE , C. &

FINKEL , I. 2004: 29). Asneitherofthisoverlappingareasaretheobjectofthis researchwe wouldfirstdiscardanyphysical game 13 , and any other form of .Atthesametime,theword“game”isusedinEnglishtocallanimals worthhunting,butofcoursewewoulddiscardallthoseactivities.Moreover wewilldiscardanypuregamblinggameassuch,mostlycasinogames,butwill includegamblingasausualelementofboardgamesthroughhistory. Asthe titleofthisresearchimplies,limiting theconcreteobjectofstudyto gamesisnotenough.Forthesereason,andinordertoclearlylimitthescope ofthisresearchweshouldwilldefineanddifferentiateboardgamesfromthe restofgamesexplainingtheirsimilarities,differencesandpeculiarities. Astherestofgames,boardgamesneedofamoreorlessclosedsetofrules, known and common to all players. They also need a specific place to be played,delimitedandsomehowseparatedfromtherestoftheworld.Thefirst distinctivetraitofboardgamesisthattheirplayingfieldisamuchdelimited andschematizedsurfaceorboard.Eventhoughwearegoing to talk about boardgamesallthetime,theydonotneedtobeplayedonanexemptboard,

13 Thatis,anygamethatreliesinthephysicalcapacitiesoftheirplayers:dexterity,strength,speed,etc.

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madefromdurablematerial.Ifwethinkaboutit,onecouldorcarvethe same board on the ground or on a sheet of paper 14 and play without any problem.Theonlyruleisthattheboardhastobefixedaccordingtotherules, knowntoallplayersandclearlydelimitedandmarked. Theverydistinctivetraitofboardgames,thatdifferentiatesthemfromother gamesplayedonlimitedsurfacesisthatthesquaresorspaceswhereplaying piecesorimplementscanbeinisalwaysalimited,discretenumber.Thisarray of discrete geometrical positions is a whole number, reasonably low, that allowsplayerstohandlethewholeboardataglance.Thesespacesareclearly delimited(squares,intersections,holes,etc.)anddifferentfromoneanother. Asanexample,wecouldmentionthecaseofChess 15 .Thereareonlysixty four possibilities for a Chess piece to be on the board. It is senseless to indicateinwhichpartofthesquarethepieceis,asthewholesquarerepresents theposition.Eachsquareisconsideredasingleplayingspace,delimitedand equaltoeachotherofthesixtyfoursquaresontheboard.Asacompletely differentexample,wecouldseethatdoesnothappeninBilliards.Evenifit hasalimitedplayingsurface,therearevirtuallyaninfinitenumberofpossible positionsforthe.Wecannotclearlycalleachpositionbyanameorgiveit coordinates,soitisconceptuallyclearthatBilliardsisnotaboardgameatall. Anotherinterestinganddefiningtraitofboardgamesisthattheyallalsohave somekindofpawnsorpiecesthatplayersuseinanindirectwaytoplaythe 14 ThatincludesmanytraditionalMancalagamesorgames like Bul, Lions and Lambs, Seega, and AlquerquebutalsopenandpapergameslikeTicTacToe,FiveinaRowandBattleships. 15 Anyreferencetoconcretegamenamesinthisdocumentandthroughouttheresearch,ancientand traditionalormodernandcommercialwouldbewrittenwithastartingcapitalletter(Chessinsteadof chess,andGameoftheGooseinsteadofgameofthegoose)aswestartedtodointhepreviousnote. In this way,they would beeasytoidentifyinthetextand on the otherhand would helpto solve linguisticambiguities.Forexample,itwouldhelptodifferentiatethegameofTablasfromthetables wherepeopleeatandthediceusedinthegameDice. As Parlett notes in the introduction of his History of Board Games “they also obviate the sort of confusion exemplified by the difference betweenLoosingChess,whichisagame,andloosingchess,whichisadisgrace”.

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game. These pieces are placed and/or moved around the board, occupying specific positions (usually called “squares”, independently of their shape). Playerseitherownthesepieces(thusdifferentiatingthemwithadistinctcolor orshape,asin)orownthespacewherethesepiecesmove(inMancala games).Itisalsoimportanttonotethatthisactivityisnotsimultaneoustoall players:theyalternatetheirinfluenceovertheboard(i.e.movingtheirpieces) takingturns. Sothebasisofboardgamesisthattheplayers,usuallytwoinnumber,place pieceson,and/ormovethemaround,aflatsurfacemarkedwithageometric array of specific locations. These players move alternately, each move changingthescenario,andthewinneristhefirsttoachievewhatevertherules ofthegamedefineasawinningposition(aparticularlocation,captureone,

someorallofthepieces,etc.)(P ARLETT ,D. in MACKENZIE ,C. &FINKEL ,I. 2004: 29). Finallyyetimportantly,wemustrememberagainthatinboardgamesplayers do not use their agility, strength or any other physical capacity during play. Instead, they are using their intelligence, memory, mathematical capabilities, abstractionandintuition.Evenitistruethatsomekindofphysicalinteraction iscompulsory toanyactivity thestress ofplaying gamesfallspurelyon the mentalcapacities.Tounderstandbetterthedegreeofphysicalimplicationthat players in board games have, we can attend to this rule: the physical component(actuallymovingthepiecesaroundtheboard)hastobeabletobe performedbyanyotherpersondifferentfromtheplayers.Thisperson,when moving the pieces following the players’ directions, would not alter the outcome of the game at all. In any way, even though board games by definition do not rely on physical capacities, they can be influenced in a physical way and that is an important factor to have in mind. The physical

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constitutionoftheplayer(illness,tiredness…),hismood(beingsadorbored) and the physical circumstances of play (background noise, interruptions…) candramaticallyimpairhisperformance.Therefore,seeingtheinfluencethat thesepsychologicalfactorscanhaveontheoutcomeofthegameitwouldbe interesting to include both players and their surroundings into board game research.Playingaboardgameintroducesmovement,sound,atmosphereand other elements, which are described by poets rather than academics. If we consideracontextwithplayers,boardsandpieces,andrules,itappearsthat theseelementscannotbeseparatedforacompleteunderstandingofaboard

game (DE VOOGT ,A. 1998: 6). Oncewehavelimitedourconcreteobjectofstudytoboardgames,wewant tojustifythiscriterion.Themainadvantageoftakingboardgamesasconcrete objectisthat,asopposedtootherkindsofgames,theyhavethepossibilityof adirectformalstudy.Thatisusefulinanysymbolic research, because they have a physical support and shape and that leaves some kind of evidence throughtimethatcanbefoundandempiricallystudied.Moreover,theyseem toofferarichdisplayofplasticrepresentationstodeepentheresearch.Ifwe hadchosenotherkindsofgames,i.e.runninggamesorwordgames,wewould beveryluckyifwedidfindanywrittentestimonyorartisticrepresentationof themthatcouldrevealtheirpresenceinaspecifichistoricalenvironment.As Cailloisexplains: “Nousnepouvonsconnaîtrelesjeuxdisparusqueparlalittératureetpar

l'iconographie” (CAILLOIS , R. 1967: 190). So if we do not have any kind of testimony,wecannotstudythem.And,evenifwehadawrittendescription,it

couldbenotveryusefulasMurraypointsout: “Sometimes[researchers]only give the native name of the game, but more often they call it ‘chess’ if it lookedcomplicated,‘’ifitlookedsimpler,ordismissitastoodifficult

tounderstand”(M URRAY ,HJR 1951: 3).

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Otherreasontochooseboardgamesisthattheyhaveafixedsetofrulesanda fixed board. Even though both rules and boards can change through the passingoftime,theytendtobemorestableandcoherentthananyotherkind ofgames.Onceaboardgameiscreated,thesetofrulesmayvarybutnever completely loose their original mechanics because they are encased and crystallizedintheirgeometry.Ofcourse,othernonboardgamescouldhave been interesting to analyze symbolically, but would be left aside in this researchforthereasonsexplainedabove.Infact,wedonotdiscardafurther researchinthisfieldinthefuture,particularlyaboutcardgames.

2.3Antiquityasmainselectioncriterion

Onceboardgameshavebeendelimited,wenowproposeanotherlimitation: focustheresearchintheoldestboardgamesknown.Wehavetothinkthat mancaredmoreaboutsacredness,symbolismandtheanalogybetweenman

andcosmosintheancientages (O LIVES ,J. 2006: 2123), thereforethatzealwas surelyreflected(inaconsciousorunconsciousway)in ancient games. That makes them the perfect object of this research because games in antiquity wouldstillconservetheirsacredmeaningandtheirfullsymbolicchargethat sometimesislaterforgottenorfallsintodisusewiththepassingoftime.As Fargasasserts: “EnlaAntigüedad,todaactividadhumanateníauncaráctersagradoyse

explicabaenfuncióndesurelaciónconladivinidadoprincipio” (F ARGAS ,A. 1997: 17). ThetermAntiquity,ascommonlyused,isaconcretetimeperiodthatstarts withtheappearanceofwriting(thatis,withthebeginningofhistory)andlasts untilthestartoftheMiddleAges,whentheWesternRomanEmpirefallsin

459A.D.(O LIVES , J. 2006: 223225). Theproblemisthataconceptdefinedin thiswayispurelyWestern,thinkinghistorythroughaveryEurocentricpoint of view. It is impossible to measure or define the beginning of Antiquity worldwide,becausemeanwhilesomecivilizationshadwritingsystemsothers

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werestilladvancingwithoraltraditions.Forthescope of thisresearch,we wanttouseabroaderconceptof“Antiquity”.Inthewaywewoulduseithere it would comprise all traditions and cultures around the world, not only EuropeanorWestern. First,wewillexpresslyignorethefactthatsituatesthestartofAntiquityasthe endofPrehistory(thatis,withtheappearanceofwriting).Thatisbecausewe considertheexistenceofarichoraltraditionbeforetheappearanceofwritten legacysystemsasinterestingasthewrittenonesproved.Thefirstwrittentexts of humanity, which are the doctrinal deposits of the great civilizations, reinforceevenmoretheideathatthereweregreatoraltraditionsbeforehand. So the lack of writing systems does not mean nor the lack of symbolism neitherthelackofboardgames. ThemainfeatureofAntiquityaswewouldusethetermistheimportanceof theanalogicallanguage.ThisappreciationwouldletusincludeintoAntiquity allprehistoriccultures,thatis,withoutwritingsystems,fromwhichwewantto studygames.Wewouldalsokeepfromestablishingafixedendoftheperiod, becausewecannottalkofageneralizedabandonmentofanalogicalthought. Infact, thereare stillcountriesthatpreserve thiscentralanalogicalpointof viewintheirwayofliving.Becauseofthat,theyhaveacloserrelationshipwith nature.AsOlivessuggests,inandtheseideasareeverpresent,or atleasttheyhavebeenuntilveryrecenttimes,becausetheseculturesconserve

andtreasuretheiroldesttraditions (O LIVES ,J. 2006: 8889). Ofcourse,isinthese traditions that we find some of the oldest board games, because they have been passed from generation to generation, and some are even still played nowadays.

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Soifweacceptthat themostimportantfeatureofgames is the analogical

thoughtthatletsusplay“asif…” (L EROUX ,H. 1976: 45) andthisideawasever presentinAntiquity,asdefinedhere,thereasonof choosing ancient board gamesasourstudyobjectbecomesclear. Games played on boards are a truly an ancient institution. The first archeologicalexamplescomefromahandfulofprepotteryNeolithicsitesin the Middle East dating from around 7000 BC. From the context of their discovery, it is evident that their appearance, according to Irving Finkel, coincideswiththedevelopmentofstructuredandsedentarycommunalliving

(F INKEL ,I. 2007: 1). Nevertheless,withtheseearliestgameboards,soremotein timeandsofarinadvanceofhistoricalrecord,isverydifficulttoknowhow theywereplayedtooreveniftheywereusedtoplay. In the first place, we would study the oldest board games available to archaeologythathavebeenallegedlyprovedtobegames.Thenwewouldalso include games of which there are no physical remains but writers and researchersfromotheragesdescribedthem.Tothesewewilladdthosegames that even being been allegedly invented after the usual period being called Antiquitysharetraitsthatcanbesaidtobelongtoit. Wewouldalsouseasexamplesthosearcheologicalremainsthathaveenough similarities with known games to be interesting enough to be cited, even thoughtheycannotbeproperlyidentifiedasgames.Therearemanysamples ofsocalled“games”thatcouldbedoubtedof.Prehistoryandancienthistory isverydiffuse,andarchaeologyislimited.Manypetroglyhps are said to be games,butalsopropergamesaretreatedasjustsomekindofpetroglyphor neglected as just markings. As we can see, there is still research to be conductedinthisfield,andeventhenisnotclearifitwouldbepossiblein

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manycasestoelucidateifitwasamagicalimplement,agameorboththingsat thesametime 16 .Inanyway,forourresearch,aswearestudyingbothgames andsymbolsassuch,fromthemoment,thatsomeonehasusedthatglyphor symboltoplayoveritasaboardgameisinteresting.Ifagamehasbeenplayed sometime somewhere over a board with a concrete shape, that we find repeatedinothercultureasamagicaltalismanwewillnotputintodiscussion ifthistalismanwasseenasagameornot.Infact,itwillonlyreinforcetheidea that both games and talismans share a symbolic background based on the sametraditionalcosmology. Definitely, it is more interesting to study the games not for their historical peculiarities,inaconcreteculturalcontextwithconcreterulesandshape,but to see the underlying geometrical and structural basis that makes it an interestingresearchobjectinasymboliccontext.

2.4Functionalgamefamilies

The list of ancient games used in this research does not pretend to be exhaustive,butwideandvariedenoughtocoverthefullspectrumofboard gaming possibilities in ancient times. The selection was made choosing the mostcitedancientboardgamesintheselectedbibliography,thenaddingthose thatweremorphologicallysimilarorcontemporary.Duringtheresearch,when toosimilargamescouldbecited,wewillonlymentiononeof them,unless specialfeaturesofonevariantareneededtoillustratetheworkingexample. Onlyabriefexcerptoftherulesisprovidedasamemento.Tofurtherknow

abouttherules,historyandvariantsofthesegames,consult BALAMBAL ,V. 2005, 16 For more information on the subject see DE LA TORRE , R. 1985 A, DE LA TORRE , R. 1985 B, BERGER ,F. 2003, BERGER ,F. 2004

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BELL , RC. 1979, CAZAUX , JL 2003. COMAS , O. 2005, CULIN , S. 197519751991, LHÔTE ,JM. 19941996,MURRAY ,HJR., 19131951. Name Board Rulesexcerpt Incompleterules known.Piecesmustexit theboardviathecenter GameofUr row(coiledastheT Twenty section,orstraight). squares Theyaremoved throughtothethrowof /sticks. Rosettesaregoodspots.

Exactrulesunknown. Fiftyeight Mostprobably,players holes mustbringtheirpieces tothehole.They Palm movethrowingmarked game sticks.Rosettesaregood spots.

Exactrulesunknown. Proposedrulesareto exitthepiecesthrough themarkedsquareswith Senet thethrowofsticks. Someofthesemarked squaresaregood,some bad. Exactrulesunknown. Mostprobably,the objectivewastoreach thecenterandtocome Mehen backout.Movementis unknown,butand lionlikepieceshave beenfoundnearthe board.

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Duodecim Playerstrytomoveout scripta alltheirpiecesfromthe board.Theymove Tablas accordingtothethrow Backgammon oftwoorthreedice. Piecescanbecaptured andhavetostartagain.

Black&whitealternate placingstonesoverthe Weiqi board.Theplayerwho controlsmostofthe Go boardwhenboth playersdecidetopassis thewinner.

Thebasicobjectof thesegamesisto capturemorepebbles thanyouropponent capturesorto Mancalagames him.Thebasic movementis“sowing”, takealltheseedsina holeandspreadthem oneineachofthe followingholes. Playersalternate enteringpiecesintothe board.Whenallpieces Merels areinthegame,theycan movefromone Mill intersectiontoanother. Ninemen’s Ifaplayeralignsthree Morris ofhisownpieces,he cancaptureoneenemy piece(notpartofan alignment).

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Playersalternateplacing piecesontheboard. Threeinarow Thefirstplayerto achievethreeinarow wins. Thewhiteinthe centralsquarehasto escapetooneofthe fourcorners.Black Hnefatafl soldiershavetocapture thewhiteking.Pieces moveorthogonallyand usethecustodian capture.

Rulesunknown. Apparently,piecesmove aroundtheboard followingacertain pattern,withthethrow ofsixsticks.

Playersalternate throwingadieand movingtheindicated squaresfollowingthe Moshka path.Landingona patamu Paramapadam ladderbringyouup. Landingonasnake, bringsyoudown.The firsttoreachthetopis thewinner.

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Reconstructedrules. Playersmoveroundthe boardfollowingthe Pentagrammai throwofdice,tryingto eliminatetheir opponent’spieces. Piecesinthe“sacred line”cannotbekilled.

Alquerque Thesegamesarewonby Draughts capturingalltheenemy Baghchal piecesorbyblocking Seega anypossiblemovement. Piecesarecaptured Fanorona “jumping”overthemto Totolospi(I) 17 afreespace.

Xianqi Basically,different versionsofChess.The winneristheplayerwho theopposite “king”piece.Eachpiece Chess hasdifferentmovement capabilities.

Fourplayerstrytomove theirownfourpiecesto thecenteroftheboard. Pachisi Theymoveaccordingto thethrowofcaurisor longdice.Piecescanbe capturedandhaveto startagain.

17 Therearetwodifferentgameswiththesamename.Thisoneisthegameappearingin BELL ,RC. 1979: 53 and LHÔTE ,JM. 1996: 512, withalotincommonwithAlquerque.

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Bothplayershaveto bringtheirpiecesround theboardinopposite directions.Thefour Zohnahl markedspaces(torrents anddrygullies)are dangerousspots.Pieces advancewiththethrow ofstickdice.

Exactrulesunknown. Bothplayershaveto bringtheirpiecesround theboardinopposite Totolospi(II) 18 directions.Theblack markedspacesare dangerousspots.Pieces advancewiththethrow ofmarkedbeans.

Playershavetomove theirpiecesroundthe board.Thesepieces Nyout movethroughthethrow ofstickdice.Whena piecestrikesanother, thelasthastostart again.

18 Thisisthegamethatappearsin BELL ,RC. 1979: 5and CULIN ,S. 1975: 161. Itlooksmorelike Pachisi,eventhoughtheexactrulesareunknown.

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Playersmovetheir piecesroundtheboard, followingindividualized paths,tryingtoreach Thaayam(5x5) thecenter.Piecesare Ashtakashte movedwiththethrow Siga(9x9) ofstickdice,andcanbe killedandsentbackto thestart.Hereonlythe white(yellow)pathis shown. Afterthelistofgames,wewouldnowreviewtheclassical classification of boardgamesinordertofindaclassificationmoresuitableforoursymbolic analysis.Theproposedclassificationisbasedontheirgeneralunderlyinggame mechanics,separatingtheactualgames’rulesinacertainperiodoftime(that we are not discussing in this research), from the game itself as a whole, becausethatistheonlythingthatweneedtoapprehendthesymboliccharge behindthegame. These new families of games try to flee from the “representative” nomenclatureandclassificationthatMurrayintroducedinhisbook History of

BoardGames other than Chess (MURRAY , HJR. 1951: 45). Aswewillseeinfurther chaptersthelabels“racegames”,“wargames”and“huntinggames”usedby Murrayarecompletelyarbitrary,eventhoughMurrayspeculationwasthatthey really were copies of human activities. When Murray adopted this classification, he was convinced that “games are [based on] theearlyactivities and occupations of man –the battle, the siege or hunt, the race, alinement,

arrangement and counting” (MURRAY , HJR. 1951: 4). However, as some have

discussed (S CHÄDLER ,U. 2005)thisideaisbasedonthe“colonialist”prejudices andobsoleteanthropologicalideasproposedbyTaylor.Thiswayofthinking impliesthatprimitiveculturesinafirststagetransform their daily activities

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intoboardgames,untilthroughthepassingoftime,theyare“freed”ofthis relationship and they can develop real “abstract” games. We will further discussthisideainthechapterdedicatedtothemainresearchofthiswork. Inordertodivideboardgamesintofamiliesbasedongamemechanics,they aresortedaccordingtoabasicquestion:“whatarethestepsthatshouldItake inordertowin?”.Eventhoughreachingthewinningpositionisthegoalof every board game, the path that leads to that goal differs in great measure, conditionedbytherulesofthegame.Italldependsonthestrategyusedto moveyourpiecesandthedecisionstakenduringthegame.Eachturn,these decisionsaretwo:

1) WhichpieceshouldImove/place? 2) WhereshouldImove?

Wethinkthatthesearethebasicquestionsbehindanypursueofthegoal.Any tactics or longterm strategies depend on the correct answer of these questions.

2.4.1Pathgames

ThefirstbigfamilyincludesgamessuchasTwentySquares,Senet,FiftyEight Holes,TablasandPachisi.Fixedpathboardgames,orsimply“pathgames”, emphasize the first question overall. This kind of gamesisbasedonauni dimensionalmovementthatfollowsafixedwayorpath.Piecesusuallystartin thesameconditions(inoroutoftheboard)andmoveinonedirection,along thepath.Thesenseofplaycanbethesameforallplayers(likeinPachisi)or opposite (like in Backgammon). Different paths for different players are possible,butusuallytheyshareacommonzonewherepiecescaninteract(that

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is, they can capture or be captured). Lateral movements are unthinkable becausetheywouldmeanthatthereismorethanonepathtothegoal. Formovement,alwaysachanceimplementmakestheamountrandom.The onlypossibledegreeoffreedomfortheplayeristochoosewhatpieceisgoing tomovenext.Sowhenpiecesaremovedbythrowingachanceimplementthe question about “where to move” is answered not by the player but by the game mechanics themselves. As there is only one path to follow and no directionarepossible,theonlydecisionlefttotheplayeristowhich piece(orpieces)shouldapplythisthrow 19 .Usuallymovementisgiventojust onepiece. Piecesarecapturedbylandingonthesamesquareandcapturedpiecesarenot outofthegamebutreturntothebeginningofthepath.Sometimespiecescan sharethesamesquare(inmostofthecasesbecausetheybelongtothesame player).

2.4.2Calculationgames

These are basically Mancala games, in all their variations and complexity, emphasizingthesecondquestion.Mancalagamesareplayedonacircularpath thatwindsandfoilsitselfinanumberofrowsofholes.Theparticularityof Mancalagamesisthatpieces(usuallycalledseeds)donotbelongtoanyplayer, buttheholesdo.Infact,piecesarenotindividualizedinanyway,neitherin shapenorincolor,beingcompletelyequivalenttoeachother.Thenumberof seeds in each hole gives their value and strategical weight in the game. Therefore, the question of “which piece to move” is not as interesting as wheretomovethatpiece.Astherearenotanychanceimplementsdictating 19 Notethatsomegamesdon’tevenhavethispossibilitybecausethereisonlyonepieceperplayer, likeMoshkaPatamu.

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how many holes must the player move, the decision is basically left to the player. We must note that the sowing movement is tied to the number of seedsinthehole,asitiscapture.Inordertoachievethegoalofthegame, bothplayershavetothinkwheretheyaregoingtoplacetheirseedsinorderto captureorprotectthem.Therefore,thepositionalarrangementofthepiecesis the key, and it is based on the management of numbers and calculus. The objectiveofthegamediffersfromgametogamebutinmostcasesiseither capture a higher number of seeds than your opponent is, or blocking your opponentsohecannotplayanymoreachievingaspecialboardconfiguration. EventhoughthevarietyofMancalagamesisimpressive,wewillnotdelve intoitsvariantsbuttreatthemasawhole.Thebasicelementsofplay(seeds) arecommontoallvariants,ascoloredpiecesandrandomimplementsareto pathgames.Eventhoughboardsdiffergreatlyinthenumberofholesallshare theconceptof“hole”andtheseedingmovement.Thesecommonelements wouldbethefeaturestohaveinmindwhentalkingabout“Mancalagames”as awhole.

2.4.3Spatialgames

In these games moves comply with welldefined rules of play that usually exclude intrinsic factors of chance, such as dice. Each player has “perfect information”astoallpastmoves,thecurrentposition,andallpotentialfuture positions.Perfectinformationofpastmovementsisamatterofmemoryor notation,butfuturepossibilitiesaresubjectedtotheabilityto“project”own moves and predict the opponent’s moves. Even though wecouldcallthem “strategy”games,becauseitisbydefinitionaplanofprocedurebasedonthe projection and prediction of play, in fact almost every board game has a

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“strategy”(eventhosewithchanceimplements)sowehavepreferredtocall themspatialgames. Wecallthemspatialgamesbecauseinordertoachieve the goal, the player needstoaskhimselfaofboththeproposedquestions.Notonly pieces are differentiated for both players but also the decision of where to move is not only unidimensional but also bidimensional. The other two families work in an (almost) unidimensional space, but in this family, two dimensions must be taken into account. Every single piece, either for movementorforplacement,isnotonlyworkingoveralineorpathbutina .Inmostofthesegames,theplayerhasachoiceofrowandcolumnto haveintoaccount.Sohenotonlyhastochoosewhichpiecetomove,butto whatsquareitwouldgo.Both“which”and“where”mustbeanswered. Spatial games include a wide spectrum of board games, which share basic proceduresandgeneralrules.Wecouldsubdividethemintothreecategories: blockinggames,alignmentandzonegamesandbidimensionalcapturegames. Blockinggamesstartwiththepiecesontheboard.Theobjectiveofthegame istomaneuverthepiecesinordertoachieveaspecialstateoftheboardin which the opponent cannot move. In these games, there is no capture: the numberofpiecesremainsthesamefromthestarttotheendofthegame. In alignment and zone games, the board starts empty and the players enter their pieces anywhere on the marked spaces of the board. Pieces do not “move”,ordoitinaverylimitedway.Theobjectiveofthegameistoachieve aspecialstateoftheboard(analignmentofanumberofpieces,orcontrol over a bigger zone). Captures in these games are achieved by aligning a numberofpieces(threeormore)orbysurroundingthem.

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Bidimensional capture games share two basic features: a greater degree of piecefreedomandagoalbasedoncapture.Thisgreaterdegreeoffreedomis possiblebecausethemovementofthepiecesisnolongerlimitedtoapath, but to a field. This bidimensional movement forces the player not only to choosewhichpieceto movebutinwhichof thepossibledirections.Pieces startalwaysontheboardandtwopiecesnevermaybeonthesamesquare (eveniftheybelongtothesameplayer)exceptto“upgrade”themintoone piece. Capture rules in these games varies in many ways. Some games, like Shogi,XianqiorChesssharethesamecapturemethod.Theparticularityof thiswayofcapturingisthatinordertocaptureapieceanenemypiecemust occupythesamesquarewithanexactmovementandthenthecapturedpiece isremovedfromthegame. Another possibility is the “custodian capture”, used in games as Tafl or Latrunculi.Inthiskindofgames, piecesmoveonly orthogonally along the board.Thecapturemechanicconsistsinplacinganenemypiecebetweentwo of your own pieces. That is achieved by leaving one piece adjacent to the enemy and “enclosing” it from the opposite orthogonal direction in any subsequentmove. Finally,wefindanotherkindofgamesthatsharetheirwayofcapturingpieces. BaghChal,Draughts,Alquerqueandmanyothergamesusethe“jumpover” methodofcapturing.Allthesegamesareplayedonsquared boards or just intersecting lines. The game evolves on a grid, where pieces move in the intersectionsoflinesorofrowsandcolumns.Thefreedomofmovementis limitedtomovementsalongtheimaginarylinesbetweenthesquares/points. Insomegames(Draughts)onlydiagonalsarepermitted,butinothers(Bagh Chal) pieces can also be moved orthogonally. The objective is to capture a

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numberorallofthepiecesoftheopponent,soheisunabletoplayor,onthe other hand, blocking their moves so they cannot capture any more. Pieces captureeachotherbyjumpingovertoafreespaceadjacenttotheirobjective, buttheyneverfallintothepreviouslyoccupiedspace.

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3. BUILDINGATHEORETICALMODELFORANCIENTBOARD GAMESANALYSIS

In the previous chapter, the material object of the research is defined. However, when we were about to start the analysis of the key symbolic elementsintheselectedancientboardgames,wefoundthattherewasnota clearlydefinedtheoreticalframetodoso. Symbolism, as we wanted to treat it, is a crosscultural reality, as many prominentresearchersofthelastcenturyhavebrilliantlymanifested,showing the continuity and universality of a common legacy, that J.Olives called

“classicaltraditional thought” (O LIVES , J. 2006: 2224). C. Jung, A. Coomaraswamy,R.Alleau,R.Guénon,JE.Cirlot,M.Eliade,G.Champeaux, S. Sterckx, among others have offered through their works, empirical anthropological and philosophical data, based on classical, traditional and archaic sources and authors, which helped to theorize and somehow “systematize” the whole spectrum of symbols. All these authors greatly exemplify what R. Guénon called “traditional studies”, including anthropology, history of thought, history of religions and deep psychology. Thesestudiesdealwiththeconsciousorunconsciouscontinuityandsystemic coherence in space as in time of a symbolic corpus related to cosmology,

transcendenceandeverythingspiritual (C IRLOT ,JE. 1997: 20). Then,beingcoherentwiththisofthoughtandresearch,wefoundtwo main approaches helping to define our theoretical model: symbolic hermeneutics and comparative studies. Finally, we theorized the notion “traditional cosmological symbolism” as the symbolic basis for our analysis. This frame of mind was the key to understanding the similarities between

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games from very different cultures, relating them to the principal symbolic structuresoftraditionalsymbolism. Recognizingtheperennialvalueofuniversalsymbolsandmythsallalongthe classicaltraditionalthought,hasbeenarealchangeof.Thischange ofmentalityhappenedmainly,asOlivesexplains,inthesecondhalfofthelast century,whentheoftheanthropologicalstudies,traditionalstudies andhistoryofreligionsallowedabetterunderstandingofarchaiccultures.The scientific world started to rediscover the intellectual and spiritual human interest of these “primitive” cultures, taking down the prejudices of superstitionthatmythandsymbolismhad.Oneofthemainimprovementsin thisfieldofresearchwastherecognitionoftheimportanceofthemythical magicalreligiouslanguage,anditsincrediblevalueinthekindofresearchthat

we are conducting (O LIVES , J. 2006: 2122). With the essential works of these authors,wewillapproachthisinterestingsubjectfromascientificandrigorous pointofview.However,asthisfieldofscientificresearchisrelativelynewin other sciences standards, and is sometimes still seen as a marginal or even esoteric subject, we found appropriate to introduce the basic theoretical premisesinwhichthisresearchisbasedon.

3.1Symbolsandsymbolism:analogicalthought

Theartofwriting,asweknowit,begannomorethanfivethousandyearsago inandwiththosewhoestablishedthefirstconventions for organizing visible markings into a writing system. It possibly began because of the burgeoning needs of civil accounting. Around the fourth millenniumBC,thecomplexityoftradeandadministrationoutgrewthepower ofmemory,andwritingbecameamoredependablemethodofrecordingand

presenting transactions in a permanent form (R OBINSON , A. 2003: 36). Even though, a much longer history seems to be lying behind the geometrical

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symbolsconformingwhatwouldbeusedaslettersorhieroglyphs.Inorderto findtheiroriginswehavetogobackintothePaleolithic,whenpeopledrew picturesonthewallsoftheirdwellings.Fromthere,geometricalsymbolshave beenusedby humanityduringmillenniaastransporters ofsacred messages, auguriesandknowledgethatourancestorstriedtoperpetuate.Infact,even beforeanyknowntheology,speculationormythicalelaborationwestillfind

schematicelementsandgraphismsthatwecancallsymbols (R ICOEUR ,P. 1969: 285). Conquestofalphabetcametoalterthetraditionalwayoftransmission, makingthesehugeamountsofelementalgeometricalsymbolsthatrequireda

significant mnemonic effort less useful (F ABREGAS , X. 1987: 100101). Nevertheless,whileitisclearthatthedevelopmentofwritingasameansof communication represented an advance over the conventions of symbolism fortradeandcivilaccountingmatters,itisalsoclearthatitnevercompletely substitutedsymbolsinotherfieldslessorientedto“quantitative”results,such

asreligiouspractices (E LIADE ,M. 1987: 198 ). Whenwestudythefirstgeometricalsymbolsavailable,wegofarbeyondwhat we know as history. These recurrent and everpresent symbols (circles, , spirals, , labyrinths…) were used by our ancestors before

writingwaseverneeded (R EVILLA ,F2007: 56).AccordingtoRevilla,whenman started symbolizingwasmostprobablydue toone(orall) of these reasons: panic, awe, alarm or surprise, something affecting their survival or maybe somethingtoobigortoopowerfultobeunderstoodorcontrolled. That means that sometime during their lives, one of them was awe struck about something that happened sometime. This glimpse into the unknown, when he first was aware of the magnitude of the celestial vault, or the powerful energy coming from the sun, or saw something destroyed by a lightningbolt,madehimfeltreallyvulnerable.Thesefirstsensations,basedon

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fear or amazement, are called “presymbolic intuitions” and could be,

accordingtoRevilla,thegermofthefirstsymbols (R EVILLA ,F2007: 58).These symbolsare “elmásantiguocantar” thatsingsaboutnature,thesky,thepole,the

cardinal directions, metals, colors, planets, luminaries, etc. (O LIVES , J. in

CHEVALIER J. &GHEERBRANT ,A. 1999: 11) In essence, the nature of the symbolic process consists in the fact that one thing, usually concrete and particular, stands for something else, usually abstract and generalized. This relationship makes the first thing a trigger or

referentforasetofhabitsorthoughtsassociatedwiththereferent(E LIADE ,M.

1987: 204 ).Whilethesymbolmustbeaclearlyperceptiblephenomenonora physicalobject,thereisnoreasonforitsreferenttobesuch,soitcanbean abstractideasuchaslimit,afeelinglikedanger,aparticularorauniversal meaning.Almostanythingcanbeasymbol,butithastorelatesomehowto what it represents, not physically (because that is usually impossible) but conceptually. As Olives explains: “Los símbolos toman la forma de imágenes, gestos, sonidos, músicas, acciones, historias sagradas, fórmulas, manjares, bebidas y aromas.[…] El símbolonoésmásqueunsoportematerial,peroestácargadodeeficaciaportenerunaformaanáloga

alaideaoenergíasupraformalqueélseencargadeatraerytransmitir.”(O LIVES ,J. 2006: 25). Another good approach of what we would call “symbol” in this research is givenbyPaulRicoeur,puttingthestressonthedistinctionbetweenitsliteral aspect and its transcendental, directly inapprehensible, signification: “J’apelle symbole toute structure de signification où en sens direct, primaire, littéral, désigne par surcroîtunautresensindirect,secondaire,figure,quinepeutêtreappréhendéqu’àtraversle

premier” (R ICOEUR , P. 1969: 16 ).Sociologyandlinguisticsstudythesymbolasa mediator between men and do not see in it anything but a . We present the symbol as something more, related to the anamnesis explained by

Plato(O LIVES ,J. in CHEVALIER J. &GHEERBRANT ,A. 1999: 11)

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Thesesymbolscanbearticulatedinacoherent“language”thatcanbeusedin several levels of significance. Erich Fromm speaking about the roots of

symbolic language (F ROMM , E. 1989: 1524) separates three gradual levels of symbols:conventional,accidentalanduniversal. Thefirstlevelisthesimpleacceptationofaconstantconnection,ridofany naturaloropticalbasis.Thisisthecaseofsignsusedinindustry,mathematics and other fields requiring complex operations. These like marks have a conventionalmeaningandareusedintheplaceofwords or to represent a complexnotion.Forexample,inusingtheword“table”torepresentatable wecannotseeanyphysicalsimilaritybetweenthelettersTABLEandthe actualphysicalobject.Anotherexamplewouldbecountryflags.Theyareonly aconvention,arelationshipthatwelearnatschool. The second division comes from transitory circumstances, and it is due to associations caused by casual contact. The accidental symbol differentiates fromtheconventionalsymbolbecauseitcannotbeunderstoodorusedbya foreign person if we do not explain the story behind that particular relationship.Thesesymbolsarerarelyusedinmythsbecausetheyneedofan additional explanation, but are very frequent in dreams. That would be the caseoftherelationshipbetweentheandtheNaziregimein, onlymeaningfulandunderstandableiftheconcretehistoricalfactisknown.If not,thereareanyotheravailablehintsthatcouldrelatetheNaziregimewith thistraditionalcosmologicalsymbol. Finally, there is the third group, which is where the symbols studied in this researchare.Thiskindofsymbolsischaracterizedbythefactthatthereisan

intrinsicrelationshipbetweenthesymbolandwhatitrepresents (C IRLOT , JE.

2004: 37). Soour“symbols”wouldbesignsthatareconstitutedassuchmerely

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ormainlybythefactthattheyareusedandunderstoodassuch.Letustake theexampleoffire.Whenwetalkaboutitwethinkoffascination,wedescribe itsintimatevisualandtactileexperience:power,energy,lightness,movement, grace,light,heat,happiness…Inotherwords,whatmakesasignthiskindof symbolisnotinthefirstplaceanyqualityconsideredinherentinaparticular phenomenon but rather a particular form of subjective common attitude

centeredonit(E LÍADE , M. 1987: 204205). Whatmakesthesesymbolsuniversal is that the lived experience, the inner reaction that that specific symbol

provokesineverybody,issharedworldwideasahumanconstant (F ROMM , E.

1989: 19). The observer chooses a piece of objective reality and suddenly makes it subjective,fullofsignificance,relatingittoapsychologicalortranscendental state. Through symbols, one tries to explain to other people his highest thoughts,hisdeepestabstractideasabouttheworldandabouthimself.That relationshipbetweenthesymbolandwhatdoesitsymbolizecanbeexplained as a bond. While using symbols, one rebinds what is “above” with what is “below”:manwithGod,theSkywiththe,interiorwithexterior,values

and praxis (O LIVES , J 2006: 24). The function of symbols is to relate two different reality levels: one directly visible and perceptible and the other mysterious, interior, unknown. They have the function of revealing and transmittingmetaphysicalideastoourordinarylife.Thesymbolicimageisnot an example (an external relationship between two objects or ideas) but an internalanalogy,whichisanecessaryandeverlastingrelationshipthatmoves “something”inthehumanpsyche.AsJ.E.Cirlotpointsout:“Estelenguajede imágenesydeemociones,[…]habladelasverdadesexterioresalhombre(ordencósmico)e

interiores(pensamiento,ordenmoral,evoluciónanímica,destinodelalma)” (C IRLOT , JE.

2004: 37).

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Symbolsarea linguafranca thatletsusalltalkaboutthosethingsinlifethatcan notbeexplainedwithconventionallanguageanddefinitions.Theyaredirectly

connectedwithwhatJungcalled“theunconsciousmind” (J UNG , C.

1997: 55),andcomefromeverythingweknowabouttheworldaroundusand aboutourselves.Oneofthegreatestvirtuesofthehumanbrainisthecapacity torelateconceptstoachievebetterunderstandingand that is how symbols work. The symbolic shapes play with mental structures, moving the whole psyche, without limiting the rational part. Jean Chevalier calls a symbol an

eidolomotor thatis “somethingwhichmakesimaginationwork” (C HEVALIER ,J. &

GHEERBRANT , A. 1999: 19) ,andAnandaCoomaraswamycallssymbolism“the

art of thinking with images” ( CIRLOT , JE. 2004: 36). In fact this symbolic languageis thenearestthing thatwehaveto auniversallanguage 20 ,butthe factisthatitwassetapartasmanstartedtorejecthisculturalrootsandmyths

assomethingobsoleteandunfashionable (F ROMM ,E. 1989: 2021).Itspriorityin front of any other way of signification is recognized by all who admit that thereisapossiblewayofseeingtheworldotherthanthepurelyrationalistic

(O LIVES , J. in CHEVALIER J. & GHEERBRANT , A. 1999: 9). In remembering and recovering this religiousmythicalsymbolic view of the world, we again becomeabletounderstandthisuniversallanguage,everpresentinourlives andcultures.AVedictextsumarizedbyGuénonclearlyexplainstheroleof symbolsinlife: “…soncomoelcaballoquepermiterealizaraunhombreunviajecon másrapidezyconmuchomenosesfuerzoquesidebierahacerloporsuspropiosmedios.Sin duda,siesehombrenotuvieseuncaballoasudisposición,podríaapesardetodoalcanzar sumetapero,¡concuantadificultad![…]Lomismosucedeconlosritosysímbolos:noson deabsolutanecesidad,losonenciertomodo,porunanecesidaddeconvenienciaenfunciónde

loscondicionantesdelanaturalezahumana” (G UÉNON ,R. 1995: 18). 20 Wecaneventalkof“symbolicaldialects”,whereeachcultureaddsorsubstractssomeofthetraits oftheuniversalsymbol.Eventhough,thecentralidea,themainsymbol,remainsunderstandable.

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Repeatedly we would have to deal with the polyvalence of the traditional cosmologicalsymbols,baseofallarchaiccultures.Farfrombeingaproblem, thisispartoftheinterestofthestudyofsymbols:thecoexistenceofsenses. The synthetic structure of traditional thinking finds in symbols an excellent channeloftranscendentexpression,becauseitisabletounifydifferentlevels

ofrealitywithout“neutralizing”them (E LIADE ,M. 1993: 30). Thispolyvalenceof thesymbolmakesthecoexistenceofsensespossible,andhelpstointroduce thenextconcept:analogy. The most important concept to recover and fully understand the symbolic languageistheanalogicalrelationshipbetweentwoterms,thecorrespondence between the material support and the immaterial idea (or ideas) that each symbolbinds.Wemuststressthatthisimmaterialidea,intheframeworkof traditional symbolism is more that a mere concept: as Olives points out, it shouldbebettercalled“stateofbeing”,“intuitionoftranscendentalreality”,

oreven“presenceofGod” (O LIVES ,J. 2006: 2526). Byphilosophicaldefinition, “analogy”standsasarelationshipbetweentwofactsorpropositionsthathave a similitude or at least an equal element. Therefore, there is an analogy betweenunburyingsomethingandunsheathingasword,betweenanelevated

thoughtandtheheightofa (C IRLOT ,J.E. 1991:20) .Nevertheless,asRene Guénon better explains, the true symbolic analogy is not between tangible factsbutalwaysbetweenthephenomenicrealityandthespirituallevelor,one

cansay,thePlatonicrealandideal (GUÉNON , R. 1931: 9597). Having thisinmind,wecanunderstandwhyGuénonsaysthatthesymbolisalways inferiortowhatitsymbolizes,andthatwhatis“above”canonly“remember

usof”somethingofwhatis“below”,neversymbolizeit (C IRLOT ,JE. 2004: 37). Whilenaturalscienceestablisheshorizontalrelationships between groups of beings that share some traits, symbolic science tries to find vertical bridges

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betweenobjectsorideasthatareinacorrespondencesituationwithanother analogueobjectorideainanotherrealitylevel.Throughthisconceptwe’lltalk aboutthecorrelationbetweenideasfromtwoormoresignificationlevels,in ananalogicalway.Thisbasicideapermeatesallthetraditionalwayofthinking andforthisreasonisabasicassumptioninthisresearch.AsCirlotexplains: “Elsimbolismoseorganizaensuvastafunciónexplicativaycreadoracomounsistemade relacionesmuycomplejas,peroenlascualeselfactordominanteessiempredecarácterpolar,

ligandolosmundosfísicoymetafísico” (C IRLOT ,JE. 1997: 21). Allancientsymbolicknowledgeisusuallyreducedtoonesentence:“Asabove, so below”. This phrase comes from the beginning of Tabula Smaragdina and embraces the entire system of traditional and modern magic 21 which was inscribed upon the tablet in cryptic wording attributed to Hermes Trismegistus.Allmagicalandsymbolicsystemsarebasedinthisformula.Itis the same idea that permeated all Platonic philosophy, cited by Dionysius Aeropagite“Thesensibleworldisareflectionoftheintelligibleworld”,orby

Goethe “What is inside is outside too” (C IRLOT , JE. 1997: 21). Microcosm is analogue to macrocosm,societyisanalogue tocosmos,structure ofcitiesis analoguetosociety,manisanalogoustocitiesandsoon, adinfinitum .Thereisa completeparallelismbetweentherealmsofandtheEarthwherewe live in every archaic culture. That means that countries, rivers, cities, and everythingthatwesee,theyallexistincertaincosmiclevels,andtheirearthly

imageisnothingbutapaleandimperfectreflectionofthecosmos (E LIADE ,M.

21 Weshouldnoteherethat“magic”asweunderstanditinthisresearchhasneitherthesuperstitious northetrickeryorillusionismvulgarsensesthatpeoplegivestotheword.Itismorethanthepractices intending to move occult forces of the world or higher powers in order to obtain some kind of physicalbenefit.Whenwetalkabout“magic”,wehavetovisualizeitasawholecosmovision,basedin themicromacrocosmicanalogybetweenmanandits surroundings. We have to think about it as ancientwisdomaboutman,societyandcosmosinaspiritualandtranscendentallevelratherthanasa practicalandincompleteprotoscience.

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1993: 24). Wecanalsorecognizethissamekindofframeworkpermeatingall thePlatonicphilosophy.

3.2SymbolicHermeneutics&Comparativestudies

Hermeneutics are the science of interpretation, of finding what is hidden. Their name comes from the Greek ρενεειν (to interpret, to explain). A noun formed from this term, Hermes, was the name of a Greek god, the messenger,therepresentativeofthegods 22 .Usuallythewordhermeneuticsis used to talk about the interpretation of written texts. However, as many

authorshavepointed (R ICOEUR ,P. 1981: 145149) anyculturalmanifestationthat “speaks” in some way (not only texts) can be interpreted through hermeneutics.Therefore,itisalsoagoodtooltostudyart,music,images…

andofcourse,symbols,asaspecifickindofimages (B OURGEOIX ,P. 1975: 134). Thisphilosophicalresearchingtoolcanbeusedinordertoexplore,document and try to understand everything that has to do with the interpretation of humanlife,creationsandrelationshipwithhissurroundings.So then,ifwe wanttounderstandtherealmeaningofculturalmanifestations,hermeneutics can (and must) be applied to our everyday life. Therefore, using symbolic hermeneuticstostudysymbolsinboardgamesisaperfectmatchbecause:“El enfoque hermenéutico profundo debe reconocer y tomar en cuenta las maneras en que las formassimbólicassoninterpretadasporlossujetosquecomprendenelcamposujetoobjeto. Enotraspalabras,lahermenéuticadelavidacotidianaeselpuntodepartidaprimordiale

inevitabledelenfoquedelahermenéuticaprofunda”(T HOMPSON ,J. 1993: 306).

JoséAntonioAnton (A NTON , J.A.:1988 115123) andothermanycontemporary authorshaveexplainedthistypicallytraditionalmethodtointerpretsymbols

22 Their initiates were introduced to a kind of philosophical superior knowledge called “Hermetic mysteries”.Thosemysterieswereunknowntoanybodyoutsidethecircleofacolytes,andthatisthe reasonthatnowanythinghidden,closedtotheoutside,iscalled“hermetic”.

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withoutfallingintorelativismorrationalism.Inshort,itcombinesbothdeep studyandaposteriormeditationtofindtheneededanalogies.Theknowledge about man and cosmos that is achieved rationally has to be always passed throughthesieveofselfknowledge.Symbol,assuch,helpsmanintoknowing himself. So studying the interpretation of symbols passes through an identification process. Knowing symbols, myths and rites is only possible whenthesubjectmeldswiththeobjectandrecognizestheminhimself.Only in this way, the knowledge obtained through the interpretation can be transmittedandexplainedwithanewperspectiveandinterestingideas.One creates new knowledge starting from the old one, once interiorized and recognized.Inthisway,traditionisbroughtbacktolife,reinterpreted.That makestheanalogicallanguageavehicleofbothselfknowledgeandknowledge abouttheworldatthesametime.Symbolsthemselvesexplainthemethodthat slowlyintroduces theresearchertoknowledge.Theygo beyond appearance andliterality,andreachwhatishiddenandspiritual.Theyareatthesametime manifestationandconcealmentbecausesymbolicrealityshowsinhidingitself. Hermeneuticsbreaksthesymbolsandgainsaccesstowhatisnotsaid,through

analogy(A NTON ,J.A. 1988: 123). Symbols,aswehaveseenarenotstatic,butalwayswideningtheirmeanings. In such a mobile terrain, any study concerning symbols has to be well founded. However, as Cirlot points out: “El orientalismo, la historia de las religiones,lamitología,laantropología,lahistoriadelacivilización,elarte,elesoterismo,el psicoanálisis,lasinvestigacionessimbológicasnoshanfacilitadouncuantiosomaterialpara lacorroboracióndelo‘psicológicamenteverdadero’ylaunidadesencialmencionada,quese hanexplicadotambién,nosóloporelfondocomúndelopsíquico,sinoporeldelofisiológico, dadalaimportanciadesuformayactitud,delasposicionesfactiblesdesusmiembros,con

loselementosmássimplesdeladialécticasimbolista”(C IRLOT ,JE. 1997: 20).

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Their interpretation becomes possible through the knowledge and ulterior meditation about the traditional and natural symbolism. So, if we base our researchontraditionalsymbolismwithoutdeviatingintoitssuperstitiousand esoteric aspects, we would find a common coherent corpus of information goodenoughforascientificresearch. Insomeway,wecanrelatetheart/scienceofsymbolichermeneuticsto’s anamnesis .Thatisbecauseinsomeway,wealreadyknowtheanswersthatwe aretryingtofind,atleastinanintuitive,suprarationalway.Thejobofthe researcherisnotonlyoutside,studyingtheobject,thesymbolsassuch,but alsoinside,inordertofindtheanalogiesandpossiblerelationships.Whenwe study such a field of knowledge, the researcher cannot be only a pure observer.Hemust“incarnate”thesymbolsinordertounderstandthem,and thatrequiresagreatdealofsubjectivity. Thefirststepistherecognitionofsymbolicelementsandtheirmeaning.One hastostudytheclassicaltraditionalthoughtinordertoknowitskeyelements and patterns. As Cirlot explains, this “tradition” is the conscious or unconsciouscontinuityand systemiccoherencein timeasinspaceofsome symbolic transcendental ideas expressed through geometrical or pictorial patterns. These ideas configure the backbone of each and every culture, bringingusbacktotheveryessenceofhumanperceptionoftheworldandof man himself. Some authors try to explain it as a spontaneous surfacing in distantcommunitieswithouthistoricalcontact,asothersrelyandbelieveitas

thesolelyresultofculturaltransmission (C IRLOT ,JE. 1997: 20). Inthisresearch, wewillnotdiscussifthiscoherencemanifesteditselfinspaceandtimeasa primogenitalfocusoritcomesfromsimultaneousappearancesbutjuststudy its results under the name “tradition”. We want to separate here everything symbolicandtraditional,whichalwayspointstoandrelatestotranscendence

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andhigherinstancesofconsciousness(thatis,ourfocusofinterest),fromthe

subconscious,alwaysrelatedtostatesofinfrahumanity (GUÉNON , R. 1995: 39). Thissymboliccorpushastobestudiedandanalyzed,extractingitsessential manifestations. Then, with the help of symbolic hermeneutics, it will be appliedtotheconcreteobjectoftheresearchinordertobeabletorecognize these essential patterns and symbols in it. Once studied and assimilated, traditionalphilosophicalideascanbeseeninboardgamesinsymbolicform, both in their shape and in their rules. The previously acquired symbolic knowledgeisrecognizedinthestudyobject,inthiscase,inboardgames. Thefruitsofour researchwillbeonthefirstplace the enrichment of the symbolic studies bringing information from a shallowly studied object as games. This new point of view will improve our symbolic knowledge illustrating it with new examples and interesting parallelisms. With this new conceptual bridge, new analogies become available, enriching further researchesconcerningsymbolsandgames(asawholeorasseparatesubjects). Inthisway,boardgamesbecomeawaytoimprovetheunderstandingabout manandcosmos. Theapproachtosymbolicinterpretationproposedinthisresearchprojectisto “play” with traditional cosmologic, philosophical and anthropological conceptsfromaspeculativeandanalogicalpointofviewcenteredonancient boardgames.Thisisanewpointofviewinthestudyofboardgames.That does not mean that we are trying to prove that board games are solely containers of symbolic tradition, denying their playful component. On the contrary, we see in board games both the playful and speculative aspects, therefore being the perfect cultural manifestation in which to recognize traditionalsymbolism. Wearenotnegatinginanywaytheliteral,rationalor historical value of the symbols or the games that we are studying. We are

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discussing a different matter, which would lead to a completely different objectofstudy: "Eneffet,onatropsouventtendanceàpenserquel’admissiond’unsens

symboliquedoitentraînerlerejetdusenslittéralouhistorique" (G UENON ,R. 1931: 11). The kind of research that we are conducting is not purely empirical but conceptual. The material object of our research (symbols) needs a wider speculativemethodcapableofestablishinganalogicallinksandworkinginan intellectual territory full of nonexcluding oppositions. Nevertheless, this research is not pure speculation because the symbols, which are behind classicaltraditionalthought,areruledbytheirownlogicandinnercoherence. Theassociativechainsthatletusstudysymbolsarenotarbitraryand,aswe willsee,onehastoknowtheirinterpretativekeysbyheartandalwaysbasehis speculationonclassicaltraditionalthoughtasthefirstreferencepoint. Therefore,toapplysymbolichermeneuticstothestudyofsymbolsinboard gameswewill,firstofallunderstandandhaveinmindthemainsymbolsof traditional cosmological symbolism (primal geometrical and key anthropological). Second, we will look through the selected games for the presence of these symbols (directly or indirectly). Third, we will see if the appearance in the game of these symbols is coherent with their symbolic meaningaccordingto traditionalcosmologicalsymbolism.When thesethree stepshavebeenrepeatedforeachoftheselectedsymbols,theresearchwillbe concluded. Tofurtherrefinetheresultsoftheresearchproject,wewillusecomparative studies.Studyinggamesinanisolatedwayisagoodfirstapproachtoboard games, that lets the researcher understand each game in its cultural and historical environment. That is why in the first part of this research, games wherenotcomparedtooneanother,butstudiedintheircontext.Besides,for

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thesymbolicanalysistheisolatedstudybecomesinsufficient.Ifweassumethe transcivilizational(orcrosscultural)valueofsymbolsandtheuniversalvalue of games, clearly we cannot limit the scope of our research to just one geographical zone. Moreover, if we manage to find board games from completely different cultures sharing a symbolic basis, it would help us to prove our hypothesis. That is why this research relies also in comparative studies. Even though, before talking about comparatives studies a very important question must be stated. Nowadays the western civilization has overlapped withotherculturesandpeoplescoexistinginthesameterritoryduetovarious social processes usually known as “globalization”. Nevertheless, the multiculturalcoexistenceisnotpossibleifnotthroughtoleranceandagood knowledgeofyourownculture.Onlyfromthisknowledge,onecanstartto study and “compare” other cultures and religions without mixing them indiscriminately and therefore devaluating them. This research cannot be based on concrete but in the study of the deep roots of each culture, and their cultural elements, where we would find the essential

parallelisms and coincidences ( OLIVES , J. 2006: 114118). Comparing board games and thus finding the essential traits they share makes us rethink all premade ideas that we could have about a particular game, changing and enriching our perspective about it constantly. Now we compare two games fromdistantplacesintheworldthatsharesomedistinctivekeysymbolictrait we learn both from the similitude and from the differences. The things in commonwouldhelpustobetterunderstandtheirsymbolicmeaning,working asalivingexampleofthecommonsymbolictradition,whilethedifferences wouldbettershowwhatthatkindofgamemeantforthepeoplewhoplayedit asamanifestationoftheir“symbolicdialect”.

70 TraditionalCosmologicalSymbolisminAncientBoardGames GASPAR PUJOL NICOLAU 3.3 Traditional cosmological symbolism seen through board games

Traditionalcosmologicalsymbolismisthemainframeofthisresearch.Under thistitle,werefertothefactthatthereisacosmologicaltraditionsharedtoa certain point by different ancient cultures and civilizations. This has been explainedinthe20thcenturybyawidedisplayofscientificliterature,asthe abovereferredas“traditionalstudies”,historyofreligion,comparedreligions, symbology,etc.Themajorpartoftheancientcosmologyandphilosophyis not written as text, but expressed through architecture, cosmography and symbolism.Itisthroughtheseculturalexpressionsthatonecanmoreclearly

see their cosmological conception (E LIADE , M. 1993: 24). In fact, as J.Olives points out, all the archeological and cultural legacy of the archaic and traditionalsocietiescanonlybefullyappreciatedappealingtotheirsymbolic

message,alwaysbeyondpeculiaritiesandtrends (O LIVES, J. in CHEVALIER , J. &

GHEERBRANT ,A. 1999: 11) When we talk about “tradition” or classicaltraditional thought, we are referring to the conscious or unconscious continuity, and to the systemic coherenceofthesymbolicanalogiesthroughspaceandtimeintheworld.All traditional symbolism is based in the rhythms of nature. The laws of mathematical order and vegetal and animal life are reciprocally permeated. Everythingisatthesametimeanorganismandpartofaverypreciseorder.So the universality of the symbolic cosmological language is due to the universality in the shapes and laws of nature. That is why some symbols becomea“linguafranca”tounderstandandsharethegreatestphilosophical themes worldwide. Cosmograms, symbolic representations of the world through geometrical shapes, numbers and proportions, can bee seen as the universalsymboliclanguage.Theyarethecompendiumofthesemeaningful symbols: the way in which man expresses his view of the world, and that

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everybody can intuitively understand. As Guénon explains: «Les concordances entretouteslesformestraditionnellesreprésentent,pourraitondire,des‘synonymies’réelles; c’estàcetitrequenouslesenvisageons,et,demêmequel’explicationdecertaineschoses,peut être plus facile dans telle langue que dans telle autre, une de ces formes pourra convenir mieux que les autres à l’exposé de certaines vérités er rendre cellesci plus aisément

intelligibles.» (G UÉNON , R. 1931: 10). Therefore, not matter what our point of viewmaybe,wewouldalwaysfindinthese“traditional”culturesthesame cosmovisionandthesameurgetoparticipatewiththeirlivesinthe“cosmic”

life (E LIADE , M. 1993: 61). The human being feels permanently related to the rhythmsofnature,givinghimaglobalvisionofhimselfandthecosmos. AccordingtoCirlot,theinterestofmanforthenaturalrhythmsofnaturewas, betweenotherreasons,duetotheappearanceofagricultureinthePaleolithic

(CIRLOT , JE. 1997: 22). Any agricultural knowledge needs of the calendar to work,becauseitisbasedontheregularproductionofvegetalspecies,andof course that implies the knowledge of their annual growth, floration and fructificationrhythms.Seedingandsowingaredirectlyrelatedtothecalendar, thatis,withthepositionofthesunandthestars.Itisinthistimethatthe geometricalideaofspace,therelationshipbetweenskyandearthandtheidea ofthecardinaldirectionsappear.Theimportanceofsome natural numbers andofsomeshapesassquares,crossesorcirclesisalsorelatedtothisconcept. Thatis becauseofthesixcardinal directionsrepresenting each of the four directionsintheplane,north,south,eastandwest,plusupanddown.The seventh “direction” is the most important, representingthecentralpointof these imaginary lines, where we can see ourselves as in the center of the universe.Thisdistributionofspaceissymbolicallyrelatedtothesquareandto thecubeasthetridimensionaldevelopmentofthecross,anditisthebasisof

thetraditionalcosmologicaltheoryofspace (O LIVES , J. 2006: 4055, particularly

42, 47, 49 and 55 ). This idea was applied over the territory as a cross,

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symbolizingapentad,fourdirectionsandacenter,iseverpresentincityplans

aroundtheworld (asseenin OLIVES ,J. 2006: 232264). Therefore,theimportance of natural numbers and regular geometry in traditional cosmological symbolismisakeyelementtothisresearchbecauseitisasuniversalasgames are.AsGuénonexplains: “…elempleodelsimbolismodelosnúmeros,odelsimbolismo constructivo,nosonenabsolutoparticularesdeunadeterminadaformainiciática,sinoque, porelcontrario,seencuentranentodaspartesconsimplesdiferenciasdeadaptación,puesse refierenacienciasoartesqueexistenporigualyconelmismocaráctersagradoentodaslas

tradiciones.” (G UÉNON ,R. 2004: 14). The rhythmic vibration of nature is seen as the basic pattern underlying everythinghappeningaround.Manalsoseesthesepatternsinhimself,andso hefeelsevenmorepartofnature,andasheunderstandshimselfmoreand more,soknowsnature(andviceversa).Thistraditionaldoctrineisbasedin the sacred vision of the world, man, and every thing than man knows. Everything in the cosmos and in human life is seen as symbolic, and susceptible of a transcendental experience. Reality, as such, is though as existingindifferentontologicallevelsorlayerssuperimposedonetoanother

(O LIVES , J. 2006: 55). In the opposite way that we are used to think, in the ancientandtraditionalframeofmindthereisnomundaneworld,completely separated from spirituality. Every little event in everyday life is seen as a messengerfromtranscendence.Societyandhumanrelationshipsareincluded inthissacredviewoftheworld,asaretheiractivities. This sacred vision of the world has been progressively lost in the Western worldwithsecularization.FromtheXIVcentury(andevenbefore)thegeneral conscience progressively separates from spirituality and relationship with nature and centers into science, and then economy. Religion is reduced to belief and moral, posing a great obstacle to the attempts of recovering its

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original sense (O LIVES , J. 2006: 2325). The traditional doctrine prevalent in religionwasrejectedinthesameway,sometimesreducedtosuperstitionora naïvevisionofscience.Ifwearetostudytraditionalsymbolism,wefirsthave torecoverthisforgottensacredvisionoftheworldandman.Onlyinthisway wewouldbeabletounderstandwhatisbehindallthesesymbols .AsRicoeur explains “Lemomenthistoriquedelaphilosophiedusymbole,cestceluidel’oublietaussi celuidelarestauration:oublideshiérophanies;oublidessignesduSacré;pertedel’homme

luimêmecommeappartenantauSacré"(R ICOEUR ,P. 1969: 284). Thefirststeptounderstandthetraditionalcosmologicalsymbolismandhow itworksistoletbehindourrationalisticprejudicesandbasicallyreconfigure thewayhowweseetheworld.Wehavetoacceptsomepremisesthatwould give us the interpretation keys to understand ancient cosmovision and the relationship between man and cosmos in the ancient cultures. According to

Cirlot (C IRLOT ,JE. 1991: 34) thesepremisesare:

1) Allformsofrealityareinterdependent.Everythingisconnected.

This is the first and most important rule in traditional cosmological symbolism, because is the basic axiom over which every other premise is based. “Everything” includes all that exists: man and cosmos. But this connectionisnotonlyhorizontalbutmustbeseeninatranscendentalsense. Thereisarealandpermanentconnectionbetweenmanandthehighestlevel of transcendence. This connection between all levels of reality is basic to understand ancient thought. Even though there is some kind of separation betweentheselevels,thereisalwaysawayformantocommunewiththem.

2) Inthecreation,nothingisindifferentorsenseless.Everything thatisorhappensexpressessomethingmeaningful.

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As a development of the first point, we must see that as everything is connected (internally and transcendentally), nothing is accidental as we understanditnowadays.Everythinghasameaningbecauseitispartofthe wholeofthecosmos.Thiscouldbeexpressedvulgarly as an expression of “God’s will”, but it can be seen as something deeper, a connection giving meaningtoeveryformoflife.

3) Everythingisserial,andbelongstoacategory.Similarthings tendtogotogether,andaremeaningfulbecauseofthat.

Ifwerecallthefirsttwopremises,thisoneistrivial.Asnothingismeaningless andeverythingisconnected,iftwoelementsaresimilarinshape,purposeor any other feature this relationship must not be accidental but meaningful. Even more, if you can find a serial correlation (numerical or otherwise geometrical)betweenelements,youwoulddiscoveranotherlink.

4) Theseseriesofthingsorconceptsarerelatedtoeachother.

Justasanaddendumtothelastpremise,wecansaythat,becauseeverythingis connected,theseserialcategoriescanberelatedlevelbylevel.Eventhough, thisistheweakestpossiblesymboliclinkavailable,andoftenthisrelationship doesnotworkseamlessly,fluctuatingbetweenlevelsbutmaintainingthesame hierarchy.

TothislistwemustaddsomemoreideaspointedoutbyOlives (O LIVES , J.

2006: 92101) thatwouldhelpustoexemplifyandexplainthefirstfour.They emphasizetheimportanceofthefigureofman,societyandcultureinancient symbolism.

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5) Thereisaneverpresentanalogybetweenman,communityand cosmos. 6) Thereisageocentricalvisionofthecosmos,andthisvisionis centeredonman.

As we see for example in the cosmic system of the Confucian order, it comprised the three estates of heaven, earth and man. Heaven and earth

communicatethroughman,symbolicallyrepresentingthecenter (G UÉNON , R.

2004: 3031). Itincludedtherealmsofhuman,animalandvegetablelife,andthe activities,thoughtsandemotionsinbothtemporalandspiritualnature.This system regulated natural growth and decay on earth, and the institutions wherebyhumankindwasgovernedinanorderlymanner.Humanactionsthus

provokecomparablereactionsinheavenandearth (B ERGER ,F. 2003: 109). This basic idea of the everpresent relationship between the micro and the macrocosm allows us to clearly relate objects such as ancient board games withtraditionalcosmology.Beingpartoftheculture,andabstractinnature, boardgamesareamicrocosmthat“shares”thesamesymbolictraitsthatwe find in traditional cosmological symbolism (the symbolic macrocosm), allowingtheresearch.

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4. REFORMULATIONOFTHEHYPOTHESES

Thefirstpartoftheresearchconcluded,thepreliminaryhypothesesproposed inthefirstchaptercouldberestated.Thelimitationofboththephysicaland thetheoreticalstudyobjectsallowedustoimprovethescopeofourfirstpoint ofviewandtoreformulatethehypothesesintoanewsystemthatweordered infourlevels.First,wepostulatethemainhypothesis,followedbythegeneral and the specific hypotheses. Finally, we present those of methodological nature. Itisinterestingtonotethatproposingasystemofhypothesesinasymbolic researchenvironmentisacomplexmatter.AsOlivesexplains,inhumanities hypothesesarelatentstructuresthatguidetheresearchprocess.Intheactof formulatingthem,onealreadyintuitivelyknowswhatistryingtodemonstrate. Therefore,hypothesesinahumanisticenvironmentareawaytoprogressin understanding. The research is the process that allows to refine and reformulate these first intuitions into wellthought, coherent conclusions

(O LIVES ,J. 2007: 5860). Mainhypothesis: Ancientboardgameshave,aspointedoutbyHuizinga,Coomaraswamyand Biedermann,asymbolicorgnoseologiccontent.Thiscontentisinconsonance withtraditionalcosmologicalsymbolism. Generalhypotheses: • Games are an important part of human culture, even though traditionally,thescientificcommunityhasnottreatedthemaccordingly.

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• Ancient board games are not shaped after human activities, but resemble human activities. They are really based on cosmological patterns. • Ancientboardgamesandtheirgamingelementshaveasymbolicand cosmologic interpretation (without negating their ludic aspect). Symbolismofgamingelementsisconsistentandcoherentaroundthe world. • Asboardgameshaveasymboliccontent,theycaneasilyberelatedto ancientmythsandrites. • There is a close relationship between the geometrical shape of game boardsandthetraditionalcosmograms(mandalas ).As mandalas referto both cosmological and anthropological levels, we will find symbolic correspondences with board games at both levels. This will also be relatedtotheideaofa“sacredspace”. Specifichypotheses Bystudyingtheseancientboardgames,wecandiscovercorrespondences focusingonthekeythemesoftraditionalcosmologicalsymbolismattwo levels: • Their physical geometrical shapes follow primal geometry: centre, cross,square(orgrid)andcircle(orspiral). • Their rules and the act of playing these games, relating to key anthropological themes: myths (hero, challenge and ethics) and rites (līlā,spiritualascension,fateandgambling)

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Methodologicalhypotheses: • The interpretation of symbols present in board games can be performedbymeansofsymbolichermeneutics,rootingitstheoretical basis in a coherent and consistent knowledge of traditional cosmologicalsymbolism. • A new classification of games will help to better understand the relationshipsbetweendifferentboardgames.

79 TraditionalCosmologicalSymbolisminAncientBoardGames GASPAR PUJOL NICOLAU PART II KEYSYMBOLICELEMENTSIN ANCIENTBOARDGAMES

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1.ONTHESYMBOLICCONTENTOFGAMES

Thefirstquestionthatariseswhenstudyingthesymbolic content of board gamesishowtheybecamethewaytheyare.Whyareboardgamesshapedin thisway?Whyaretheysquare,roundorcrossshaped?Earlierauthorsinthe studyofthehistoryofboardgamesweredividedintheiranswers.Themost significantopposedpointsofviewwherethoseofH.J.R.Murray(18681955) and Steward Culin (18581929). Murray is considered one of the greatest Chesshistorians,byvirtueofhismasterpiece HistoryofChess ,publishedin1913. This work, while being imprecise and even plain wrong at times, is still unrivalledandhasbeentheinspirationformanyChesshistorians.Whenhe waseightyfour,hewroteasecondbook AhistoryofBoardGamesotherthanChess , anessayaimingtorecover,listandexplain(withmore or less rigor) board

gamesfromaround theworld (B ELL , RC. 1979: 198200). Culin,ontheother hand,wasanarcheologistwhodedicatedhislifetohispassion:gamesplayed inforeigncultures.OnseveralfieldexpeditionstoAmerica(withthenative Indiancommunities),,China,andIndiahecataloguedeverygame that he saw and, when possible (he had a profound knowledge of Chinese

traditionsandphilosophy),triedtoshedsomelightonthesubject (B ELL , RC.

1979: 194195). Aswehavecommentedabove,H.J.R.Murraytheorizedthat some of these “physical”gameswerethebasisofthefirstboardgames,andorganizedhis

classificationaccordingly (M URRAY , HJR 1951: 45). Thisinitialassumption,the basis of Murray’s classification, has been followed (consciously or unconsciously) by many without question, thereby assuming that “war”, “hunt”and“race”gamesareadirectcopyorabstractionofconcretehuman activities (such as war, hunting and racing). Nevertheless, this connection cannot be clearly established, even though there are certain resemblances

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betweentheactivitytheysupposedlyrepresentandtherulesofthegameand shapesoftheplayingpieces.Thismajormisunderstandingcanstillbefoundin modernliteratureaboutgames,andshouldbecorrectedoratleast,discussed. According to Murray, board games are an abstract simplification of human playinwhichplayers,insteadofactingandmovingphysically,doanactivity that, although simpler, still has, symbolically, all the essential traits of the former. Reality itself (the player and the playground) becomes something abstract(thetokensandthegameboard).Butfromtheexampleswecansee thattherearenospecificactivitiesthatcouldreallybeidentifiedbehindmany boardgames.Forexample,Chesshasalwaysbeenrelatedtowar,andMurray talkedaboutchessasifitwerearepresentationofarealbattle:“Twoplayers directaconflictbetweentwoarmiesofequalstrengthuponafieldofbattle, circumscribedinextent,andnoadvantageofgroundtoeitherside”

(M URRAY , HRJ. 1913: 25). However,eventhoughitmayseemthatChessisthe representation of a battle, it has been pointed out that in real battles the infantrydonotleadtheattack,andthattheyarealsoabletoretreat.Elephants inrealbattleswouldmeeteachother,butcannotdosoinChess.Ingeneral,it issaid,itisnotpossibletoexplainboththearrangementanddispositionof

thepiecesortheirmovementsbyreferencetorealistic warfare (M ARK , M. in

FINKEL ,I. 2007: 152). Moreover, anyrealproofhasbeenfoundofthe“theme”

of these games not being attached to them afterwards (A VERBAKH, Y.in DE

VOOGT , AJ. 1995: 1723). Soatleast,wehavetoaskourselvesifthesethemes werenotdevised aposteriori ,basedonsomeobviousbut posthoc resemblances

(P ARLETT ,D. in MACKENZIE ,C. &FINKEL ,I. 2004: 29),withouttryingtorepresent an actual battle. The same could be said about “hunt” and “race” games, whichhaveaveryweakrelationshiptorealhuntingandraces.

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Murray’sideaisobviouslyrelatedtoE.BTylor’sclassicanthropologicaltheory

of “gradual evolution” (T YLOR , E.B. 1879: 747 ) which implies that cultures evolvefrom“savage/primitive”to“modern”(European).Tylordepictsthese “primitive”culturesinaconstantfightforsurvival,warringagainsteachother for nourishment and territory. In these cultures, Tylor noted that childish games(wewouldsay,child’splay)usuallyimitatedthe“seriouspractices”,like

“huntandbattle” (T YLOR ,E.B. 1871: 6567). Thesepractices,accordingtoTylor, arerelatedtoearlystagesinthestoryof“childliketribesofmankind”.From this,onecanseethatforTylornotonlychildren’sgamesbutalsoallgames from the more primitive cultures are nothing but “imitation of the serious businessoflife”.Inthislight,itiseasytoseehowMurraytriestoexplainthat

gameswereimitationsofthe“earlyactivitiesofman” (M URRAY ,HJR 1951: 45). SoitseemsthatTylorwasthesinglesourceforMurray’spointofview.On theotherhand,Murrayneverlikedtobefrienditselfwiththetranscendental significance of games, although he admitted that games showed religious

aspectsamongsomeNativeAmericanIndians(S CHÄDLER ,U. 2005:56). TheweakestpointinMurray’stheoryisconcernedwiththesegamesthatare notdirectlyarepresentationofaclearlydistinctspecifichumanactivity.Where do these more “abstract” games come from? It seems that Murray’s theory relatinggamestohumanactivitylacksaconvincingexplanationfortheorigin ofthiskindofgame.TowhichspecifichumanactivitywouldThreeinarow berelated?AccordingtoMurray,itisrelatedto“alinementandconfiguration”

(M URRAY ,HJR1951: 5&3752)butnoevidenceisgivenofwhatthiscouldmean intermsofhumanactivity. To find another perspective about Murray’s position on the inspiration/origin/classification of board games, we can compare his ideas withthoseofStewardCulin.ForCulin,games(andespeciallyboardgames)

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aretobeunderstoodnotasinspiredbydailyhumanactivitiesbutasreflecting ideasandconceptsofthecosmos,thatisrepresentingtheunderlyingorderof cosmosoratleastapartofit.Thisassessmentimpliesthatboardgameshave deep roots in magic or divinatory practices but do not directly represent or simulate a concrete human activity: “as they now exist, they are either instruments of rites or have descended from ceremonial observances of a

religiouscharacter”(C ULIN ,S.1975: 809). Thiswouldmeanthatboardgamesaredeeplybasedonabstractcosmological ideas even though they could be said to resemble certain human activities. Games like Tictactoe are not related to any specific human activity but connectdirectlywithabstractideaslikegeometricalalignmentandarerelated tobasicgeometry,timeandspace.Insteadofthinkingthatboardgamesare miniaturecopiesofactualhumanactivities,weshouldthinkofthemashaving certain analogies to certain activities. Following this same idea, U. Schädler proposesaveryinterestingalternativeexplanationtotheoriginsandpossible reasonsofancientboardgames’rules.AccordingtoSchädlertheycertainlydo not represent humanactivitiesbutreally resemble humanactivities. Anabstract ideaaboutthecosmos(i.e.amathematicalideaofproportionorsymmetry)is usedasthebasisfortheboardgameandthenrationalizedorexplainedasa humanactivityinordertomakeiteasytoremember.AsSchädlerpointsout: “AssoziativeBenennungenvonKlassenoderTypendieneninderRegellediglichdazu,sich

bestimmte klassenbildende Merkmale leichter einzuprägen” (S CHÄDLER , U. 2005: 7). FollowingParlett:[whentalkingaboutChess]wenolongerthinkofthepieces aselementsofamedievalarmywhenweactuallyplayit.Inplay,aisnot achariotorahowdah,ashiporacastle,oreven(liketheMalteseFalcon)a blackbird.Rather,itisapowerfulpiecethatmovesorthogonally,comesinto itsownonarelativelyemptyboard,andcandelivermateevenwhen(apart

fromtheKing)itisthelastremainingpiece (P ARLETT ,D. 1999: 10).

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Oncetheparallelismbetweentherulesofthegameandaspecificactivityis set,theanalogystarts workinginbothdirections.Thismeans that oncethe firstrelationshipbetweenChessandwarhadbeenestablished,itwaseasyto change the names of the pieces for those of actual soldiers and war

implements, or to call the two opponents Devas and Asûras (B URCKHARD , T.

1997: 15) . Once we have assumed that Hnefatafl is a siege, we can call the defenders Suedes andtheattackers Moskovites ,or Spanish garrisons and Frenchbesiegers . Therefore,ifwestartclassifyingagameas“wargame”wewouldsoonseethe resemblances to war in it. This does not imply that the game simulates or representsabattleorwar,itjustsharessomebasictraitssuchas andstrategy,withit.Oncewehaveassumedthatagameofstrategyisinfacta “huntgame”,wecanusetigersandgoats,orhuntersandfox,etc.Then,and onlythen, the“theme”canchangetherules, andthe original cosmological senseisforgottenandfallsintodisuse. Following this line of thought, games did not come into being as abstract copiesofconcretehumanactivitiesbut,rather,werebased on patterns and abstractideas.Inordertoexplaintheseideasa“theme”wasattachedtothe differentgames.Thisthemewaschosenforsharingsome(butnotall)ofthe traits of the game, and to help with its understanding and transmission. In doing so, the “theme” could be used as an introduction and explanation, evokingsomesortofbehaviorsandpreconceivedideasthatwouldhelpusto

automaticallyunderstanditsrules(S CHÄDLER ,U. 2005: 78). According to what we have seen, all board games can be said to be “representative”: but not directly of a concrete human behavior but of the underlying order and pattern in nature. As T. Burckhardt points out, every plastichumanrepresentationisbasedonsomeessential“creativeelements”,

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consisting of fundamental geometrical patterns: circles, triangles, spirals,

crosses and squares (B URCKHARDT , T. 1999: 6). Human beings, through these geometricalpatterns,findinboardgamesawaytoanalogicallyreproducewhat has fascinated them from the very beginning: the rhythms, repetitions and lawsofnature.Theyaredirectlyrelatedtothoughtsaboutorderinthecosmos and its relationship with time and space. The Greek word κσος itself (meaningboth“universe”,“order”and“beauty”asinanornament)reminds us of the importance and meaning that ancient civilizations gave to nature. Therefore,humanbeingshavealwayshadtheurgetoreproduce,physicallyor symbolically,theperfectionseenintheCosmos;throughart,religion,music andmanyotherculturalmanifestationsincluding,naturallyenough,games.We knowthateveryancientculturalmanifestationisembedded with sacredness and of course with symbolic and ritual meaning. Logically, ancient board gamessharethesacrednessofthespiritualtraditionbecauseoftheanalogical visionoftheworldthatissharedbyallancientcultures,alsocalledreligious, magical,poetical,mythicalorsymbolic. Therefore,we can analogically say that ancient board games are completely permeatedwiththekeytraditionalsymbolicelementsandwerepassedfrom generationtogenerationwithvirtuallynochanges.Gamesinantiquity,atthe sametimeastheywereusedforleisure,passedtraditionalknowledgeabout life and the cosmos from generation to generation. They can be called “sacred”astheyhelpustoremembersomethingthathappenedorimplydeep universalideasaboutman,lifeandtheworld.Infact,inancientEgyptthere wasnodistinctionbetweenrecreationandritual:seriousreligiouscelebrations

and worship could take the form of sports, games and play (P ICCIONE , P. in

FINKEL ,I. 2007: 59). Theintuitionbehindallthisresearchisthatintheseboard games(nearertotheoriginsofman,soakedwithanalogicalsense)traditional cosmologicalsymbolism,thebackboneofeveryculture,istobefoundmore

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aliveandsignificantthaninanywhereelse.Thiswouldbringusbacktothe veryessenceofhumanperceptionoftheworldandofmanhimself,toour archetypes.HereweareusingthewordinthesamesensethatJungusedit:as

commonelementsofculture (J UNG , C. 1997: 6769). Havingthatinmind,we couldsimplysay“universal”,butitsconnotationscouldthwartthesenseof thecentralidea:somesymbolsappearwithalmostsimilarvaluesinpractically everycultureintheworld.Bystudyingsuchauniversalculturalmanifestation as games through the archetypal (interculturally coherent) ideas gathered by traditional symbolism we are going to find that, at a deep level, humans aroundtheworldareconnectedbythesamefears,thesamebeliefsandthe same ignorance. We will find that we were (and still are) amazed about ourselvesandabouttheworldwelivein. As we have explained above, all creative and conforming elements used in cultural manifestations are based on a primal geometry. These are the key symbolsofthetraditionalcosmologicalsymbolismthatarelaterpassedfrom

generationtogeneration (B URCKHARDT ,T. 1999: 9). However,thesesymbolsare not static, because they are reexplained and reenacted as myths and rites. Therefore,symbols,mythsandritesarethethreekindsofanalogicalsupports thateveryreligionorspiritualtraditionusestobindmanwiththesacred,with

knowledgeaboutthecosmosandthebestpartofhimself(O LIVES ,J. 2006: 28). Ifweanalogicallyapplythissamethreefoldclassificationtothisresearch,we canfindaveryinterestinganalogy.Boardgamesareatthesametimesymbol, mythandrite.Theplayer,ineachgame,rituallyreproducesandrecreatesthe mythexpoundedin therules.In playing,he experiences again the mythical

realitythroughhispawns(F ARGAS ,A. 1997: 1516). Thefirstproblemweencounteredwashowtoorganizethehugevolumeof availabledata.Eventhoughwehadlimitedthestudyobjecttoahandfulof

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boardgames,thesymbolicalanalysiscoveredsomanyelementsthataproper orderwasneeded.Wediscardedanalyzingthegamesseparately,onebyone, because we wanted to compare them all. A horizontal analysis, symbol by symbol,wasmorecoherentwiththecorrespondenceswewanted to reveal. One of our preliminary observations was the formal resemblance between boardgamesandsymbolicknowledgediagramsknownas.Thisisthe wordforthetraditionalcosmogramsormeditationpatterns,shared byEastandWesttraditions 23 .Forthatreason,wedividedthisblockfollowing theresearchofG.Tucci.Init,heexplainsthat mandalas mustbeseennotonly ascosmogramsoronlyascityplansbutalsoasafractaldiagramcomprising

manylevels,acosmopsychogram (T UCCI ,G. 2001: VII ).Mirroringthisidea,we focusedoureffortsonthesetwocomplementaryanalogicalapproaches.The first one considered games from a cosmological/geometrical point of view, thesecondfromananthropological/psychologicalpointofview. As cosmological symbolism in classicaltraditional thought explains the microcosm (harmony present in man) as well as the macrocosm (harmony

presentintheworld)(O LIVES , J. 2006: 5759), itwouldbeinterestingtostudy theanalogiesfoundinandaroundboardgames(includingtheirplayers)from both perspectives. The cosmological/geometrical approach has to be seen “outwards”, explaining human cosmovision with him as the center 24 . The anthropological/philosophicalonehastobeunderstood“inwards”,explaining theethicalandspiritualsymbolicalanalogiesthatgamespresent.

23 J.OlivesandJ.Rykwertrelatethemtothegeometricalfoundationpatternsofancientcities(O LIVES , J. 2006 & RYKWERT , J. 1985). Following these authors, the idea of m andalas will be extensively discussedbelow. 24 Withmanasthecenter,westudythe“outside”,theworld:whathesees,thepiecesheplayswith, theboardhemovesthepieceson,andhowtheyrelatetothecosmosandnature.

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However,wemustrememberthatatthesametimethegeometricalapproach can also be analogically related to our inner being, as the anthropological, spiritualviewcanbeextrapolatedtothewholecosmos.Thesamethingsthat wesayaboutalevelofsignificationcanbeappliedtotheother.Bothpointsof view are perfectly complementary and both are needed in order to fully understandtheirsymbolicimplications.Therefore,wewanttonotethateven thoughthemainchapteroftheresearchprojectwasdividedintothesetwo differentanalogicalapproaches,weconstantlyandseamlesslyjumpedfromthe cosmovision to the anthropovision and vice versa. Of course, this was completelycoherentwiththetheoreticalmodelwewereusing. Inthenextchapter,called“Ancientboardgamesascosmograms”,wepresent the cosmological/geometrical facet of board games. We relate them to cosmograms, mnemonic diagrams and mandalas , as well as to the traditional geometrical ordination of space. As the volume of symbols available in traditional cosmological symbolism is huge, we based our research on the basic geometrical patterns, which are the generators of every other symbol.

Following Champeaux and Sterckx (C HAMPEAUX , G. & STERCKX , S. 1972) , we selected the four main basic figures: (central) point,cross,square (including grids)andcircle(includingspirals).

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The Vitruvianman ,byLeonardodaVincica.1487.WIKIPEDIA .

Followingthis,wedelveintotheanthropological/philosophicalperspectivein the chapter called “Ancient board games as anthropograms”. For that part, we selected the key anthropological elements present in traditional cosmological symbolism that were easier to relate to games and their environment. This list was created compiling those generic anthropological themes that kept appearing in both game and symbol literature. Then, the coincidentthemeswerelistedandputtogetherunderbroaderterms.Inthis way, the key themes of anthropology became the guides of this second analogical perspective: heroic challenge, ethics, struggle, life, death and

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destiny 25 .Thisleadedustostudythe“inner”symbolicimplicationsofboard games,whichwerelatetobothmythandrite.Westartthischapterrelatingthe wholeboardgamingexperiencetothatofthehero.Afterthat,weanalyzethe ethicalinvolvementsofrulesandcheating.Next,wediscusstheroleofthe opponentintheboardgameexperience.Finally,weaddsomeremarksabout theplayingpieces.Inthenextpart,weexplainhow therole of manin the world could be seen as a game, introducing the Hindu concept of līlā . We studyhowgamescanbeanalogicallyrelatedtoquests,tospiritualandpersonal improvement.Afterthat,weanalyzetheimplicationsofrandomnessandits relationshipwithoracles.Lastly,weextendtheresearchaboutrandomnessin boardgamestogamblersandgambling,concludingthechapter. Within all these concepts, we find an analogy between man and both his “inner” self and his “outer” sociopolitical and cosmological environment, a constantinclassicaltraditionalthought.Thesymbolicparallelismbetweenthe human body, the cities and the cosmos is a basic idea of traditional cosmologicalsymbolism.Itwasrecoveredandrepresentedbyhumanists,as LeonardoDaVinciinhisrepresentationoftheVitruvianman,asOliveshas

pointedout (O LIVES ,J. 2006: 6163). Theanalogybetweenman,cityandcosmos inclassicaltraditionalthoughtisusedasaphilosophicaltooltomeditateabout

howeachoneworks.Asanexample,weseethatinPlato’s Republic , II 368 D

368 Ethesimilaritiesbetweenmanandsocietyarepointedout,and howthe studyofonecanhelptounderstandtheother.Furtheronthetext,inchapter

III 434 D435 B,hereturnstothesameidea:man,cityandcosmosaremodels thatcanbestudiedanalogicallytoshedlightononeanother.

25 Weknowthatthisisnotaclosedlistandonlyasampleoftheanthropologicalanalogiesthatwecan findingames.Inanyway,wefinditbroadenoughtoestablishafirstanalysis.Aswiththegeometrical symbolsselectedbyChampeau&Sterckx,thosekeythemescanbesaidto bethebasis ofhuman anthropology.

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2.ANCIENTBOARDGAMESASCOSMOGRAMS

Overall, the point of view about the formal raison d’être of board games proposedbyCulinandfollowedbySchädlerleadsustotestoneofthemain hypothesesofthisresearchproject.Itisinterestingtonotethat,becauseof theirrootsintraditionalcosmologicalsymbolism,ancientboardgamessharea structuralresemblancewith mandalasor“wisdomcircles”,presentindifferent

waysintheancientcivilizationsofEastandWest(G ÓMEZ ,I. 1999 &OLIVES ,J.

2006: 64). This implies that board games, in the same way as mandalas , can

formally be seen as cosmopsychograms (T UCCI , G. 2001: VII ) which aim to explain at the same time both man and the world that surrounds him 26 . Humanbeingsfindinboardgamesawayofrepresentingwhathasfascinated them from the very beginning: the rhythms, repetitionsandlawsof nature. Seen this way, games connect directly with thoughts about order in the cosmos and its relationship with time and space. This is possible and meaningfulbecausetheyshareintheirrootsthiscommongeometric/symbolic language,relatedtotheanalogicalviewofmanandthecosmos.

Gomez de Liaño, in his outstanding work El círculo de la sabiduria (G OMEZ , I.

1998 A &1998 B), explainsthattheseknowledgediagramswerenotonlyusedin theeast(wherewefindthesewhichtheHinducallmandala) ,butarealsothe underlying pattern of many ancient Western philosophical and religious designs.Whenreferringtothesediagramsheusesmostlytheterms mandala but also“wisdomcircle”,astheyareusuallyformedfollowing regular geometry that includes all figures that can be traced starting with the circle (thus the name), with compass and ruler. They involve all regular radiocentric polygons:equilateraltriangles,squares,pentagons,hexagons,etc.aswellasall 26 Wewouldusethewiderterm anthropograms ,inseeingthatTuccireferstoawidersenseofpsyche, includingbothitsphysicalandtranscendentalmeanings.

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starshaped figures or compositions with circles and spirals. The appellative “wisdom” refers to the symbolic philosophical content embedded in these diagramsthatwereusedasmnemoniccontainers.Overall,“wisdom circles” are a way of representing traditional cosmological and philosophical ideas

throughtheessentialsymbolsofregulargeometry(OLIVES ,J. 2006: 5859 ). The Sanskrit word mandala signifies the composite shape of a circumference withitsclearlymarkedcentre,tridimensionallyequivalenttothesphere.The Tibetan equivalent word kyil khor , means “centre” and “what surrounds it”

(O LIVES , J. 2006: 5758). In a simpler sense, in Sanskrit it signifies “circle”,

“disc”,“ball”andpoetically,sunandmoon. (P UJOL ,O. 2005: 700). Infact,also theChinesecharactersforsun( )andmoon( )arederivedfromanarchaic

figuredepictingadotwithinacircle( WILLIAMS , C.A.S 1976: 378). Atthesame time,inmedievalthesun(and)wasrepresented by this same

composition (C HEVALIER ,J. &GHEERBRANT ,A. 1999: 952). Inareligiousandsymbolicsense,the mandalas arethegeometricalbasisbehind the design of the ritual meditation diagrams representing divinity, man, the

worldaroundusandtheuniverse (O LIVES , J. 2006: 64). Mandalas are usedin Buddhismtoimpartthemostprofoundreligioustruths.Theyarenotmeant to bewhattheyrepresent because the Absolute manifestsitselfineveryone

andeverything,butonlyasaspectstomeditateandvisualize (B RAUEN ,M. 1998:

9). A mandala ismuchmorethanjustaconsecratedareathatmustbekeptpure forritualandliturgicalends.Itis,aboveall,amapofthecosmos,thewhole universeinitsprocessofemanationandreabsorption.Itsymbolicallydepicts the universe in its temporal revolution rotating around the central axis on whichtheskyrestsandwhichsinksitsrootsintothemysteriousdepths.This sameideaisrepresentedintheMesopotamian zigurats andinmanyidealand

real city plans (T UCCI , G. 2001: 23 and OLIVES , J. 2006: 7284 ). Therefore, the

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mandala is not only a regular geometrical shape, but includes broader connotationssuchassymmetry,harmony,wholenessandplenitude. Themainaimofthischapteristoexposetheanalogicalcoincidencesbetween ancientboardgamesandtraditionalcosmograms,schematicrepresentationsof the Universe. In it, we will explain the key correspondences between the shapesandpatternsfoundinthematerialelementsofboardgames (thatis, their boards and pieces) with the key traditional geometrical cosmological symbols. Thesecorrespondenceswillbefoundnottobeaccidentalbutratherbasedon acommoncosmovisionandsymbolictradition.Inseeingthis,wecansaythat

gamesare,infact,symbols oftheworld (F INK , E. 1966: 236). Therefore, the board must be seen as representing not a concrete human activity or geographical place (as Murray proposed) but as a cosmogram. It is at this analogical level that the parallelism between mandalas and board games becomesclear.Assoonaswediscoverit,theideaofthegameboardbeingan imagomundisurfacesnaturally.Therefore,boardgames(likemandalas )areimages oftheworldatthesametimeastheyarerepresentationsandactualizationsof

divinepowerandapathtoillumination (C HEVALIER ,J. &GHEERBRANT ,A.1999: 679). Sowecannotonlysaythatboardgamessymbolizetheworld,butalso

establishdeeperanalogiesatothersignificationlevels (L HÔTE ,JM. 1976: 55).

2.1Symbolismofspace:givingspaceameaning.

Aswehaveseenwhendefiningboardgames,everygame,ancientormodern, createsaminiaturecosmos;itsarena,rules,apparatus,andplayerscomprisea unique spatiotemporal world that reflects and symbolizes aspects of known

andacceptedcosmologicalstructures (E LIADE ,M. 1987: 469). Thespacethatthe

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boarddelimitsisgivenaspecialmeaning,differentfromanythingelsearound

it.However,thisfeatureisnotonlyappliedtoboardgames .Ifwelookaround us at our surroundings, we find that there are portions ofreality,ofspace, qualitativelydifferentfromothers.Thisisthetheorybehindthesymbolismof space:theneedofhumanbeingstoliveinameaningfulorqualifiedspaceand notinahomogenousandmeaninglessworld.Humanbeingsattachameaning to(ordiscoveritin)thespacearoundtheminordertobeabletounderstand andliveinit. Themaintoolwepossesstoarrangeandcomprehend(andsomehowcontrol) theworldaroundusislanguage.Theactofnamingsomethingistoseparate thatsomethingfromitsbackground.Oncenamed,beinganobjectoraplace, one gains some amount of knowledge or control over it. This is the anthropological reason, working together in parallel with the purely perceptual/biological one, for giving names to certain features of the landscape,forexample.Therefore,wemarkportionsoflandwithfencesand welimitterritorieswithmoats,wallsandstreetsphysicallymanifestingwhere thisfeaturesstartorend.Theselimitsarenotdirectlyinherenttotheobserved landscape (where does a mountain start or end per se ?) but passed from generationtogenerationasculturalknowledgeofwaysofunderstandingand interpretingoursurroundings.Whatseparates“here”from“there”isavery subtle and mostly subjective perception. The observer not only apprehends spacesinordertounderstandthem,butalsoattachesavaluetothesemore significanttohim,foronereasonoranother.Fromthenon,thesespacesare speciallyremembered,becausetheycanbecalledbytheirownspecialname andrecalledandreferredtocollectively 27 .

27AswetalkaboutmnemonictechniquesbasedonspacewemustatleastciteSimonidesofCeos,a Greekpoetwholivedin556BC468BC.Thelegendsays that Simonides was in a banquet when someonecalledhimoutside.Whenhewentouttheceilingofthehousewhereeverybodyelsewasfell

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Symbolicallyspeaking,wecanfindthesameideainmanyancienttraditions. Thewordascarrieroflife,asaprimaldivinemanifestationandvitalprinciple

isacommonbeliefintraditionalcosmogony (C HEVALIER ,J. &GHEERBRANT ,A.

1999: 794795). Itrepresentsthemanifestationofintelligence,butalsodefines theessenceofbeings.Asaclosertohomeexample,wecanseethepassageof GenesisintheBiblewhereGodtellsAdamtonamethebeastsinParadise: “OutofthegroundtheLordGodformedeverybeastofthefieldandevery birdofthesky,andbroughtthemtothemantoseewhathewouldcallthem;

andwhateverthemancalledalivingcreature,thatwasitsname” (G ENESIS

2,19). Therefore, separating and giving name to a place (or to a person, collective,etc.)isessentiallyasacredevent.IntheEgyptiansymboliclanguage, giving a name to a place, object or person was never arandomchoice,but

fruitofthestudyofthequalitiesofthenamedthing (C IRLOT ,JE. 2004: 332). The nameofapersonis,inmanycultures,themirrorofthehumansoul.Fromthis ideaderivesthebeliefthatinknowingtheTrueNameofsomeoneyoucan exercisesomekindofpoweroverhim,assayingtheNameofGodbringsHis

presence and energy to the invoker (CHEVALIER , J. & GHEERBRANT , A. 1999: 755 ). Whenthereasontoseparateaspacefromtherestoftheworldisbecauseofa transcendentalexperienceorcomesfromatranscendentalorigin(kratophanies orhierophanies),wefindthatsuddenlythesespacesarequalitativelydifferent, down,killingeverybodyinside.Aftertheaccidentthebodiesweresomangledthatnobody,noteven closefamily,couldrecognizetheirrelatives.ThenSimonidestoldthemthatherememberedexactly whereeverybodywasseated,whichplaceintheroomeachguesthadocuppiedjustafewmoments beforetheceilingfell.Inthiswaytheywereabletoidentifyeachandeveryoneoftheguestsinthe room. According to the legend, this unfortunate event gave Simonides the idea of developing a mnemonic method to artificially improve memory based on assigning the ideas one wants to remembertomental“spaces”( loci ) whichactascontainersandmnemonicreminders.In“visiting” thesespaces,theoratorrememberswhatwascontainedinthemandcanrecovertheideas.Thisidea wasexplainedbyCiceroinhis Deoratore (II,354),becausethistechniqueisoneofthefivedisciplines whichanystudentofrhetoricmustmaster (G ÓMEZ ,I. 1999: 115117).

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because the reason for separation is neither mundane nor human in nature. Every kratophany or hyerophany changes the space where it happens: a

profanespaceisseenfromthenonasameaningfulsacredspace (E LIADE , M.

1997: 328). Thesespacesthathaveatranscendentalvaluelinked to them are called“sacred”,separatingthemfromthe“profane”spacessurroundingthem. Todoso,thespacesareclearlymarkedasbeingdifferent:“Enépocasremotaslas marcasdelo sagradoson unsimple,untúmulo, un menhir, una ‘piedra de rayo’

simbólicamente ‘caída del cielo’” (OLIVES , J. 2006: 2830 ). There is a sacred space, strong,different,meaningful,andtherearesomeotherspacesthatarenot.In

fact,theseotherspacescanbesaidtobe“devoidofreality”( ELIADE ,M. 1993: 29) ,becausetheydonothavethestructureortheconsistencyofthesacred

Archwayformedbythousandsofindividual torii (sacreddoorways)leadingtotheoftheFox God.Thewholesacredpathtothetopofthemountainisseparatedfromtherestofthespacewith these torii .FujimiInari,Japan (G.P.,2008). 97 TraditionalCosmologicalSymbolisminAncientBoardGames GASPAR PUJOL NICOLAU

ones:theyareamorphous.Thereisanoppositionbetweenthemeaningfuland qualifiedspace(sacred,alwayslimitedandenclosed)andtherestofthespace,

whichisanextensionoftheworldwithoutadefinedshape(E LIADE , M. 2005: 21 ).Sacrednessofspaceisthepointofrupturebetweeneverydayspaceand meaningfulspacethatallowsmantotranscendtheusualpatternsofhislife

(O LIVES , J. 2006: 28). Inthissacredspace,specialrulesorbehavioursapply,as wecansee:“Godsaid,‘Comenonearer!Removethesandalsfromyourfeet,

fortheplacewhereyoustandisholyground’” (E X 3,5). Moreover, a sacred space implies the idea of repetition. It is a permanent reminder of the hierophanythathappenedinthatspace,singularizingandtransformingitfrom mundane to sacred. So the sacralization/separation from the mundane does

nothappenonlyonce,whencreated,butfromthattimeon,forever (E LIADE ,

M. 1997: 329). In fact, symbolically speaking, all the images presented as an enclosedprecinct,fencedgarden,city,square,castle,etc.arebasedontheidea of temenos , sacred and limited space, saved and defended as it is a coherent

spiritualunity (C IRLOT ,JE. 2004: 386). Thisideacomestogetherwiththeideaofrepetition.Inrememberingaspace assacred,werepeattheoriginalhierophanythatmadeitspecial.Itonlyhas

senseaslongasthisrelationshipisrenewedthrough time (E LIADE , M. 1997:

329). Theinterestingparallelismhereisthatallthesefeaturesarealsocommon toboardgames,sowecouldcoherentlysaythattheplayingspaceis,inthis

way, sacred. In naming the gaming board as such, the playing space is

separatedfromtherestofrealityandbecomesameaningfulportionofreality. Atthesametimetheactofplayingagamecouldbethemiddlepointbetween performing a physical activity (in a ludic environment) or going around the temple(inasacredenvironment)andsolvingariddle(ludic)ormeditatinga mandala (sacred).Toactuallymovethepiecesaroundoracrosstheboardisto reenact in a halfsymbolic and halfritual way the same movements and

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thoughtsonewouldusewhilemeditatingorpraying.Inthisway,theboard gameisatthesametimeanaugmentedandreducedmodel:reducedfromthe patterns in the world, and augmented (or explicit) of the ideas and inner meditationofthe“players”. Applyingtheideaof“sacredspace”toboardgames,wecanseelinksontwo possiblelevels.Thefirstis the boarditself beinganalogicaltosacredspace, meaningful,clearlyseparatedfromtherestoftheworld,withitsownrules. The second level is that some special features on the board are more “sacred” 28 thantherestoftheboard(suchasspecialsquares,zones,pieces, etc.),inafractalway. Thefirstanalogyiseasytoestablish.Aswehavesaidabove,theboardisthe limited space where the gaming action takes place. The board, as a whole, represents a concretion of general space where different rules apply, in the samewayassacredspace.Thesacredaction(inasacredspace)representsa cosmic event, not only as a representation, but also as an identification

(H UIZINGA ,J. 1972:28). Bothingamesandinsacredeventsthemostimportant feature is the abstraction and separation from “normal life”. This abstract separationisusuallyconcretizedinamaterialoratleastconceptual“enclosed

space” (H UIZINGA , J. 1972: 3334). Ifweattendtoitsshapeandfunction,the separationinsacredeventsandinboardgamesisanalogicallycorrespondent. Bothgameandritualaredefinedbyalimitedspace,whichduringadefined periodbecomesseparatedfromtherestoftheworld.Theparticipantsfreely acceptthatthisspacehasrulesofitsown.Therefore,byitsshape,thephysical orconceptualseparationisthesameifdoneinasacredorludicsense.The boardanditssquares donotformally(andata deeper level, conceptually) 28 Herewecouldread“sacred”asimportant,prominent,specialordifferentinameaningfulway,not onlyinitscommonreligioussense.

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differfromthetempleorthecity (H UIZINGA , J. 1972: 34). Inallboardgames, playingofftheboardisforbidden.Nogamehassenseoutsidethelimitsofthe board,asaritualcannotbeconceivedoutsidethesacredspace.Eventhough dice,kaurisandstickscanbethrownofftheplayingsurface,theyarenever toofarawayandonlyaffectwhatiscircumscribedbytheboard.Followingthe sameidea,whenaboardgameisplayednotonaboardbutonthesandorthe groundanexplicitorimplicitlineseparatestherestofthemeaninglessground fromthegameandpieces. In fact, this separation in space does affect not only the board and playing

piecesbutalsotheplayersthemselves. Notonlycantheboardbeseenasa sacredorseparatedspace,buttheplayersaroundtheboardarealsopartof thisseparationfromtherealworld.Thatmeansthattheboardisacatalyst,a linkthatbindstogetherplayersandgameasawhole.Inplaying,thedimension aroundtheplayersistransformedinawaythattheplayerdoesnotdominate

Page from the Codex Magliabechi, depicting a groupof players during a game of Patolli. Macuilxochilt,t hepatrondeityofthegame,presidesthegamingarea.

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the world anymore but is incorporated into it (L HÔTE , JM. 1976: 42). The relationshipbetween theplayersandtheworldchangeswhile“inplay”ina waythatcanalsobeanalogicallyseenas“sacred”.Ifwethinkaboutit,wewill seethatinterruptingsomeonewhile“inplay”isconsideredassociallytaboo. AsFinkexplains:“Danslejeu,larelationentrel’hommeetlemonde éclot d’une manière singulière.Lejeuhumainaunesignificationmondaine,unetransparencecosmique.C’estunedes figurescosmiqueslesplusclairesdenotreexistencefinie.Enjouant,l’hommenedemeurepasenlui même,danslesecteurfermédesonintériorité;plutôtilsortextatiquementhorsdeluimêmedansune

quêtecosmiqueetdonneuneinterprétationrichedesensdutoutlemonde ”(F INK ,E. 1966: 222). When we think about the other analogical level, special features in board games, we can find several concordances with sacred spaces. The clearest examplecouldbetheroleofthealtarinthesacredspace.As,sanctuaries and temples are constructed according to the traditional cannons of symbolism, this “construction” has its roots in the primal revelation that happened inillotempore :thearchetypeofthesacredspacecopiedandrepeated

throughtimeandspace (E LIADE ,M. 1997: 332). Asinafractal,eachpartrepeats thesamepatternandisanalogoustothewhole.Wefindthetemplewiththe

sacredfireasthecentralelementofancientcities(O LIVES , J. 2006: 4041). The temple is a miniature reproduction of the universe in its centrality, and the altarisaminiaturereproductionofthesamepatternwithinthetemple.The samefractalpatterncanbeappliedtomanandtosocietyinaseamlessway: eachmanisthecenterofthegroup,asthe“fire”,theheartofeachmanishis center. Therefore, we can see that sacred space is neither seen as a homogenouswhole:therearespacesthatareevenmoresacredwithinit.In thetempleofJerusalemtherewasachamberbehindthemainaltarwherethe most sacred relic was stored: the Ark of the Covenant (containing manna , Aaron’sstaffthatblossomedandtheTablesoftheLaw).Thisspace,calledthe sanctasanctorum (HolyofHolies)wasonlypenetratedbythehighpriestoncea

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year,andinvolvedacomplexritualandspecialwearanddress(E X 40, 1215 &

LV 16, 230). When we analyze the parallelism with board games, we can see that even though the board is separated from the rest of the world, this space is not homogeneous. It presents fractures, peculiarities in the form of favorable squaresorunfavorablesquares,betterorworseplacestoplay,boardandfield limits,etc.Thereareplacesontheboardthatdifferinshapeorinvalueto otherparts.Aswehaveseenabove,cosmologicalsymbolismhastobeapplied in a micromacro fractal 29 . When we have a delimited space in the worldthus makingitthe“center”ofouractivity,it will naturally internally developthesamepatternandhaveitsowncenter. In board games, this fractal pattern is found in many ways, but the most commonisthe“securespace”.Inmostoftheboardgameswherecaptureis oneofthemechanics,therearespaceswhereitisforbiddentocaptureapiece. Thesespacesarenotequaltotherest,andsoareproperlydistinguishedwitha markorasign.Sometimesthisisbecausethespace“belongs”tooneofthe players,andsoissafeforhim.ThisisthecasewithagreatnumberofMancala games,wherethereisasectionoftheboardbelongingtoeachplayer.Players can only capture in their opponents’ holes, so playing in their own holes becomesagreatstrategytowintime.Thesameideaisrepeatedinthegameof UrandtheFiftyeightHoles,whereeachplayerhasarowofsquareswhere onlyhecansafelyplay,andthenentersthe“dangerous”path,sharedwithhis opponent.InHnefatafl,thecentersquare(calledthe konakis )is“sacred”:itcan

onlybeenteredintobytheking (M URRAY ,HJR. 1951: 63). 29 Fractalsareroughorfragmentedgeometricshapesthathaveapropertycalled“selfsimilarity”:they canbesplitintoparts,eachofwhichis(atleastapproximately)areducedsizecopyofthewhole.We canfindfractalsinmanynaturalshapes.Theglobalorderofeverythingispresentineachofitsparts. ItseemsthateverythingintheCosmosobeysthisruleoforder,evenatamolecularlevel.

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Theotheroptionistohavethesesecurespacessharedbybothplayers,very commoninpathgameswherethereistheoptionofcapture.Thisisthecase ofthe ερ γρα “sacredline”ofthegamePentaGrammai,thecenterline where no piece can be killed. Murray cites Pollux’s Onomastikon (IX 97) describingthatgame:“Eachoftheplayershasfivemenonfivelines,sothat naturallysays‘fivelinedboardsandthethrowofthedice’;andof thefivelinesoneithersidetherewasamiddleonecalled‘thesacredline’,and aplayerwhomovedapiecefromitgaverisetoaproverb‘hemovesthepiece

from the sacred line’” (MURRAY , HJR 1951: 25). This proverb was applied to peoplewhowereindesperateneed,andsotheymadealastboldmovement 30 , justlikemovingthepiecefromsafetytodanger. As another example, in Pachisi we find crossmarked squares spread

throughouttheboard.Piecesinthesecellsareimmunefromcapture (M URRAY ,

HRJ. 1951: 133). InancientgamessuchasUr,TwentySquaresorFiftyeight Holes, the safe squares are sometimes represented as crosses, stars or rosettes 31 .InthegameofUr,accordingtoFinkelandCazaux, the rosettes

mark“safespots”,wherethepiecescannotbekilled (FINKEL ,I. 2007:2127 and

CAZAUX , JL. 2003: 26). In the Twenty Squares game, Cazaux asserts that the

rosettesaregoodsquaresthatletyouthrowagain (C AZAUX , JL. 2003: 28) but Bellsuggeststhatthesesquarescouldbebadandforcetheplayertopayinto

the (B ELL , RC. 1979: 24). Finally, in the game of Fiftyeight Holes, Bell

suggeststhatlandingonsuchspacescouldgivetheplayeranewturn (B ELL ,

RC. 1979: 21).

30 ThereisstillasimilarsayinginEnglish,referringto“thelastthrowofthedice”whensomeoneisin adesperatesituation. 31 Wewilldiscussthesymbolismoftherosetteinthefollowingchapters.

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Anotherpossibilityisthatlandingononeofthesespecialsquaresforcessome kind of movement, either benefitting or hampering the player. In Moshka patamutherearesquareswherethepiecesarepromotedandsomewherethe pieces are demoted. Usually these squares are represented as red and black

snakes, or as snakes and ladders (B ALAMBAL , V. 2005: 8283). These specially marked squares take you up or down the path ignoring all the squares in between.InZohnahlandinPatollithemarkedsquaresarenotbeneficialbut dangerous.Intheformer,ifapieceeverlandsonor“fallsin”the“creeks”

and “rivers” it has to start again (M URRAY , HJR. 1951: 154155). According to Cazaux,inPatollitheblacksquaresworkexactlyinthesameway,forcingthe

piecetostartagain (C AZAUX , JL. 2003: 74). AccordingtoBell,evenifitisnot surethatthepiecewaskilledwhenitfellonthemarkedsquaretheplayerwas

presumably forced to miss a turn or pay a forfeit (B ELL , RC. 1979: 7), as the squarewasunfavorableinanysense.

LeatherZohnahlboard.Notethe“creeks”and“rivers”markedasacross stitchedpattern. 104 TraditionalCosmologicalSymbolisminAncientBoardGames GASPAR PUJOL NICOLAU

In some reconstructions of the rules of Senet, the squares marked with hieroglyphs are given special meanings. Even though there is no direct evidence of their real ingame value, they are given plausible meanings according to their symbolic meaning. As an example, the Ankh is said to representasafespotandthewatersquareissaidtoreturnthepiecesbackto

thestart (C AZAUX ,JL. 2003: 16 ).Onmostoftheknownboards,thefifthsquare from the end is marked with the hieroglyph nefer (good), and the last onehadanimageofHorustheSungod.Thatsurelymeans thattheywere

goodsquarestolandon (D UNN VATURI , AE. in SCHÄDLER 2007: 23). Theother markedsquaresaregivenotherspecialmeanings,usuallybeing safe squares

fromwhereyoucanleavetheboardwithspecificthrows (F INKEL ,I. 2005: 4). Tosumup,wefindthatboththeboarditselfandsomespecialfeaturesonit canbesaidtosharethetraitsofsacredspaces.AsGabrielasserts:“Playing

boardsorfieldsarethemselvesaltarsofthesacred” (G ABRIEL ,K. 1996: 11). This first assumption would help us to better understand the analogies between traditional cosmological symbolism and ancient board games through the studyoftheirgeometry.

2.2Geometricalandcardinalpatterns

As we have seen, both sacred spaces and board games share common structural geometrical patterns based on traditional cosmological symbolism. Thisisthereasonwhybothbasicgeometryandnaturalnumbersneedtobe thekeyelementofthefirstpartofouranalysis.Ifwethinkaboutit,numbers aretheunderlyingessenceofnature,itsorderandpattern.Infact,theycontain alessonofgreatvalue,apalpableinstanceofthesymmetryofmathematics, beingareflectionoftheorderthatfillstheuniverse,whereverweturn.While Pythagorasleftnowritings,thecentralfocusofPythagoreanteachingsremains

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clear.Numberisauniversalarchetype,theprinciple,source,androotofall things and, certainly, the law of number and proportion are the key to analyzing and understanding the universe. This is clearly explained in Aristotle’s:“ [InthetimeofPythagoras] sinceallotherthingsseemedin theirwholenaturetobemodeledonnumbers,andnumbersseemedtobethe firstthingsinthewholeofnature,theyassumedtheelementsofnumbersto betheelementsofallthings,andthewholeheaventobeamusicalscaleanda number.Andallthepropertiesofnumbersandscaleswhichtheycouldshow to agree with the attributes and parts and the whole arrangement of the

,theyfittedintotheirscheme” (MET .I, 5) Ofcourse,weashumanbeingsdonotstandoutsidethis conception. Our placeinthecosmos,inbothspaceandtime,isrelatedlargelytotheshapeof our physical bodies. From the moment that we have been bilateral, symmetricalbeings,wehavehadafrontandaback,andthereforea“left”and a“right”side.M.Joussefoundthatbilateralism,thesymmetricalstructureof thehumanbody,shapesallformsofhumanexpression,mentalandphysical. “And human beings were to divide up the world as their bilateral structure dictated,” he wrote. “They created a ‘right’ and a ‘left’, an ‘in front’ and a ‘behind’,an‘above’anda‘below’withthemselves,thepeopleresponsiblefor

thedivision,inthecentre.” (J OUSSE ,M. 2008:203). Naturally,wetendtoexplain the world in these terms. Whether or not we recognize this perception consciously, it is innate in our constitution, and automatically affects our interpretationofthenatureofreality.Asmanisalways“manintheworld”, thenaturalfourfolddivisionoftheworld,centeredprimarilyonourbodies, appearsinthepatternsweperceive.Atthesametime,thiscardinalityappears throughoutallhumanactivityandexpression.Thatmeansthateverythingthat we can call “artificial” (as in its original sense, work of art, manmade) is rootedinthisperceptionofreality.Talkingaboutcosmologyimpliesthatman

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(consciousness)isalwaysthecenter.Therefore,everypartofthecosmoscan thenberelatedandexplainedthroughthehumanpattern:uptothesky,down totheearth,front,back,left,right,etc.Alltheseconceptsareeverpresentin traditionalcosmologicalsymbolismandpermeateeveryculturalmanifestation worldwide.Manisessentiallyanorientatedbeingbecauseofbothourskeletal andorganicstructureandalsobecauseofourpsychicalstructure.Wecannot helpbuttoapplyourownorientationtothecosmiclandscapeinwhichwe

wanttolive (C HAMPEAUX ,G. &STERCKX ,S.1972: 2627). Thisisthereasonwhy thesekindsofsymbolsaretheclearestandeasiesttofindinourresearch. Ancientboardgameshavecontainedthesameunderlyingpatternsbasedon traditional cosmological symbolism throughout the ages with little variation. Asexplainedabove,inordertolimitourresearchandcenteritonthemost importantsymbolictraits,wehavechosenthefourkeysymbols,commonto allsymbolictraditions:thecenter,thecircle,thesquareandthecross.These foursymbolsare thebasisoftraditionalcosmologyand thereforerelatedto theclassicalvisionof heavenandearthbutalsoto more abstract concepts

suchaslimit,eternity,perfectionandharmony(CHAMPEAUX , G. & STERCKX , S.

1972: 2332). At the same time, they are the geometrical essence of more complicatedsymbolsthatcanultimatelybereducedtothem. Thechoiceof these symbols is not arbitrary, but follows the studies by Champeaux and Sterckx:“Nousytrouvonsréunisquequesunsdessymbolsfondamentauxdupsychismehumain […] Ces symbols se ramènent essentiellement à quatre: le centre, le cercle, la croix, le carré.“

(CHAMPEAUX , G. & STERCKX , S. 1972: 22). Forthitreason,thesefourbasicbut essential geometrical symbols form the backbone of the first part of this chapter.

107 TraditionalCosmologicalSymbolisminAncientBoardGames GASPAR PUJOL NICOLAU 2.2.1Thepoint:centerandaxis

Champeaux and Sterckx stress the importance of the center (mostly represented as a point) as the key symbol in traditional cosmological

symbolism (CHAMPEAUX , G. & STERCKX , S. 1972: 23) .Themostelementaland important symbol of traditional cosmological symbolism is the point, representingthecenter.Symbolicallyspeakingitistheoriginofeverythingand infact,fromageometricalperspective,evenspaceiscreatedanddefinedbyits center. Like the stone thrown into a lake from which ripples emanate, the centerisbasicallyseenastheoriginofeverything. Inantiquity,thereisnocitywithoutacenter,asthereisnomanwithouta

navel (O LIVES ,J. 2006: 65). Thepointistheminimumgeometricalexpression.It has“zero”dimensionsbecauseitrepresentsasolepointinspace. “Elcentroes antetodo,elorigen,elpuntodepartidadetodaslascosas.Eselpuntoesencial,sinformani dimensiones,porlotantoindivisibley,enconsecuencia,laúnicaimagenquepuededarsede la unidad primordial. De él, por irradiación, emana todo lo creado, al igual que de la unidadderivantodoslosnúmeros,sinqueporellosuesenciaquedemodificadaoafectadaen

modoalguno.” (GUÉNON , R. 1995: 53). Wecanevenchangefromgeometricalto numericalsymbolisminanautomaticway,withacompleteparallelism.The geometrical point is the unit (and the unity), as the line is duality and the triangleandplanearethetriad.Thispointorunityproducesallothernumbers

byirradiation (CHAMPEAUX , G. & DOM STERCKX 1972: 2324). Wecannotforget thatarithmeticalunityisnotmetaphysicalunitybutanimage,ananalogy. In any case, considering traditional cosmological symbolism we can travel through a direct analogical channel from quantitative or spatial notion to a

transcendentalone,whilekeepingthesymboliccoherence (GUÉNON ,R. 1995: 53

and CHAMPEAUX , G. & STERCKX , S. 1972: 2324). Ofcourse,wemustremember

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thatthegeometricalandnumericalspeculationisthemainPlatonicspeculative

method (O LIVES , J. 2006: 67), as calendars and numbers have been part of

traditional cosmology from the dawn of civilization. Plato, following the Pythagoreanlanguageofthegeometers,talkedinthe Timaeus aboutthecenter to speculate about time and eternity. In Christian thought the central point

representstheKingdomofHeavens,saidtobe“likeamustardseed” (M C 4,

3032),andsometimesGodiscomparedtoacirclewithitscentereverywhere

anditscircumferencenowhere(O LIVES , J. 2006: 64). Forallthesereasons,the symbol of the center (as point and axis) is where the greatest analogies betweenboardgamesand“wisdomcircles”canbefound. Though it stands to reason, we should always bear in mind that the board game has developed with, on and around a board. This is a very important fact,aswewillsee,becauseitfocusestheattentionoftheplayersawayfrom themselvesandontosomethingandsomewhere(literallyandsymbolically)in

Thesimplestformofthemandala,acirclewithamarkedcenter.Thissamesymbolwas usedtorefertogold,andalsototheSun. (O LIVES ,J. 2006: 64)

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betweenthem.Allactionsconcerningthegameareplayedonoraroundthe boardwiththeboardastheircenter.Whileplaying,theboardbecomesthe effective center of the world (axis mundi ) for the players, and anything that happensduringthegameiscenteredonit.Themetaideabehindthisisthe reunionandcommunionofplayersthroughtheboardthatremindsusofthe functionofthealtarandthefire.Thealtarandfirewasthemeetingpointof theancientcity,wherethegreatestdecisionsweretakenandsacrificesmade

(O LIVES , J. 2006: 40). Following this analogy , the board shares the same symbolisminthemicrocosmthattheboardgamerepresents.Theactofsitting around the board is both an explicit of the shared activity of playing and an implicit agreement of the rules of the game that substitute realityforthedurationofthegame.Therefore,theboardbecomesthecentral “altar”inwhichplayerssharetheirgamingneedsandludicobjectives. However,astheboardgamecanbeseenasamicrocosm,atthesametimeit hastobeseenasacomplexmacrocosm.Therefore,wehavetostudynotjust theboardasacenterbutalsolookinwards,totheboarditself.Followingthe micromacro analogy proposed at the beginning of this research, the actual centeroftheboardwouldalsosharethesamepropertiesthatthesymbolof thecentersuggests. After a preliminary analysis, we find that the geometrical and/or symbolic center of the board stands out from the rest of spaces for various non excludingreasons.Thefirstone,thecentercanbeseenasagaminggoaloras astrategicgoal.Thesecondreasonistostressthecenterasbeing“sacred”or “tabooed”. Finally, the third reason of giving importancetothecenterofa boardisasitssymmetryaxis.Wewillnowdiscussthesethreepossibilities.

110 TraditionalCosmologicalSymbolisminAncientBoardGames GASPAR PUJOL NICOLAU 2.1.1.1Centerasagoalorasbeingstrategicallyrelevant The first reason that enhances the figure of the center in games is its importance as an objective. This idea relates analogically with a series of philosophicalideasthatwehavealreadyseenasbelonging to the sphere of ancientthought,concretelywiththeideaofcenter.Infact,inawidevarietyof pathgames,wecanseethatthegoalissituatedatthecenteroftheboard 32 . Thepathstheplayershavetogothroughgoroundorevenintheopposite directionbutfinallyconvergeinthatcentralgoal.Asthegoalconfiguresthe game,wecanseethatthecentralityofthegoalisnotacasualdesigndecision purely based on aesthetics but a fullyfledged coherence with traditional cosmology. Maybetheclearestexampleofthiswayofusingthecentercanbefoundin Pachisi. Players move their pieces around the board in order to reach the centralsquare,wherethefourarmsconverge.IngameslikeTwentySquares, FiftyeightHolesorMoshkapatamuwecanseethesametendencytowardsa finalsquare.Inproperlyorientatingtheboard,thisobjectivesquarebecomes thetopofit,merging withthecenter.Thisiscompletelycoherentwiththe valueofthecenterinTraditionalSymbolicCosmology,becausethecenteris visualized as the top of the sacred mountain. The image of the players “climbing”theboardtryingtoreachthehighestpositionisreinforcedbythe direction of the pictorial representations that usually decorate the boards. Theseareusuallydepictedastobeproperlyseenorreadbyallplayers,thus orientating the board in a symmetrical position between them 33 . As an example, we can take the Fiftyeight Holes game, sometimes called “Palm 32 Aswehaveseen,wecouldsaythatthosepathgamesinwhichthegoalisnotatthephysicalcenter oftheboardstillfollowacertaintendencyinorderingthepathtowardsa“top”squareorregion.This isfullycoherentwiththeideaofcenterthatwehavebeendiscussingbefore. 33 ThisandotherreasonsmakeusputindoubtsomeoftheassumptionsaboutthegameSenetandits possiblemeaningandfunctionasatwoplayergame.Thislineofthoughtwillnotbediscussedhere, butdevelopedinfurtherresearch.

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Pachisiclothseenfromacenitalperspective.Thecentralsquareisatthesametimethe goalandtheaxisofthisgame.

Tree”game.Accordingtotheplausiblereconstructionsofthegame,thepath goes up to the crown. This idea is reinforced by the fact that in another versionthepathgoesliterallyup,climbingaseriesofstepsuntilreachingthe

goalinthehighestpartoftheboard(L HÔTE ,JM. 1994: 119120). Wehavetonotethatwhenspeakingaboutthecenterofboardgames(aswith temples, territories or cities) we are assuming a bidimensional space. However,wewouldsoonnoticethatthethirddimensionmustbetakeninto account.Aswehaveseen,sacredmountainsareaclearexampleof axismundi becausetheyconnectHeavenandEarth.Thissymbolicsenseisimprovedby thefactthateffectivelythemountaintopisnearerfromHeaven(thesky)than anywhereelseis.Manysacredplacesaresituatedontopofmountainsforthis reinforcedsense.Therefore,wecanseethatallcentersareatthesametime

the “top of the cosmic mountain” (E LIADE , M. 1997: 335). If we refer to the “center”oftheboards,wecouldalsoimagineitasthetop.Theinnerpartis also the higher, less accessible, more difficult to reach. Following the same

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ideatherearesomegamesinwhichwewouldspeak“center”whenthereisno visiblegeometricalcenteratall,butaclearascensionpathtothegoal.Asa clearexample,wecanstudyMoshkapatamu,inwherethecoiledanddifficult pathtothegoalisalwaysup.Reachingthetopoftheboardmeansdissolving oneselfinachievingthereunificationwiththeoriginalcentreofthe

Universe(B ALAMBAL ,V. 2005:86). The analogy here is very clear: climbing to the center (of oneself, of the temple,ofthe)isasynonymofreachingperfectionineveryancient

tradition (F ARGAS , A. 1997: 81). Assimilating the center of the board with the centeroftheuniverse,everythingwesaidaboutthesecondcanbesaidabout the first. This point has a deep symbolic meaning because it represents the connectionbetweenHeavenandEarth,wheretheveilbetweenbothworldsis thinner, and the only point in space where both worlds are able to communicate.IntheNorthernhemisphere,itisphysicallyassimilatedtothe

North Star, because the entire Universe seems to turn around it (O LIVES , J.

2006: 241).Everyreligioussystemultimatelyfocusesonspiritualevolution.In ordertoexplainthisextremelydifficultconceptitisusuallysymbolizedasa

stairwayorladdertoHeaven(P ENNICK ,N1992: 4449). Thisstairwayrepresents thecommunicationbetweenHeavenandEarththatallowsmantheaccessto higherlevelsofexistencesimultaneouslytothedescentoftheDivinitytoour existence.Atthesametime,itistheconnectionbetweenourconsciousand

unconsciousparts,ourhigheroneandourearthlyone (C IRLOT ,JE. 1991:44). In theCatholicreligion,thisideaissometimesrepresentedbysymbolofthe Scala Dei (ladderofGod)wheretheangelsclimbandcomedowncommunicating Earth and Heaven.The same image is used in : Amaterasu keeps in contactwiththeEarthwiththe“ladderofthesky”.Thesameideaappearsin

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the descent of Buddha from Mount Meru thanks to a stairway of nāgas 34

(CHEVALIER ,J. &GHEERBRANT ,A. 1999: 455456). Thisimagecanbeidentifiedas thecenterofthecosmos,thepillarortreethatkeepsthecelestialcupolainits

place,roundwherethewholeCosmosturns (B ENOIST ,L. 1985: 5158) .Thisidea of movement, or turning around is the key and goal of the major part of transcendental symbols: the medieval rota , wheels of transformation, the

zodiacalwheelorthe Opus ofthealchemists (C IRLOT ,JE. 1991: 27). Thisideaof centralityusuallyappearsundermanyothershapes:hiddentreasures,ladders, lostobjects,difficulttasks,quests…andwhynot,victoryingames.Thebasic analogyhereisthatwhenapiecereachesthecenter of the board, its goal, whichisthetopofthecosmicmountain,theworld,issymbolicallyrecreated

inrepeatingtheprimalfoundationalact (F ARGAS ,A. 1997: 20).

Schematicaldesignofalabyrinth,simillartotheoneinChartrescathedral.

34 The nāga isamythicalsnakewithsevenheadsoftheHindutradition.

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“Reachingthegoalafterahardway”couldbeboththesummaryofamythical questorofasessionofboardgaming.Thissameideaistobefoundinoneof themostwidespreadsymbolsinancienttradition,veryrelatedtotheideaof centre:labyrinths 35 .Labyrinthsarespaceswhereonehastofindtheexitbutat thesametime,theyarespaceswhereonehastofindthecentre.Aswehave seen,symbolicallyspeakingbothpossibilitiescoincideinfullsense:theexitis always through the centre. Therefore, reaching the goal (the centre) in path gamessuchasMehen,Pachisi,Ashtakashte,TwentySquares,SenetorFifty eight Holes also symbolizes the transition from one form of existence to another: the centre is where death and occur. It is also the “door” whichopenstoanotherpointofview,toanotherreality,ortoanotherlevelof consciousness. There the veil between the different planes of existence is thinner,andtherefore,permeable.Infact,establishingmoreanalogieswesee thatinPachisipiecesactuallystartfromthecentreandhavetoreturnthere. As a common feature in path games, captured pieces always return to the beginning,havingtocross thewholepathagain.Therefore,the“birth”and “death”ofthegamingpieces(asitssalvationandultimatedeparturefromthe board)isalwaysrelatedtothecentre.AccordingtoBalambal,thecentralrow ofeacharm(wherepiecesenterandexitthegame)iscalledthe“birthplace”

ofthefourgamepiecesofeachplayer(B ALAMBAL ,V. 2005: 62). The other possibility to understand the importance of the center as an objectiveingamesthatarenotbasedonpathsistounderstanditsimportance asastrategicalposition.Playinginthecenteroftheboardbecomesinsome cases the best play available. In Tictactoe, it is the only way to have the

35 Herewehavetostopforamomenttodifferentiatelabyrinthsfrommazes.Labyrinthsarecoiled structures that have a center reached by a single, twisting, path. Mazes, on the other hand, are structurallydifferent,withpathsthatbranch,deadendsandnoclearcenter.(K ERN ,H. 2000: 23).

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possibilitytowin,sothebestmove 36 .InShogiasinChess,thecenterposition isclearlyimportanttodominateinthemiddlegame,becauseitdoesnotlimit the movement of the pieces. The number of controlled squares increases exponentially when in the center, and pieces with long movements achieve their full potential if situated there. In Chaturanga there is a special move involving the four ships: “When three ships come together, and the fourth shipcompletesthesquare,thefourthshiptakesalltheotherthreeships.This

fourthshipiscalled Vrihannauka (theGreatShip)” (B HAVISHYA PURANA ,3536 as

in FALKENER , E. 1936: 128). Thisextremelyrarewinningmovehappensinthe four squares at the center of the board. These are the only squares of the board where this peculiar arrangement of pieces can occur, as per piece movement.Therefore,thefourcentralsquaresbecomeanimportantstrategic placetotakeintoaccountwhenplanningastrategywiththeboatpiece. Apartfromthegeometricalcenteroftheboard,inthesegameswherethere are many possible playing positions, the space tends to fold around sub centers.Asanexample,wecanseethatinWeiqitherearespeciallymarked zones near the corners. These are called hoshi , or “stars of the angles” in Japanese, and act as strange attractors, centering the game around them as subcenters.Ontheboardtheyaremarkedwithpoints,andareusedasvisual

andstrategicbeaconsamidstthechaosthatagamerepresents (C OPPIN , F. &

MARCHAND , M. 2006: 138140). Thesearethebestplacestoplay,harmoniously coherentwiththewholeoftheboardbothaestheticallyandtactically.

2.1.1.2Centeris“sacred”orempty Therearesomegameswhereanotheraspectofthesymbolismofthecenter becomesexplicit.Inthesegames,thecentercannotbeseenasagoalnorasa 36 InmoderngamesasHex,thecentralpositionissogoodthatifthestartingplayerdecidestoplay there,thesecondplayercandecidetoswapsidesandtakethatashisfirstmovement.Thecenteristhe fastpathtovictory,thereforeplayingtherehastobelimitedinsomeway.

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clearlystrategiczone.Whatweseeincommonisthatthecenterisconsidered “sacred”,eitherinnameorthroughtherules.Theideaofasacredcenterwere specialrulesapplyisalsorelatedtoboththeideasofcenterandspecialspaces inboardgames. Thissymbolicallyrelevantcentralpointisknowningeomanticterminologyby itsGreekname, omphalos .Thismeans“navel”,becauseinthehumanbeingthe navelisthevestigeoftheumbilicalcordthatconnectedtheunbornbabyto theplacentaofthemother’swomb.Inthesameway,throughthe omphalos ,the materialworldislinkedupwardstothecreativeupperworldanddownwards

toitscomplementaryopposite,thedestructiveunderworld( PENNICK , N. 1989:

101). Inotherwords,thesecentral“navels”arethefixedpointsatwhichthose attunedtosuchthingsmayattainotherstatesofconsciousnessandspiritual evolution.Inmanylanguages,thepopularexpression“Earth’snavel”isstillin use,notonlytorefertotherealcenteroftheWorldbuttotheprecisepoint whereallCreationstarted.FortheJews,this“navel” isJerusalem,andina broadersensetheHolyLandoccupiesthetopofthecosmicmountain.The

IslamictraditionsusethesamemysticcosmologywithMeccaandthe Kaaba

(E LIADE , M. 1993: 32). The marking of the center is the foundation of the settlement,andthefulcrumofallsubsequentcreativedevelopment.Thereis

no city without a center, as there is no man without heart or navel. The determinationofthemostpowerfulandappropriatelocationforthefixation ofthespiritualforceswasthetaskofthe locator ,who,afterlongandmeticulous scrutinyofthesiteandconsultationoforacles,woulddecidethebestlocation

forthetemple,whichwouldcontainthefireatthecenterofthecity (O LIVES ,J.

2006: 65). InthegameFanoronafromMadagascar,thecenteriscalled foibeny (navel).Likewise,intheMalayversionofAlquerque,thecenteriscalledpusat

(alsonavel) (P ENNICK ,N. 1992: 146).

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Purushamandalagrid,markingPurusha’snavelinitscenter (O LIVES ,J. 2005: 33).

Themostpowerfulcentersinanyareahavebecomeseatsofmonarchsand governments, but most of the time major shrines or oracles. The imperial powerinChinawasseenasthecenteroftheuniverse,grantingharmonyto theearth.Thecharacterfor“”means“hewholinksmanwithearth

andheaven” (C OPPIN ,F. &MARCHAND ,M. 2006: 63). Theemperoronhisthrone becomesaclearimageofthe axismundi ,thecenteroftheuniverse,aslongas hegrantsthisharmony.Oncerituallyselectedandfixed, only the king, the heroortheinitiatedcanreachthiscenterbecauseithasbecomesacred,the

truecenteroftheuniverse (E LIADE ,M. 1972: 343). Eachtimeamandala isdrawn, itscenterisconsideredthecenterofthecosmositself.Duringthefoundation oftheHindutemple,theentiresurfaceisseenasamanlyingonhisstomach, inscribedonasquare.This Vastupurusha (“Spiritoftheplace”)markswithhis

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center(hisnavel,his danjian 37 )theplaceconsecratedtoBrahma.Thissymbolic

pattern wasalsousedinthe territorialdistribution of settlements (O LIVES , J.

2006: 29). This same symbolism is shared by many cultures, like American Indians who arrange their tents in the shape of “the perfect man”, in the center of which the tent of the medicine man with the fire resides

(B URCKHARDT , T. 1999: 5455). Royalpalacesaswellasordinarydwellingswere transformedintoacentrethroughwhichan axismundi ran,andsoplacedits

inhabitantsincontactwiththethreespheresofexistence (T UCCI ,G. 2001: 25).

TheHnefataflboard,inoneofitsmainconfigurations.Noticethehigher“king”pieceinthecentral konakis . WIKIPEDIA

37 The dan jian or tan tien is, according to Chinese philosophy, the energy center of the body from which the chi , vital energy, emanates and flows through the body. Physically it coincides with the body’scentreofgravityandwiththegeneralareaintheabdomenwhereawomangetspregnantand thenewbeingisconceived.

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Along similar lines, in those games with pieces thathavearoyalattribution (Hneftafl,ShogiorXianqi),the“throne”oftheemperororkingoccupiesa centralposition.Themainpieceofthegame,aroundwhicheverythingturns, issituatedintheheartofitsown“army”.The“sacredness” of the throne, representedbythecentralsquare,isclearlyseeningamessuchasHnefatafl, where the center square (called the konakis ) is “sacred”, and can only be

entered by the king (M URRAY , HJR. 1951: 63). This central square is not only markedwithaspecialsign,butisexactlyinthecenteroftheboard. Ifwelookataboardreadytoplay,wewouldbeabletoseethatthehighpiece representingthekinginhisthrone,clearlyevokestheideaofthe axis mundi . The axismundi canbealsoseeninthecentralrockofAmericanIndiangames asZohnAhl,wheretheplayersthrowtheirsticksto“bless”them 38 ,thereby connectingwithhigherlevelsofexistence.Insomevariants,iftheparticipants

areplayingformoney,theyplacetheirbetunderthatstone (C ULIN ,S. 1975: 88). In the games with symmetrical forces at play, such as Shogi, the centrality derivesfromthecentralsquaresoftheboard 39 tothecenterofeachplayer’s side.Whentheboardhasanoddnumberofsquares,wefindthemainpiecein theverymiddleofeachside;ifthenumberiseven,itisinoneof the two possiblemiddlesquares 40 .Inthisway,weseethatthepieceoftheemperorin Shogioccupiesthecentralpositionofbothsides.Ateachside,thepiecesflank itindescendingimportance:firstthegoldengenerals,thenthesilvergenerals, etc.creatingavirtualarrowofforcesaimedtowardstheenemy. 41

38 Andtopreventcheating,ofcourse. 39 Wehavetorememberthatinfacttheactualcenterisnotcompletelydevoidofitssense,becauseit isstillstrategicallyimportant,aswehaveseenbefore. 40 Infact,theonlydocumentedgamewiththispeculiarityisChess,withits8x8grid.Thatgivescause toveryinterestingquestions:isChessflawed?Orisitbetterbecauseofthisasymmetricalanomaly? Couldweseeinthisanomalytracesofitsoriginsasafourhandedgame?However,thesequestions donotfallwithinthescopeofthisresearchandwillbeleftforfurtherinvestigation. 41 We have to note that, in fact, Shogi pieces are pentagonal, shaped like an arrow, and pointed towardstheenemy.Itistheirorientationandnottheircolorthatdefinestheownerofeachpiece.

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InXianqi,theimportanceofthecentralsquaresisemphasized in the same wayasinHnefatafl.Theyare“thepalace”ofthegeneral 42 ,wherenoonecan enter.Thegeneralstartsthegameatthemidpointofthebackedge(withinthe nine points called “the palace”). The general may move one point either verticallyorhorizontally,butnotdiagonally,andcannotleavetheninepoints ofthepalaceunderanycircumstances.However,ifaplayermakesamovethat leavesthetwogeneralsfacingoneanotheronthesamecolumnwithnoother piecesplacedinbetween,thenthegeneralisin. InPentaGrammai(aswehaveseen),thecentralspaceisliterallygiventhe attribute“sacred”.Itevokesthetemplesandsanctuariesthatinantiquitytend

tooccupytheacropolisatthecentreofthecity (K URKE ,L. 1999: 258). Thesame ideacanbefoundinSeega,wherethecentralsquarestartsempty.Nopiece movedtherecanbecaptured,eventhoughitistrappedbetweentwopieces. The same idea is repeated in Totolospi(I), but in the opposite sense. The diagonalbetweenplayers(calledthe“battleline”)startsempty,butitisthere andonlytherewheretheopponent’spiecescanbecaptured.Thebattlelineis

theonlyplacewhereonecanfight (L HÔTE ,JM. 1996: 512). Thisspecialsquare (beingasafeoradangerousplace)ismarkedonmostofboardswithaspecial

symbol,acrossoraflower (B ELL ,RC. 1979: 8283).

42 Legendsaysthatoriginally,thepieceswereknownas“Emperors”,butwhenanemperorofChina heardaboutthegame,heexecutedtwoplayersfor“killing”theemperorpiece.Futureplayerscalled them“Generals”instead.

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Shogi (above) and Xianqi (below) boards, ready to play. Notice the central position of the “emperor”or“general”piece.CHESSVARIANTS .

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Theanalogycontinuesingamesthathaveablankspaceinthecentre.Thisis anextensionofthesacrednessofthespace:thezoneissosacredthatnoone can play there. Although part of the board, it does not play a role in the development of the game. This is the case of the river in , which dividestheterrainintwohalves,delimitingeachplayer’sland.Nopiececan entertheriveratanytime.Wecanfindmoreemptycentresingamessuchas MerelsandPachisi,wherepiecesstayattheendofthegame.Infact,inMerels the centre is not in the game at all: it is the “pound” into which captured

piecesareimpounded (P ENNICK , N. 1992: 183). Anotheranalogouscaseisthat ofAlquerque,wherethecentreoftheboardistheonlyplacewherethereare nopiecesatthestartofthegame(LHÔTE ,JM. 1996: 24).

2.1.1.3Axisofsymmetry Symmetryiseverpresentinancientboardgames.Ifwelookat thestarting positionsorstartingdispositionsofthepieces,wecanseethesymmetryaxis asadesignbasic.OnlySenetapparentlyisanexception to thisprincipleof symmetry and even then, we cannot say if this is due merely to our misunderstandingoftheactualgamerules. Therefore,evenwherethecasesofimportanceofthecenterexplainedabove cannot be applied, we find that the center is the axis of symmetry. Some games show this symmetry through the starting disposition of the gaming board. In these cases, the board is divided in two (or more) sections, one ownedbyeachplayer,representinghisterritory.Thiscanbedonebeforehand, asinMancalagamesorShogi,orafterwardsasinWeiqi.Thisisinherentto boardgames,becauseanyoppositionimpliesacertaindegreeofsymmetry,as

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theplayershavethesameopportunitiesandinterests,butwithdifferentgoals

(L HÔTE ,JM. 1976: 4546). In games where there are differentiated pieces, the most important one becomesanaxisofsymmetry. Thekingand emperorinShogi,Xianqiand Chess(consideringthatithasanevennumberofsquares)arealwayssituated inthesymmetricalcenteroftheboard,withtheremainingpiecesdistributed equally to each side. Even in Chaturanga, a fourhanded board game, the piecesofthefourrajasstartinthecentralsquaresofeachside,resultingina fourfoldedsymmetry. In path games, as we have seen, the goal establishes the symmetry to all players.Itdoesnotmatterifthepathissharedornot,thestartingpointsare situatedatthesamedistancefromthegoal.InMehen,wherethepathcoils towardsthecenter,wecanfindthesymmetryifweuncoilthepathasaline, situatingtheaxisvertically,intheheadofthesnake. Itisimportant tonotethat theboard games usuallytermed “asymmetrical” alsohavethissymmetry.Thatisbecausewhenwetalkabout“asymmetrical games”(LionsandGoats,orTafl)weareonlytakingthevalueofthepiecesor theplayers’goalsintoaccount.Wemustseethateventhoughthepiecesofthe players are not equal, or even equivalent, and the goals are not exactly the same,orevenbalanced,thesymmetryofthegamepermeatesthegameata deeperlevel.

2.2.2Thecross:cardinalityandquartereddivisionofspace

Followingthesymbolicdevelopmentstartingfromtheunityofthecentre,the nextbasicsymboltostudyhastobethecross.Thecrossrepresentsinthefirst

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placethedoublemovementofemanationandreabsorptionoftheCosmos.If weapplyittothe mandala, weseeitsymbolizesthepassingfromtheuncreated centretothecreationthattheouterlinerepresents.Therefore,itsymbolizes theideaofthecreationofthewholeuniversepartingfromonesinglepoint. This is why the number four represents everything created in all its span,

possibilitiesandquantitythussummarizingallothernumbers (O LIVES ,J. 2006:

58). Thecrossrepresentsandsummarizesthecreateduniverseasawhole.At the same time, it also represents communication and participation with the Unmanifested,beingoneofthemostuniversalsymbols,spreadallthroughout theworldandtime.AsGuénonexplains:"Lacroix,avonsnousdit,estunsymbole qui,sousdesformesdiverses,serencontreàpeuprèspartoutetceladèslesépoquesleplus

reculées" (GUENON , R. 1931: 10). Itwillnotbestrangethentofindgamesthat

havethecrossastheirbasicshape. Thecrossisadevelopmentoftheideaofthecosmicaxisandtherefore,the connectionbetweenHeavenandEarth.Geometricallyspeaking,thecrossis thebasicsymbolthatconnectspoint,circleandsquare.Emanatingfromthe

centeritreachesthelimitssetbythecircleandsquare. Indoingso,itdivides boththecircleandsquareinfourparts,thatbeingthefirstterritorialdivision known. Therefore, it is the basis of all orientation symbols, at all levels of humanexistence.Eventhoughitcouldseemthatthecrossisonlyrelatedto the number four, it is also related to the number five because to the four cardinaldirectionswealwayshavetoaddafifth,wherethearmscross.This centeriscoherentwiththeaspectsdealtwithinthelastchapterbutitenriches itsmeaning,becauseitbecomesthepointwherealloppositionscoincideand are solved. In this point, the synthesis of the contraries (better known as complementary) is achieved. In the center, we find that the exterior and accidental points of view of the world are senseless because they are only

different in appearance (GUÉNON , R. 1931: 62). As we have seen above, the

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location and management of such powerful centers was among the most

importanttasksofthe augures and locators ofoldEuropeandAsia (P ENNICK ,N.

1989: 101). Infact,findingtheproperplaceforthefoundingofacity(andthe founding rite itself) was the main rite in all ancient civilizations, including nomadicones.Itsymbolicallycontainedalloftheelementsofthefundamental traditional cosmological symbolism, and was mainly based on the fourth

foldedshapethatwehavecalled mandala (O LIVES , J. 2006: 5658). Itisalsothe

imageofanarchetypalhumanbeingwithcompletelyextendedlimbs (C OOPER ,

JC. 2000: 60). The“squaredman”isageometricalideaexpressedbytheGreek

cross,andthebasisofthecityfoundation (O LIVES , J. 2006: 243) andtherefore thefirstuniversalpatternusedforcityplans,orderinganddistributingeachof its parts. The cardo and the decumanus crossing at the center of the city and configuringitsspacesaroundthemwasthebasisofRomancityplanningbut alsoofthe Nandyavarta ,oneoftheoldestIndianurbanmodels.Inbothmodels and in many others from around the world the whole city is a quartered

distributionroundthecentralfireoraltar (O LIVES ,J. 2006: 54, 65, 97). Accordingtotheancientprinciplesofearthharmony,notonlycities,butalso all sacred centers are structured as a local Cosmic Axis. The space around them is organized as a fourfold area, with three doors on each side. The resulting figure is the socalled Cross of Jerusalem, which represents the twelvefolddivision,coincidentwiththeandthemorecomplex mandalas ,

as the one (O LIVES , J. 2006: 244245). In the Kalachakra mandala (and manyothers),linesconnectingtheoppositecornersofthesquarecreatefour trianglesofequalsize,whosepointsmeetinthecenter .Eachofthetriangles or quarters corresponds to one of the cardinal directions, and displays its characteristiccolor.Eachofthefouroutersidesofthesquareisinterruptedin the middlebyaTshape.Theseare the “entrancegates”,representingthree doorsperside,sincethecenterofthe mandala isnoneotherthanabuildingor

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thegroundplanofatempleorpalace (B RAUEN , M. 1998: 13). The cruxpotenzata structure(acrosswithfeet)istobefoundinsomeancientgamesthatsharea similar cosmogrammical structure but with different functions: Pachisi, HnefataflandLiubo.InPachisi,wecanseethecrosswiththethreedoorsin thethreerowsofsquaresdepictedoneacharm.Thesumoftheoutermost squaresisthereforetwelve.InHnefatafl,thepiecesofbothplayersgiveshape tothesamecruciformstructure.Inmanyboards,thestartingsquaresofthe pieces are identified with special marks, resulting in a perfect crux potenzata . Eventhoughinlargerversionsofthegametheoutermostenemypiecesare nottwelveinnumber,theproportionalgeometricalshapeisstillthesame.In Liubo,thewholeboard(aswewillseebelow)hasthecrossclearlymarkedand it seems fully part of the game, even though the rules of the game are incomplete.Finally,theMerelsboardalsosharesthiscruciformshape.Even thoughthequartereddivisionproducedbythefourbeamsofthecrossisnot properlyusedin thegame,the samepatternisrepeated.Thecentralsquare spaceremainsempty,asinLiubo,whilethefourarms of the cross extend outwardsfromeachofitsfaces.Thecombinationofthethreesquareswith the cross reinforces the resemblance to a sacred center, a cosmic axis, surroundedbyafractalorganizationalstructure,aswewillseebelow 43 . Manycivilizationsusedthefourcardinaldirectionsasmnemonicclassification systems.IntheclassificationofthingsaccordingtotheFourQuarters,wefind thatanumericalratiowasassumedtoexistbetweenthevariouscategories,and

thiswasusedfordivination (C ULIN ,S. 1976: 680685).Inseveralculturesaround theworldtribesareassignedtothedirections,likethetribesofinthe

Bible(OLIVES ,J. 2006: 2830 ),similarlythewinds,seasons,certaincolors (C ULIN , 43 MaybeitisforthisreasonthatsymbolslikeMerelsboardsareusedastalismansaroundtheworld. Theyareaperfect imagomundi ,andrememberoforderandstabilityatthesametimethattheyconnect with the sacred center. However, to fully proof this relationship, further research should be conducted.

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S. 1976: 679), animals,elements( Wuhsing ,thefiveelementsofnature)(OLIVES ,J.

2006: 185 ),humanbodyfluidsandmanyotherthings (B ERGER,F. 2004: 18). The world can be described and summarized through these four cardinal directions, and so the orthogonal cross can symbolize the world in its extension,pluralityandvariety.Ofcoursethecenterofthisfourfoldcrossis alwaysaverymeaningfulorspecialplace,“goodenough”tobeconsideredthe centeroftheworld(aswehaveseenabove). Pachisiparticipatesanalogicallyfromthiskindofsymbolism.Theworld(the playing board) is divided into four “quarters” represented by four different colors.Traditionally,thefourarmsofthePachisiareunderstoodtorepresent

the four varnas or classes ( Brahman, Vaishya, Kshatriya and Sudra ). (F INKEL , I. in

MACKENZIE , C. & FINKEL , I. 2004: 133). Eachdifferent“tribe”(coloredgaming pieces)belongstoaplayeror,ifplayedinpairs,thefacingones(asNSandE W)playtogether.Theobjectiveofthegameistomovethepiecestothemost

Amirrorofthe T’ang period,showingtheFourCreatures(Phoenix, Tiger,DragonandTurtle/Snake).TheyrepresentthefourquadrantsoftheHeavens (W ILLIAMS ,C.A.S 1976: 369)

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important and significant place in the world that the board symbolically represents:thecenter. Therefore,thebigcrossformedbythePachisiboardisdesignedtomarkand emphasize both the quartered division of players and their final central objective. Seen this way, the board becomes a clear imago mundi, orientated followingthefourcardinaldirections .Thepiecesmovearoundthefourarmed board, representing the world quarters in a way that follows the reverse (anticlockwise) movement of the sun through the houses of the zodiac

(E LIADE , M. 1987: 470). Many elements present in the game can be directly relatedtotraditionalcosmology,anditcouldbeseenasameditationdiagram, verysimilartothe mandalas wehaveseen.Thepiecesmoveroundthecircular path,roundthefourhandedboard.Astheboardistheworld,thisfourhanded divisionisanalogoustothedivisionmadebythefourcardinaldirections. By signaling sunrise and sunset, and then north and south, space is given meaning,andinordertoexplainandrememberthisdivision,socolor.Each ofthequartersoftheworldbelongstoacolor,a“clan”,andthisiswherethey starttheirjourneyfrom,andreturnattheend.Culin,indescribingPachisi, names thefourcolorsofitspiecesandboard:red,green,yellowandblack,

whicharesymbolicofthefourcardinaldirections (C ULIN ,S. 1991: 76). Notethat thecolorblueisavoidedinIndiangamesbecauseitisconsideredbothsacred

andunlucky(B ALAMBAL ,V. 2005: 57). We see that cruciform games, besides being an imago mundi , have to be consideredas“orientated” imagines mundi .Theyallhaveacosmicsignificance

becausetheyrepresenttheworld,inanorientatedway ( CULIN , S. 1976: 872) . Thereareaccountsinmanygamesoftraditionallyorientatingtheboardbefore playingtomakeitcoincidewiththeactualcardinaldirections.Infact,bothin

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Nyout and in ZohnAhl the four terminal squares are called North, South,

EastandWest(C ULIN ,S. 1975: 122, 125 and CULIN ,S. 1991: 6671). Eventhough othercruciformgamessuchasPachisiorPatollidonothaveanyorientating marks,thosefoundengravedinpermanentstructuressuchastemplesoften appearorientated.Asexamples,wehavethefamousPachisiinFatehpurSikri

(B ALAMBAL , V. 2005: 5657) orthePatolliboardsfoundbyMariaJoséGallegos

inCampeche (G ALLEGOS ,MJ. 1994: 22) .

OrientatedPachisiboard ontheflooroftheFathepurSikritemple ,in. Nevertheless, this is not only a trait of pure cruciform games. We have accounts of the Liubo board being related to geomantic and divination, therefore having the same cardinal qualities and the potential of being

orientatedbeforeplay,aswewillsee(C AZAUX , JL. 2003: 6164). Moreover,in WeiqitherearesomespecialpositionscalledHoshiwherethepieces areplayed.Ineachofthesectionsadotisspeciallymarked,beingequidistant frombothsides.Thesefourpointsarecalled kan,sun,kw’an and k’in ,andare thesamenamesgiventothediagramsinthemagicsymboloftheuniverseto

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Northeast, Southeast, Southwest and Northwest (C ULIN , S. 1976: 870872 and

CULIN ,S. 1991: 100).Thesenamessuggestthatthefoursidesoftheboardalso correspond directly to the four cardinal directions. Finally, we also have accountsofMerelsboardsengravedonflatsurfacesandorientatedtothefour

cardinalpoints (B ERGER ,F. 2003: 59). Inanalyzingthewholespectrumofancientboardgames,onebeginstonotice thatthecrossispresentnotonlyinformingtheoutershapeoftheboardbut also marking special squares. These squares (or points) that were identified aboveas“secondarycenters”,sharethecrosscutpatternallaroundtheworld. InPachisi,wefindthatthecrosscutsquaresrepresentthesafepointswhere piecescanstaywithoutfearofbeingcaptured.Inothergamesbasedonpaths suchasThaayam,AshtaKashteorSigatheyhavethesameuse.Wecanfind crosscutsquaresorpointsinmanyothergames,alwaysmarkingandcentering theattentionoftheplayersontheseparticularsquares.InHnefatafl,wefind the samekind of squaresinthe konakis andthefourcornersquaresandin Weiqi,thecenterandthe hoshi aresometimesmarkedwithacross. We can find squares marked by a simple diagonal cross or point but sometimes we find a more elaborate symbol: a rosette. This symbol, is a development of the centreperiphery idea that we discussed above. As the symbolofthecrossalwayspointstoitscenterandatthesametimeexpandsit towardsitsarms,therosette,asadevelopedcross,istheessentialsymbolof essence and creation. It is symbolically related to the sun and the stars,

flowers,and tothewheel (C HEVALIER , J. & GHEERBRANT, A. 1999: 891). In its “shining” aspect, it is analogous to light and therefore to everything good, prosperity,lifeinitsexpansiveaspect.Forthisreason,therosetteappearsin manyculturesasaprotectivecharm.Italsosummarizesthebirthlifedeath rebirthcycleastheflower,initsbloomingandalwaysreturning sense. The

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flowercontainsthegermenoftheseed,whichcontains theplantthatgives birthtotheflower.Thehopeofrebirthiscoherentwiththeideaofprosperity andlife,soitassimilatesintothesymbol,reinforcingitsshelteringproperties. Thisideapassestoboardgamesinaseamlessway:therosette,thecross,isa meaningful place, related to good omens. We have a good example when talkingaboutthegameofUrwhere“therosettesquaresareluckyifaplayer

landsonthem,andunluckyifheisforcedtopassoverthem” (FINKEL ,I. 2007:

21). For this reason, in reconstructing ancient games like Fiftyeight holes, TwentySquaresorthegameofUritself,itisverycoherenttothinkofthe rosettes as meaningful squares, different from the rest of the board. Apart from that, following the symbolic discourse we must understand that everythingpointstotherosetteshavingpositiveandbeneficialmeaningsand notbeingsimpledecorations.

2.2.3Thesquare:limitsofgame

Inthelastchapters,wehavestressedtheimportanceofthecenteringames, relatingittotraditionalcosmogony.Aswiththedevelopmentofthiscentre, wehaveexplainedthesymbolofthecross,withallitsexpansiveandcardinal significances.However,aswetalkaboutthecentreandthecross,aquestion arises: “the center of what?” In traditional cosmological symbolism, a generatingcenteralwaysimplieslimits.Therecannotbeanorderedcosmos

without a center and a limit surrounding it (O LIVES , J. 2006: 65). This limit appearsintraditionalcosmologicalsymbolismasalinesurroundingapoint(in asquaredorcircularshape).Thatiswhythenextbasicgeometricalsymbolto studyfollowingthatofthecrosshastobethesquare.Itissenselesstotalk

aboutonewithouttheother (C HAMPEAUX, G. & STERCKX , S. 1972: 25). Thereis no conceivable expansion or space without a limit. Following the same

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analogical relationship, we can analyze this key traditional symbolic trait in board games by stressing the interesting analogical and cosmological implicationstiedtothefactofplayingagamewithalimitedboard. Anthropologists and historians coincide in dating the appearance of board games to the Neolithic age. In becoming farmer and shepherd, the hunter gathererradicallychangedhiswayofseeingspaceand time. In sowing and takingcareofthefields,thefirstartificialstraightlinelimitsandflatsurfaces appear.Inplanningtheharvests,thebreedingofthecattle,therightmoment

to shear the animals, time restructures itself as well (C AZAUX , JL. 2003: 6). Therefore,wecanseethatthesymbolicideaoflimitrelatestogamesandto boardgamesfromthestart.Philosophicallyspeakingtheconceptoflimitis containedineventhemostbasic mandalas (liketheonedepictingjustacircle withacentralpoint).AsTucciexplains:“[...]a mandala delineatesaconsecrated superficiesandprotectsitfrominvasionbydisintegratingforcessymbolizedin

demonicalcycles” (T UCCI , G. 2001: 23). Thefirstinstanceinwhichthecenter, the unity, develops thus representing multiplicity, the idea of limit appears. Whilethepointisinfinite,thelimitshowsthatcreationisfinite,andtherefore limited. We can find the idea of plurality being equal to imperfection or

limitationasaconstantoftraditionalcosmologicalsymbolism(O LIVES ,J. 2006: 64). The development and multiplication of the central point (unity) in all directionsinspace(representedbythefourarmsofthecross)hastostop,asit is limited and imperfect. We delimit the created space with a line, which symbolicallygivesshapetothefoursidesofasquare.Thatiswhythesquare relates with everything limited, earthly, the antithesis of transcendence

(C HEVALIER , J. & GHEERBRANT , A. 1999: 370371). In a wider sense, it can be

related toanythinglimitedor separated.AsRevillaexplains: “Hasta aquí: no más.Ésteesmiterreno:notraspongasestoslímites.Elcuadradosimbolizarálarealidad

creada,sólida,firme,cerrada” (R EVILLA ,F. 2007: 140).

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Aswehaveseenwhendefininggames,itisacommonfeatureinallofthemto limittheirspan.Inthespecificcaseofourobjectofstudy,boardgames,the playing surface is always concrete and limited. The board (the most representative trait of board games) represents the limit, the frontier. As a frontieristheseparationbetweentwocountries,theboardistheseparation betweenthe“real”worldandthegame.Whileplaying,everythinginthegame existsanditismeaningful,andeverythingoutsideplaysnopartinthegame andthereforeismeaninglesstoit.Havingthepowerortherighttoaffectthe piecesinsidetheboardextendsthelimittotheplayers.Therefore,stayingin means to participate in the game, but being out is being only a simple spectatorwithoutanyactualpower.As Duflo explains:"Cettemondepropre,et fini, suppose un espace et un temps qui lui soient aussi spécifiques et finis. La clôture

ludique,soustouslesaspects,estcequipermetl’existencedecemondeludique"(D UFLO ,C.

1997: 208). Therefore, every game has its own place and only in there it

happens,likearitualinachurch(R EURICH ,L. in DE VOOGT 1995:185186). Every gaming board represents the limitation and organization of a territory, a miniatureanalogyoftheprimalCreationalact.Thisorganizationputsanend

to the chaos or emptiness before the Cosmos (F ARGAS , A. 1997: 20) , and thereforeordersit. This is fully coherent with the symbolism of the square explained above. Therefore,thefactthatmostoftheboardsaresquareorrectangularisnot accidental but related to the idea of separating a concrete surface from its surroundingsbythesettingoflimits.Iftheselimitsaresquareorrectangular, theycontributeevenmoretotheideaofseparation.Tothesenseoftheline separating “here” form “there”, we add the idea of the square, limiting the interiorspace.Thesquareistheprimordialsignoflimitation:itisacontainer andaregulatorofstructureandpattern,asexplainedabove.Theaesthetically

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pleasant combines here in a fully coherent way with the symbolically significant.Allastrologicaltraditionsseeinthesquare the representation of

theearth,matterandlimitation (C HEVALIER ,J.&GHEERBRANT ,A. 1999:370). In fact,inearlypictogramsofthesquarealreadymeans“enclosure”,andit also suggests the quadratic “fences” drawn in rock art in Mongolia, central

AsiaandIndia (B ERGER ,F. 2004: 18). Thesquareisoneofthegeometricalrepresentationsofthenumberfour.Asa development of the cross, it relates to the division into four parts and to everything fourhanded or quartered. This stability is reflected in traditional cosmology as the number four (and other even numbers) are related to the status quo while three (and other odd numbers) as number are related to

movementandchange (C IRLOT , JE. 1997: 159). IntheHolyBible,(EF 3,18)the Earthissaidtohavefourdimensions(width,length,depth,height),whichwas the basis for the forma quadrata mundi and the tetragonus mundus ideas that permeatedtheChristianwayofthinking.In,theEarthisreferredas Caturbursti , which means, “fourcornered”, Catursamudra “surrounded by four

seas”, Caturantā “limitedonfoursides”,etc. (P UJOL ,O. 2005: 321322). Thesquareissometimesopposedtothecircle,astheearthopposesthesky. This is because the circle represents the natural reflection and geometrical

abstractionofcelestialmovement( BURCKHARDT , T. 1999: 53 ).Itrelatestothe point and because of that, to the center. The circle and square together combineheavenandearth,thusrepresentingtheuniverse.InChristianity,we canfindthesameideainthemandorlassurroundingtheMaiestas Domini :the SonofGod(Jesus)onthethroneissurroundedbyacircle(oralmondshaped figure) and then by a square. This represents God’s rule over Heaven and Earth.InIslam,wecanalsofindthiskindofrepresentationbutfollowingthe strictercommandmenttonotmakeanimageofGod,asafourfoldsymbolic

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writing.ThereisagreatexampleinthepalaceofAksaraiofTimorandinthe

GokGumbasMosqueinUzbekistan (B ERGER ,F. 2004: 18). There,thewordsof thesura 1,2oftheCoran: AlMullkuLillahi “PraisebetoGod,theLordofthe Worlds”appearasafourfoldsquarepatternformingacentraloctagon(being a development of the double cross, and in repeating this infinitely, of the circle)thatincorporatestheeightdirections.Wecanfindthiscommonfeature in many ancient temples, like the one in Dashly in Afghanistan from the secondmillenniumB.C.,whichhasaroundtemplewiththefireinitscentre,

surroundedbycircularlivingquarterswithinaquadraticouterwall (B ERGER ,F.

2004: 18). Therefore,itisnotstrangetofindsquareswithinscribedcirclesin themeitheraspictorialsymbolsorasboardgames.Inanyway,wecansee thatthefigureofthecircleisalsoalimitation.Geometricallyspeaking,acircle cannotexistwithoutacenter.Sothen,boththesquareandthecircle(intheir expanded form) represent the idea of limit, opposed to that of infinity representedbythecenter.Thismeansthatinmanycaseswecouldswapboth symbolsseamlessly.Alongthesamelines,wefindgames(ZohnahlorNyout) wherethepatharoundtheboardiscircular,butitcanbe“bent”intoasquare or crossshaped board without losing its original meaning. As another example, we could “unbend” the path of a Tablas game or the holes of a Mancala board to form a circlewithout losing the original idea behind the game. 44 Aswehaveseenwhenspeakingofthecross,theconcepts“four”,“cross”and “square”relatetotheimageoftheworld.Thiswouldmeanweseethesquares as imagomundi .Infact,thisideahasappearedinmanycivilizationsfromaround the world since the beginning of humanity, and is part of traditional

44 Infact,bothcasesaredocumented.Thefirst,asafourplayerTablasgameintheAlfonsoXcodex 89V, and the second, as a sample board of Pallankhuzi, an Indian Mancala Game (B ALAMBAL , 2005: 118).

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cosmologicalsymbolism.InChina, the shapeof the worldisasquare,with eachdirectiondominatedbyacardinalmountain.The cross and the square coincidefullyinthisanalogy.AsChevalierpointsout:“ Paraloschinos,laforma cuadradadelatierraesunaideamuyantiguainscritaenlalengua.Elespacioestádefinido por las cuatro direcciones Yang, pero este término significaalavez‘cuadrado’.Poresta razónelDiosdelsueloserepresentaporuntúmulocuadrado,lacapitalescuadrada,el dominiorealtambién,etc.Elespacioestaasíconstruidoporcuadradosencajadosunosen otros(conrelaciónalcentrodelmundo)oyuxtapuestos(alrededordecentrossecundarios)”

(CHEVALIER ,J. &GHEERBRANT ,A. 1999: 371). TheChineseemperorsituateshimselfinthecenteroftheroom,inthecenter ofthepalace,inthecenterofthecity,inthecenter of the country in the

centeroftheworld (W HEATLEY ,P. 1971: 411419). Fromtherehecanreignover thewholeland,becausehereceivesgoodinfluencesfromthefourdirections, andthroughthesechannelsthrowsawaytheoneswhicharebad.Thesquared space delimited by the four directions divides into square provinces. Each provinceisdividedintosquarefields,wherethecropsofthecentralfieldof everynine(containingthecommonwell)arefullysenttotheEmperor.Note

herethatthepictogramforwell( jing )istheidealizationofaninesquare

grid (L EWIS , ME. 2006: 248), andcertainlyresemblesaTicTacToeboard . This systemderivesfromtheideathatdivisionisthebasisofsocialorderandgood governmentbecauseitassuredequitybycreatingstandardunits.TheImperial city,inthecenterofthediagram,issquare,withfourdoorsorientatedtowards each cardinal point. The Emperor sees his vassals inside, forming squares, becausethatkeepstheworldinorder.Infact,theChinesetraditionexplains thatourfeetlooklikesquares(orrectangles)becausetheybelongtotheearth, and our head looks like a circle (or a ball) because it belongs to the sky

(G RANET ,M. 1938: 297).

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ThisviewofthecosmoswasdirectlyrelatedtotheoriginsofthegameofGo,

andwaswidelyadmiredandquotedbywriterssuchasBanGu (LO,A. &WANG ,

T. in FINKEL , I. 2004: 194 ).Thisauthorwrote The essence of Go wherethereisa passagewhichsays:“theboardmustbesquareandrepresentsthelawsofthe earth.Thelinesmustbestraight,likethedivinevirtues.Thereareblackand whitestones,dividedlikeyinandyang.Theirarrangementonaboardislikea

modeloftheHeavens.”(asin FAIRBAIRN ,J. in FINKEL ,I. 2007: 134).Eventhough theseideasclearlybelongto BanGu ’stimeandlater,andhavenothingtodo withtheinventionofGo,theyshowhowitwasclearlyrelatedtocosmology

(F AIRBAIRN ,J. in FINKEL ,I. 2007: 134) Wehavemoreexamplesofsquaredlandsdirectlyrelatedtoboardsandgames fromaroundtheworld.InBuddhism,forexample,theterm ashtapada evokes

theplacewherethePadmaprabhaBuddhaappeared(B OCK RAMING ,A. @BGS

1999: 44). Thisplaceisdescribedasapleasantland,beautiful,prosperousand pure,delimitedandorderedwithgoldencords,likeanAshtapadaboard.These goldencordsthatsubdividetheterritoryrepresentthestreetsofanidealcity, orientated with the axes that define the world. They cross in right angles delimitingthespaceinaharmoniousway,separatingitfromtheexterior.In Indian literature, this description applies in multiple occasions to both ideal citiesandtotheboardgame.Thisanalogybecamesorecurrentthattheword

ashtapada becamealsoasynonymof“gold”or“golden” (P UJOL , O. 2005: 112). TheAshtapadaboardistherefore,animageoftheidealcityandoftheworld.

EventhoughitisnotclearthatAshtapadawaseveragamebyitself (C AZAUX ,

JL. 2003: 4243) it follows the same crosscut pattern as games played with similar boards (but with even number of squares) such as Thaayam, Ashta

KasteorSiga (C AZAUX ,JL. 2003: 4446).Inthesegames,playersprogresstothe centerwithaclearintention:toreachthealtar,thefire,thecenterofthisideal city.Atthesametime,itbecomesamicrocosmicalanalogyofmanreaching

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his most spiritual part, his “fire”, traditionally seenas hiscenter (O LIVES , J.

2006: 44). Thewholegameisanalogous toalongvoyage whereone literally goesroundthe(symbolic)worldorcityinordertofindoneself.

Tripleprecinct,initsMerelslikeanddiagonalconfigurations.Below, anIndiancityplanfollowingtheNandyavarta (O LIVES ,J. 2006) Thistraditionalvisionoftheearthasaseriesofrepeatedsquaresoftenappears asagrid.However,onotheroccasionsthisgridissimplifiedintoaseriesof interlocked squares. We find the same symbol coherently integrated in the Chinese cosmology and in the triple precinct, both a Celtic and Christian

symbol (BERGER , F. 2004: 11). Theyrepresentthethreelevelsofexistenceand the “three worlds” of the Hindu tradition. The four lines that connect the

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different squares are the channels through which one can progressively

penetrateintothemystery (G UÉNON , R. 1995: 67). Itcanalsobefoundinthe Nandyavarta , a Hindu urban model where the Vedic altar is situated in the centerandarounditarefoundsuccessive“rings”forthe different varnas or

society (O LIVES , J. 2006: 97). Wecanfindhorizontalandverticalinstancesof thisarrangementofinterlockedsquaresandlinesallaroundtheworld,from Spain,,ortoAfghanistanandIndia.Inmanycountries, besides being a board game they are also used as a talisman against bad influences(asinSriLankaorinChristianmagic)andarealwaysconsideredas

agoodomen(B ELL ,RC. 1979: 93). The Merels board is an orientated cosmogram, with different sectors or “barriers”whichhavetobecrossedtoreachthecenter.Thesameideacould betranslatedinathreedimensionalwaytotheimageofaseriesofstepsor stageswheretheinitiatehastostopinordertoreachthetopofthemountain. Even though the game is not a path game nor has anything to do with reaching the center, its shape is an imago mundi , simplified as the Cosmic Mountain. In fact, in ancient Mesopotamia, the Merels board was the representationofthe ,whichwasatthesametimeanidealizedCosmic

Mountainandthereforeanimageoftheworld (P ENNICK ,N. 1992: 173). Inthis ziggurat, the lower level was related to bronze, the middletosilverandthe highertogold,asheightwasinterpretedasproximitytoHeaven,thatistosay, toperfection 45 .Noteherethattheideaofaltituderelatedtothatofqualityis everpresentinantiquity.Theconcentricandsubsequentlyhigherlevelsofthe CosmicMountainimplythedifferentstepsofeffortandpurification,froman

earthlyexistencetoahigherone (G UÉNON ,R. 1995: 67). 45 InGreekmythology,thissamedivisionappearstorefertotheagesofman.Thebest(thefirst)was theGoldenAgeandthencametheSilverAge.Accordingtothemyth,nowadaysweareintheIron Age(theworst)wheremanhasforgotteneverythingimportantaboutthegodsandhimself.Rarityof themetalrelatestophysicalquality,andphysicalqualitytomoralquality.

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Moreover, there are curious attributes present in some boards that are not necessaryforthegamebutthatarecompletelycoherentforitsroleas imago mundi .Asmentionedabove,someboardsarealignedtothecardinaldirections, andsomehaveapointorevenadomeinthecentre(symbolicallyrelatedto

the axismundi, aswesawwhentalkingaboutthecenter) (B ERGER , F. 2003: 59). TheTibetansusethesamepatternofinterlockedsquaresasthebasistocreate

some mandalas, whichareidealrepresentationsoftheworld(B ERGER ,F. 2004: 18

and BRAUEN , M. 1998: 8587). Therefore, sets of concentric squares with intersectinglinesorbandswereusedforotherpurposesthanMerels.Oneof the most interesting to study is the Chinese diviner’s board. This board consists of two distinct layers: the lower one (square) and the upper one (round). The square layer has diagonal paths between the corners and horizontal and vertical paths between the central points of the sides, thus resultinginaneightfolddivision.Thisdivisionresemblestheeightpossible trigrams of the I Ching and the cardinal points, thus having a cosmological meaning.Thecirculardisc,representingheaven,wasturnedaroundthesquare board(onceproperlyorientated),untilitpointedinthedirectionofthesun. Thehandleofthe“Dipper”or“Plough”atthecenterofthediscpointedto theresultofthedivination.TheChinesecompasshasasimilarlayout,witha lodestone “spoon” in the middle circle and an outlying square with the

divisionoftheworldintoeight (B ERGER ,F. 2004: 17). The same squared and orientated diagram has been related to the ancient Chinese game of Liubo. This mysterious board game appeared in China around450B.C.andwecanfindrepresentationsofLiuboplayersfromthe Hanperiod(206B.C.–220A.D.).ItappearsforthefirsttimeinaChinese translation of the Brahmajâlâsûtra around 406 B.C. so it could be of Indian origin. The dating between the 4 th and 3 rd centuries B.C. is due to

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archaeological evidence on the boards (L HÔTE , JM. 1994: 173 and LHÔTE , JM.

1997: 309 ).Ourlimitedunderstandingoftherulesofthegameisderivedfrom cryptic (and sometimes contradictory) references in ancient texts and later commentaries. Although the existence of manuals on the game imply that therewasanelementofskillinthegame,itisclearthatLiubowasprimarilya game of chance because six sticks ( bo ) were thrown in order to move the piecesaround.Despitethis,itwasseriousenoughtobecitedasananalogyfor politicaltacticssoitmusthavehadsomekindofdecisionmakingmechanics

in it (M ACKENZIE , C. in MACKENZIE , C. & FINKEL , I. 2004: 120). Liubo was an activity between game and divination, because in all representations the attentionoftheplayersalwaysseemstofocusonthesticks,notontheboard. The case of Liubo is very interesting to study because it shares all the importanttraitsofbothTLV 46 mirrorsandChinesedivinerboards.Forthat reason,itisrelatedtocosmology,anddivination.Infact,theTLV mirrorsand divination diagramssharedexactlythe same marks, it being, in

some cases, impossible to distinguish one from the other (M ACKENZIE , C. in

MACKENZIE , C. & FINKEL , I. 2004: 113114).Theconnectionintermsofdesign between the cosmograms and the Liubo board is evident and clear beyond argument.Thereisevenadivinationdiagramwhichnot only has the same shapeasagameofLiubobutalsohasalistofdivinationsthatusethesame ChinesecharactersthatalsooccurinawellknownHanperiodrhymeabout

themovesofLiubo (M ACKENZIE , C. in MACKENZIE , C. & FINKEL , I. 2004: 119). Besides,therearesomeTLVmirrorswithinscriptionsstatingspecificallythat theirdesignwastakenfromtheLiuboboard,butincertaincasesimplyingthat

playingLiubowardedoffevil. (M ACKENZIE , C. in MACKENZIE , C. & FINKEL , I.

2004: 122123). 46 The name “TLV mirror” given by Western scholars derives from the very distinctive pattern formedfrommarksresemblingthelettersT,L,andVfromtheLatinalphabet.

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In order to understand the importance of the divination boards, the TLV mirrorsandtheLiubogame,abriefsummaryoftheHanframeofmindcould

beveryuseful (L OEWE ,M. 1979: 116). UndertheHandynasty(202BC–9AD) Chinaachievedimperialunity,dynasticstabilityand administrative intensity. To the Chinese, the problem of evil was a matter of cosmic order and harmony rather than theology, ethics or psychology long before the Han period. This idea of cosmic order implies the traditional way of seeing the world that characterizes Antiquity, and includes regular and irregular movements of the heavenly bodies, the growth and decay of animals and plants,theriseandfallofmanthroughfate,etc.Thesearchforapatterninall theseconstantchangesgavebirthtothe Iching (thebookofchanges),which containsthetrigramtheory.Theeighttrigramssymbolizethetwobasicstates ofheavenandearthandthesixelements(thunder,wind,water,fire,mountain and lake). These elements, when combined in groups of two (sixtyfour possibilities)representallthecomplexsituationsintheeverchangingworld. Inknowingwhichisthecombinationthatbestdescribesthecurrentsituation one knows how to react to it. This is the conceptual frame for divination

boardsTLVmirrorsandLiubo (B ERGER , F. 2003: 109110). Thecornerangles marktheedgesofthecosmos,seenascutfromthesquare,thusdepictinga cross.TheTshapeshavetobeunderstoodasthethreefoldgatesthatallow accesstotheaxialcenter.Inthisway,thequarteredsquarecombineswiththe

numbertwelve,thusrepresentingthezodiac (L EWIS ,M.E. 2006: 283). TheTLV mirrorscombinethreethings:thetwodiscsthatfitinthecorrectrelationship withthecosmos,thecircularheaventhatsurroundsthesquaredearthandthe central bump in the squared temple that contains the axis of the universe

(B ERGER ,F. 2003: 110). Manhastobeseenastheintermediarybetweenheaven andearth,activeandpassive,inthesamewaythatthecardinalcrossisthe

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intermediarybetweentheeternalcycleoftheheavensandthesquareofthe

earth (B URCKHARDT ,T. 1997: 1921).

2.2.4Thegrid

Recapitulating,wecanseethataseverymeaningfulspaceisseparatedfromthe restwithaphysicalortheoreticallimit,theenclosedspacesuffersthesame treatmentandismarkedwithdivisions(aswithconcentricsquares).Theidea ofdistributinganddividingthespaceinsquares(asinagrid)isprefiguredin thequartereddivisioncreatedindividingthebasicmandala intofourquarters withacross.Aswehaveseen,thecrossandthecenterareoneofthemost importantsymbolsintraditionalsymbolism,withthepeculiarityofrecursion. Assoonaswesymbolicallydivideacertainspacewithacrosspartingfroma centerweobtainfournewsmallerspacesthatsharethesamepropertiesasthe generatingspace,inafractalway.Therefore,wecanseethatthesenewsquares havetheirowncenter,andsotheycanbesubdividedwithfurthercrosses ad infinitum .Ifwetrytovisualizethisdivisioncoveringspace,wewouldobtaina grid,expandinginfinitelyineachdirection.Ifwelimitthisgridwithasquare, takingaportionofit,wehavethesquaredboard,usedinmanyancientgames. Sothen,squareandcrosscombinetogiveshapetothelandinafractalpattern thatmancanreproduceatanyscale. IfthewholeboardsymbolizestheCosmos,theinscribedgridsymbolizesthe orderwithinthisfield.Thisstructureisamanifestationoftheuniversalorder

(G ONZÁLEZ ,F. 1986: 54). Eachsquareisamicrocosmicalrepresentationofwhat theboardis:aseparationfromtheoutsideworld.Astheboardlimitsplayto thissurface,squareslimitthemovementorplacementofthepiecesoveror intothem.Aswehaveseenabove,exemplifiedasthe“sacred”spaces,each

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squareisindependentandhermetic.Nopiececanbe“between”thesquares 47 , because thelineisalimit,afrontier.AsLhôtepoetically explains: “[la ligne sacrée]…s’agitcettefoisd’unefrontière,d’unelignedontlefranchissementnesignifierienmoins

qu’unpassagedelavieàlamort”(L HOTE , JM. 1976: 51). Mathematically,allboard gamesareplayedonpoints,asmaybeseenwhenchessisplayedonaportable board,orwhentheboardiscarvedinthegroundasanarrangementofholes

(M URRAY , HRJ. 1951: 5). Houses or squares in board games are by definition discretepositions,thusarereducibletomathematicalpoints. Eachsquareislikeapitoraroom,withitsownidentity (coordinates) and limits.Whenapiece“fallsin”thesquare,itcannotexitbyitself.Thisisolation and independence of each of the squares on a board is reinforced by its designation.TheSpanishnamesforthesquares,“ casillas ”(littlehouses)orthe

older“ casas ”(houses)asusedintheAlfonsomanuscript(inpages 1R 2Vandin several other instances throughout the document) reinforce even more the ideaofameaningfulspace,separatedfromtherest,with complex entrance andexitrules.Infact,namingthegamingsquares“houses”hasbeencommon practicesincethefirstboardgames.InSenet,eachofthesquaresiscalled perw “lesser house” (as opposed to peraa , the house of the Pharaoh), and has

differentattributions (P ICCIONE ,P. 1980: 56).InthegameofUr,thecuneiform Babylonian text uses the word bītu (“house”) where it must certainly mean

playingsquare (F INKEL , I. in FINKEL , I. 2007: 21). Wealsofindthesameterm applied to the squares in Pachisi, called manai (“house”) in Tamilnadu

(B ALAMBAL , V. 2005: 62). Theideaisthateach“house”hasitsowncenter,its fire, its hearth. In fact, ancient population accounting used “fires” as the

47 We should note here that in games like Go the “squares”, the discrete gaming positions, are intersectionsandnottheobvioussquaresontheboard.Therefore,youdoplaybetweenthesquares oftheboard,butneverbetweentheintersections.Eventhoughtheseideasseemcontradictory,they are not: one just has to think in any illegal positioning of a piece in any game. In Go, there is a superimposed,invisiblegrid,thatdefinesthe“squares”wherepiecescanbeplayed.

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equivalentofhousesandfamiliesatthesametime.Familiessharethefireat thecenterofthehouseashousessharethefoundationalfireatthecenterof thecity;citiescopythispatternfromtheCosmicorderandfromwithinman

himself (O LIVES ,J. 2006: 4041). Inboardgames,thisgridisusedintwoways:eithertwodimensionallyorone dimensionally. In the twodimensional case (Shogi, Xianqi, Hnefatafl, Bhag chal,Seega,Alquerque,Go…)eachsquareorequivalentintersectionhasbi dimensional coordinates. These games need coordinates because the player hastheoptionofmovinghispiecesinmorethanonedirection.Thesquares thatgiveshapetothegridortheintersectionsthatcreatetheboardofgames like Baghchal or Alquerque are mathematically the same. We have to understandthatthecrossthateachpositionrepresents,aswehaveseenabove,

themarkingofacenter,apointofmeeting (L HÔTE , JM. 1976: 112). Therefore, gamesplayed“overthelines”areinfactplayedinagridlikearrayofpoints, distributedinanorderedway. Thegivingofcoordinatestoeachsquaremeansthateachsquareisdifferent fromtheothers,andrelatedtoallthoseinthevicinity.Thepositionofthe piecescannotbeexpressedinameaningfulwaybyadistancefromonepoint but as values of columns and rows, ordinates and abscissas. The clearest example is also one of the simpler games: Tictactoe. Each of the nine possiblepositionsinThreeinarowhasitsownmeaningandstrategicvalue, becausethe“mills”neededtowincanbemadeinanyvertical,horizontalor evendiagonalpattern.Eachplace,eachsquare,hasitsownnameandqualities (the central position being stronger) that differentiate it from the rest. This simple idea analogically relates to the sacred structures of traditional cosmological symbolism. The importance of place was one of the key elements of ancient thought and with it the tradition of assigning relative

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Mapofanideal capital fromthe Han dynasty (W HEATHELEY ,P. 1971: 415)

positions to planets, values, qualities or in a grid layout (P ENNICK , N.

1992: 129130). Thisconceptuallayoutofthesacredspaceisthesymbolicbasis that leads to both ancient temple and city designs and the patterns behind manygameboards. Thesacred Paramasayika ,thegridoftheHindutradition,ascribesspecificplaces

inthegridtospecificdeities (P ENNICK ,N. 1992: 117). Theplacementofimages inatemple,orshrinesinatownorthecountryside,canbedeterminedbythe

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relativepositionsofthedeitiesinthe Paramasayika grid.Itwasalsousedtoset

the guidelines for starting new settlements in the ancient period (O LIVES , J.

2006: 29) . The central nine squares were called “the Square of Brahmā”, the sacred space of the Creator. These nine squares are the quintessence of existence,thecentralaxisthroughwhichallspaceandtimecanbeaccessed. Aswehaveseenabove,isinthecenterwheretheconnectionbetweenplanes ofexistenceresides. Thisgridisalsorelatedtothe Vastupurushamandala ,whichdepictsthebodyof the giant Purusha , slain to create the world. The particle vastu means the wholeness, ordination of what is (the land), and purusha is a derivate of puri “city”, which means inhabitant. This mandala is therefore the cosmic manifestationoftheSpiritofGod.Purusha isthearchetypicaldemiurgeofthe GodMan,fragmentedinthedifferentnamesthatdesignatethepartsofthe cosmicbody.Thebiggestandmostimportantaresituatedinthecenter,and thelesserattheperiphery.Thenavel,fromwheretheuniversalbeingisborn, isinthecenterofthe mandala ,likethelotusflowergeneratedby Brahmā inthe

creational act (O LIVES , J. 2006: 33). The concept of omphalos (the navel of the universe), treated above fully coincides with this idea. This threebythree square, repeating itself infinitely in the horizontal plane, creates and gives shapetotheuniverse.

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DiagramofthelegendaryTaoist Loshu ,associatedwiththetortoise.Male, odd( yang )numbersarewhiteandfemale,even( yin )areblack.Theyalladd uptofifteeninanygivendirection (L EGEZA ,L. 1976: 111).

This idea is also related to that of magic squares 48 . These mathematical constructshavefascinatedhumanitythroughouttheages,withexamplesbeing foundinmostancientcivilizations.Thesquare,asasymbol,recallsthesense of limit, order and secret and hidden powers. Numbers are the essence of nature,itsorderandpattern.The magicsquare,being both a square and a number,isabletovirtuallygatherandmobilizethispower,enclosingitinthe

48 Mathematically speaking, a magic square of order n is an arrangement of n² numbers, usually distinctintegers,inasquare,suchthatnnumbersinallrows,allcolumns,andbothdiagonalssumto thesameconstant.Anormalmagicsquarecontainstheintegersfrom1ton².Theconstantsumin every row, column and diagonal is called the “magic sum” or “magic constant” (M). This magic constantofausualmagicsquaredependsonlyonitsorder,(n)thatis,thelengthofitsside,andhas thevalue:M(n)=(n3+n)/2.Therefore,thesmallestmagicsquare(ifweignorethetrivialonewith onerow,onecolumn,andjustthenumberoneinit)istheonewheren=3,called“orderthreemagic square”. However,inasimplerway,andaccordingtoFalkener,wecansaythatamagicsquareisasquare whosecellsadduptothesameamount,whicheverwaytheyaretaken(F ALKENER ,E. 1961: 269).

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symbolicrepresentationofthenumber.Theyaredirectlyrelatedtothesacred grid,because theyrepresentnumerically theproofofan underlying pattern

behindthephysicalform (P ENNICK ,N. 1982: 157). AccordingtothelegendsinChineseliterature,thefirstmagicsquareappears asearlyas2800B.C.,inthe Loshu ,(scrolloftheYellowRiver).Thelegend recounts that in the ancient time of China, there was once a huge flood. Peopletriedtoofferatotherivergodofoneoftheriversinflood, the Lo river, to calm his anger. However, every time they tried to offer somethingaturtlecalled HuangHo cameoutoftheriverandwalkedaround thesacrifice,onlytoignoreitanddivebackintotheriver.Oneday,achild thatwaswatchingthisdailyritual,noticedacuriousfigureontheturtleshell. It was an image formed by series of dots, distributed in a certain square pattern.Thesedotsaddeduptofifteenin whateverdirection you counted. Hence, they realized the correct amount of sacrifices to make was fifteen. Therefore, the turtlegod accepted the sacrifice and the flood stopped. The EmperoroftheXiadynasty,whowrotetheLuoshu,withallitsnumerical relationships,recordedthisevent. In ancient China, balance was viewed as having yang , positive energy, in harmony with yin , negative energy, the resulting stability being Yinyang . The numberfiverepresentedtheemperor,China,andthecenterofeverything.It also stood for the five elements that are the basis of everything: fire, earth, metal,waterandwood.Thecentralfivedotsinthe Luoshu ,aretheaverageor meanofanytwonumberswhichareatoppositesidesofthesquare.Theodd numbersaremale(yang )whiletheevennumbersarefemale(yin ).Thenumbers one, the beginning of all things, and nine, representing completion, are considered the most auspicious, while the number five at the centre is the mostpowerful.The Luoshu square,intheformofatrigram,givesthebasisfor

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determiningtheorientationofbuildings;traditionalChinesecitiesandtemples werelaidoutinasquaredividedintoninezones.Itisalsoadiagrammatic representationoftheseasonsshowingtheratioof yin and yang intheannual cycle.Thesamediagramisusedin,andisfoundinthecenterofseveral

mandalas (P ENNICK ,N. 1992: 156157). Thebasicsymbolicideabehindthesesquaresisthateverypositioninthegrid relates to the other in a harmonious way. Therefore, the pieces in a board gamebasedonthegridpatternwouldsharetheseharmoniousrelationships. FromShogi,XianqiandHnefatafltoAlquerqueorBaghchal,pieceswouldbe distributedfollowingfullycoherentaestheticandsymboliccriteria(symmetry, balance, importance of center, etc.). In games where the coordinates are important, the distribution of pieces would follow these traditional distributions,relatedtoacoherentandrecurrentcosmovision. The other possibility of using the grid that we could discuss briefly is to deconstructitandusethesquaresasaonedimensionalpath(oratleastsome ofthem).Thesequentialdispositionofsquares,eventhoughformingagrid, becomesamoreorlesscoiledpathwithauniquegoal(itsend).Thisisthe case of games like Ur, Senet, Mehen, Fiftyeight Holes, Thaayam, Ashta Kashte,SigaorMoshkapatamu.Asthesearepathgames,therewouldnotbe anychoiceoflateralmovement,onlyforwardsorbackwards.Thelateralsides ofthesquaresformimpassablebarriersthatsimultaneouslylimitandguidethe movement of the pieces from the start to the end. The grid, limiting and defining the space, suddenly becomes a labyrinth (not a ). Instead of limitingandorderingthespaceandgivingitmeaninginthefullsenseofthe expression, it can be more or less deconstructed and transformed into any regularorirregularshape.Theconstructionruleissimple:eachsquaremust havejustoneprecedingandonefollowingsquare.Therefore,wecanseethat

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infactallthesegamesfollowcoiledpathscomparablewiththoseoftraditional

labyrinths (P ENNICK ,N. 1992: 155). Aswehaveseenwhendealingwiththesymbolismofthecenter,eventhough itcouldseemthatinalabyrinthallthesquareshavethesamevalue,thisisa misunderstanding.Thelabyrinthisapath,soeachstepgetstheplayernearer tothegoal.Asinapassageritual,thefirststepsareeasyandthelaterones progressivelymoreandmoredifficult.Inthesameway,wecouldseethegrid pathasaseriesofstepstoclimbtheCosmicMountain,asmentionedabove. Eachline,eachsquare,eachstageofapathgamecananalogicallybeseenasa phaseofaninitiationritual,asacrucialdifficultytobeovercome.Thelines betweenthesquaresarelikefieryriversthathavetobecrossedover(symbolic

or real) bridges (L HÔTE , J.M. 1976: 51 ). As Lhôte also explains: “L’itinéraire proposéversleParadisestfaitd’étapesfranches. L’hésitation, les repentirs et surtout les

situations fausses ou ambiguës sont sévèrement sanctionnés (L HOTE , J.M. 1976: 72) . Gettingoutofthepathormovingtoofastortooslowissanctionedbythe rulesofthegame:itisconsideredcheating.Alltheseideasbringustorelate thegridpathtoanotherinterestingsetofsymbols:circles,cyclesandspirals.

2.2.5Circles,cyclesandspirals

Aswesee,cycles,spiralsandcircularmovementsrelatedeeplytoboardgames. Theyarethesymbolicbasisoftwoofthemainelementsinboardgames:the movementofthepiecesinpathgamesandinabroadersense,gamingturns. Circlesareeverpresentinnature.Thesunandthemoonareround,asare waterdrops.Inaddition,thecircumpolarstarsdrawthissacreddesigneach night.Roundtheonlyfixedstaran(imageoftheprimordialpoint,thecenter) thecirclebecomestheimageofthewholeheaven.Whileparticipatinginsome

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propertiesofthecenter,itisatthesametimeitsmanifestation:theworldseen

asadifferentthingthanitsPrinciple (C HAMPEAUX ,G. &STERCKX ,S.1972: 24). At thesametime,themovementofrotationislinkedwiththefigureofthecircle inanessentialway.Theimageofthecircleasawheelevokesthecycles,and thereforerestarting,orrenovation. Metaphysically speaking, the essential circular movement is that of created existence round the fixed center represented by the Nonmanifested. The immutablePrincipleattheverycenteroftheuniverseistheonethatlegislates, directs and looks after order in the universe, as a prolongation of the creationalact.Theaxismundistandsstill,whilethewholeofcreationmoves

aroundit (G UÉNON ,R. 1995: 57). Thiscircularmovementisclearlyexemplified byanothersymbol,halfwaybetweenthecrossandthe circle:theswastika. Withitsfourarms,likethecross,itsymbolizescreatedspace,whileitsbent armtipsevokerotationalmovement.Ingivingmovementtocreationlifeis alsogiven.Therefore,movementandlifegotogether,bothsymbolicallyand de facto . Therefore, the swastika must also be understood as a symbol of life

(G UÉNON ,R. 1995: 58). Infact,inmanyboardgamespiecesare“alive”(thatis,inplay)whiletheycan move, and viceversa. One of the peculiarities of capturing or “killing” a gamingpieceistakingitoutofthegame,whereit cannot move any more. Mancala games are a good example of this idea of “capturing” pieces and thereforestoppingthem.Inabroadersense,thesameideaappearsingames suchasAlquerqueorBaghchal.InHnefatafl,thecapturemethodisinfactto immobilizeorhinderthemovementofthepiecesbyenclosingthembetween twoofyourown.Whenapieceiscaptured,itstaysoutofthegame.Infact,in mostgames“dead”piecesdonotparticipateinthegameuntiltheyreenterit somehowiftherulesallow,asinShogi,Pachisi,etc.Wecouldanalogicallysay

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thesameofthegameofGo.Eventhoughpiecesdonotmove,theyneedto “breathe”tostayontheboard.Wecanunderstandthis“breathing”spaceas their potential possibility of movement. If we occupy all their potential movementspace,theydie. Walkaroundthealtarorthehearthfireisoneofthemorewidespreadritesin

the world. The Hebrew and Catholics do it round the altar (S AL 26), the roundthe Ka’ba in Mecca ,Buddhistsroundthe ,Tibetansround

the temples, Cambodians round their new houses, etc. (C HEVALIER , J. &

GHEERBRANT ,A. 1999: 298299). Inallcases,ithasacosmicvalue:imitatingthe astral or solar cycles round the polar star or the earth. It therefore has the objectiveofassuringtheharmonyoftheworld,adoptingin themicrocosm therhythmsofthemacrocosm.Itsummarizesandreunitestheuniverseinthe templeormonumentthatrepresentsitscenter.Sothen,circularmovements relatesymbolicallytothoseofthestars,planetsandthemainlightsources:the

SunandtheMoon (C OOPER , JC. 2002: 5152). Asinthemythicalinventionof theNard,“themovementsofthepiecesarecomparedtothemovementsof

theconstellationsandwiththerevolutionofthefirmament” (M ARK , M. as in

FIKEL ,I. 2007:143). Eventhoughtherearefewgamesbasedonpurelycirculardiagrams(namely Mehen, ZohnAhl and Nyout in our research), we have to include here all gamesthathaveaclear“gravitational”or“axial”point,roundwhichpiecesare moved. That would include other games like Pachisi or Patolli, which are played on crosses, but also Tablas, Penta Grammai and of course, Mancala games 49 .Inallthesegames,wecanseethatthepiecesanalogicallyreproduce 49 ItmayseemstrangenottocitethePhaistosdiskinthisresearch.Wehaveomitteditonpurpose, becauseweconsiderthatitsinterpretationasagame board still presents many weak points. Even though the resemblances with other games (like Mehen) may seem overwhelming, they are purely basedonthegeneralshape,notonaconciseinterpretationofitssymbols.Whatwecannotdenyis

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SectionofaNautilusshell.Init,onecanobservetheperfectspiralcreated byitsnaturalgrowing.

whattheritualwould,butinanabstractmanner.Iftheboardistheworld,the circularmovementofthepiecesreinforcesthissense,aswellasitscenter,its limitsandtheharmonyofthewhole.Inplayingandmovingthepieces,allthe symbolismbecomesactualized. The spiral is the natural shape of the generation of life (the optimal, less energyconsuming way to grow), and has always been related to labyrinths

(L HÔTE , JM. 1976: 8283). Thisimagehardlyappearsinancientboardgamesas such,butwehaveagreatexampleintheEgyptiangameMehen.Inthegame of Mehen (Mhn ), the image of a coiled was sincretized with the homonymousdeity(Mehen).Theevidenceisscarce,sowedonotknowifthe deitywasinspiredbythegameorifthegamewasinspiredbyanearlymyth. The most probable explanation is given by Bellesort: “...le mhn n'était pas joué

theirsymbolicalcorrespondence,givenbythespiralthatgivesshapetoboth.Inbothartefacts,disc andgame,thereisaclearrelationshipwithallthesymbolicalelementsthataredealtwithherebecause theyarebasedonthesamecosmologicaltradition.

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matériellement quàux époques prédinastique et thinite, alors qu'à l'Ancien Empire il n'aurait subsistéquedansl'universfunéraire.D'unjeupopulaire,ilseraitpasséàunrangmythologique.”

(B ELLESORT , M. 1992: 8). Wehavea superbexample of thefunction ofthe spiralinafunerarycontextinMehen.IntheText332,thedeadking issaidtohave“comeforthfromMehen,havingcome(away)fromhisfiery breath”.Theking’sjourneyisthenlinkedto“travellingtothetwoskies”and

“returningtotheTwoLands” (K ENDALL ,T. in FINKEL,I. 2007: 41). Thisimplies thatthekinghastravelledallthewayuptheserpent’sbodyandthenreturned tothetail,atrekwhichiscomparedtoanascensiontoheaven(thatis,death) andareturntoearth,rebornwithnewlife. Infact,thepathtothecentreistheonlyimportantfeatureoflabyrinths.Walls are unimportant because their only function is to mark a path, the fixed pattern of movement. There are no choices to be made, only to keep advancingortogiveup.Acertainlevelofmaturityisrequiredtounderstand theshapeofthelabyrinth,aswellastomakethedecisiontoventureintoit. Theinteriorspaceisnotaclearandwidealley,butfilledwiththemaximum numberofpossibletwistsandturns.Thisimpliesthegreatestlossoftimeand the greatest physical exertion for the walker on their way to the goal: the centre.Thesewhocanstandthestrain,andpersevere, will ultimately reach theirgoal.Thisexperienceissymbolicoftheconformitytonaturallawsandis

notlimitedtosubjectiveorarbitraryexperience:itisatransitionalrite (K ERN ,

H. 2000:30). Many socalled “race” games, such as Ashtakashte or Mehen,

followcoiledpathscomparablewiththoseoftraditionallabyrinths (P ENNICK ,

N. 1992: 155). However,everyotherpathgamestillhasacomplicatedpathto follow,andthereforethesameanalogycanbeappliedtothem. Thiscomplicatedpathisanalogoustothesteepclimbupamountain.Aswe will see below, the spiral, this ascension, has to be seen as the symbol for

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spiritual improvement. As explained above, it must bedifficulttoreachthe endofthepath,thegoal,inthistypeofgame.Therefore,reachingthegoalin pathgamesisacontinuedstruggletoadvance.Yourpiecesarehinderedbythe piecesofotherplayerstryingtoreachthesameobjective.Deadpiecesstart again,andthemovementroundtheboardisrepeatedagain and again until somethingdefinitivehappens(i.e.someonewins).Allalongthepath,thesame squaresareencounteredinthesamepositionseachtimethepiecespassacross theboard.Thisdispositionisthesameevenindifferentsessionsofthesame game.Whatchanges,then?Thegamechangeseachtimeduetothedecisions of the players and their luck in throwing the dice. There is the perpetual change,alwaysevolvingandadaptingbutatthesametimethereisrepetition. Thefixedboardandrulesaretheaxesaroundwhichthegamedevelops,and arethepatternthatallowsustoplayacertaingameandnotanother. Wecanseeaclearanalogicalrelationshipbetweenthisideaandthewayin whichsacredtimedevelops.Themodernhistoricalscientists'linearconceptof timestrikinglydiffersfromthetraditionalone,thatoftheancientGreeksor Indians.Forexample,wefindinHesiod's WorksandDays aseriesofages(gold, silver, bronze, heroic, and iron) similar to the Indian yugas (ages). In both systems, the quality of human life becomes progressively worse with each passing age and then starts again. Therefore, most of the ancient societies believedthattimeprogressedinacyclicalmanner,inacontinuous“startfrom

theverybeginning” (E LIADE ,M. 1999: 78). Theyobservedthecyclicalnatureof day and night, and the similar repetitive pattern of seasons year after year. They also observed the monthly cycles of the moon's change of form, the displacement of the sun within the constellations, etc. This knowledge was extendedinafractalwayoverlargerandsmallertimescales,resultinginthe complex and thousandyear span ancient calendars. Time is not a linear successionoftrivialeventsthatwouldneverberepeatedbuttherepetitionof

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importantand meaningfulevents. Thecorrectattitudewhenfacedwiththis visionisnottorenouncethehistoricalsituation,lineartime,buttounderstand theunderlyingframeworkthatcyclicaltimerepresents:theGreatTimebehind

alltimes (E LIADE ,M. 1999: 76). Sacred time (as opposed to profane duration) is based on repetitions and rhythms.Forthetraditionalmentality,timeis nothomogeneous:itpresents cyclicallyrepeatedfavourableandlessfavourablelapses:momentsoftheday, daysoftheyearoryearsintime.Thesepeculiaritiesarelinkedtonaturalor cosmicrhythms.Infact,cosmicrhythmsinancientcosmologicaltraditionare manifestations of the underlying fundamental sacredness of the Cosmos

(E LIADE ,M. 1997: 347). Therefore,naturalpatterns(i.e.dawnanddusk)areseen asnaturalrituals,executedbycreationitself,withextremeprecision.Thesame happensthroughouttheyear:thesolsticesandequinoxes,thepassingofthe seasons,remindingusthatthesamedatesbringthesameevents.Everyevent isacyclicalrepetitionoftheprimaleventthathappened in illo tempore. These momentsofhierophanyreturnyearafteryear.However,everytimesomething isnew,somethingchanges.Newvoices,neweyes,andnewtongues restore

the mythical moment, thus refreshing it (E LIADE , M. 1997: 352353). This remindsusofaperpetual 50 spiral:alwayspassingthroughthesamepositions, butadvancing,becauseeachloopisdifferentfromthelast. Wecananalogicallyrelatethisperiodicitywithafeatureofboardgamesthat canfullyrelatetocirclesandcycles:thecontinuousflowofchangingturns. The word itself, “turn”, evokes the circular movement and the changes of state.Inboardgames,playersrelatetoeachotherinabalancedwaywiththe

50 Note here that we talk about “perpetual” and not “eternal” time. Creation is perishable by definition.Atthesametime,therewasatimewhenitdidnotexist.“Eternal”implies“outoftime”, andthereforenotlimitedtostartingorending.

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underlying symmetry of gaming turns. Therefore, even if the forces or

dispositionofpiecesisunequal,theirparticipationinthegameisnot (L HÔTE ,

JM. 1976: 48). Alternate turns are a common rule in ancient board games. Variationstothisruleareseenasexceptions,alwaysrelatedtoverygoodor

bad throws (like the twentyfive in Pachisi) (B ELL , RC. 1979: 9) or to special squares on the board (the “dry river beds” that make you forfeit a turn in

Zohnahl) (B ELL ,RC. 1979: 4). Eventhen,thesesquaresaffectbothplayersand theyhavethesamealternateopportunitiesoflandingonthem.Sothen,time playsaveryimportantroleinthecyclicalsymbolismofgames. Humans tend to represent what is abstract with concrete and tangible elements.Thatiswhy,tothinkabout timewesituateandrepresenttimein space.Wehavetorelyonotherdimensionsinordertocount,explainoreven understand what is “after” and what is “before”. For example, when we measuretimewithwatchestheirhandsgoroundinathreehundredandsixty degrees motion. Movement of the hands is clockwise, always towards the “after”.Timebecomesdegreesofrotation,space,becauseonlythroughspace, canitberepresented.Moredegreesmeanlaterintermsoftime.Asanother example,closertogames,wehavecalendars.Incalendarsweusenowadays “left”and“up”tomean“before”,and“right”and“down”tomean“after”. Thisideaappliedtoboardgamescanclearlybeseeninthosebasedonpaths, aswestartedtoexplainabove.Eachsquareonthegridpathfollowsonfrom thepreviousone.Inthisway,thespacedefinedbythesquaresbecomestime, because backwards movement is impossible. When space shifts into time “before”isleft,“after”isright,and“now”isthesquarewherethepieceis. The game advances (time) because pieces advance or change their position (space).

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Symbolic references relating games and calendars are legion. In the , Backgammon is related to time and seasons. The two dice are connectedtonightandday,andthegameofdicewiththesixSeasonstothe

twogroupsofsixhousesoneachsideofaBackgammonboard(S OAR , M. in

FINKEL ,I. 2007: 221). ThesameideaappearsinthedescriptionofthelegendaryinventionofNardin theChatrangnamak:“Iwillmake10white,likeday,and15blacklikenight.I willmakeasingledie,liketherevolutionoftheconstellationsandtheturning

ofthezodiac” (S OAR, M. in FINKEL , I. 2007: 221). Infact,IndianBackgammon wasseentorepresentcosmictime ,karma andrebirth.Itwasalsostructuredon astronomical and cosmogonical principles, such as lunar cycles and eclipses

(S OAR , M. in FINKEL , I. 2007: 228229). ThesameideaappearsintheJapanese gameSugoroku,asitissaidtorepresentthetwelve months with its twelve

compartments. Black and white men are said to represent day and night

(W.W.N. 1890: 208). Inaddition,wealsofindthesameanalogiesinamediaeval Greek text, as cited by W.W.N: “He determined that the board was the terrestrialworld;thetwelvehousesthenumberofthezodiac;thediceandthe points within it, the seven planets; the tower [into which the dice were thrown],theheightsofheaven,fromwhicharedistributedallthingsgoodand

evil” (W.W.N. 1890: 208). Notonlypathgamesrelatetothecalendar:thestructureofthegameofGo has sometimes been referred to as containing the pattern of time. Ancient Chinese tradition links the 361 intersections of the more common Weiqi boards(19x19intersectionsthatis,18x18squares)withthenumberofdaysin

ayear(C OPPIN ,F. &MARCHAND ,M. 2006: 87). Therearesomepassagesin Forget your sorrows and count your blessings from the early 12 th century explaining: “The numberofallthingsinNaturebeginswithone.ThepointsoftheGoboard

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number three hundred and sixty plus one. One is the first of all living numbers. It occupies the polar point of the board around which the four quarters revolve. The other three hundred and sixty points represent the numberofdaysinayear.Theyaredividedintofourquarterswhichrepresent

thefourseasons”–From Gomanualinchapters (F AIRBAIRN ,J. in FINKEL ,I.

2007: 134). In a more abstract sense, we could see that in fact all board games are structurallyrelatedtocyclicaltime.Onceaturnhasendedandagamingpiece hasbeenmoved,thatbecomesthepastofthegameandnorectificationsare possible.Thereisnogoingbackinplay,asthereisnogoingbackintime.The playersfollowthisalternatingrhythminaseamlessdanceinanyboardgame. They are always subdued to their greatest abstraction: game turns. This alternating division of time is an abstraction of normal time, as time in the vulgar sense of the world is a human rationalization of the sequential and cyclical events happening around him. Therefore, in games time can be reduced to a simpler concept, modified and understood. “Gaming time”, separatedfromusualtime,hasitsownrulesandclearlimits.Thistimeisunder theplayers’control,andonlyaffectsthemwhentheywant.Thesequentialuse of turns is what displaces the importance from the physical world to the intellectual world of board game. Turns represent and summarize the meaningfulmomentsofthegamingaction.Theyaretheinterestingmoments ofthegame,whentheboardchangesthroughtheactionsoftheplayers:the moments that make the pieces (and the game) advance. Players could stall foreverintheirturn,neverfinishingtheirgame,butthatwouldpreventthem fromachievingthegoal. Sothen,weseethatinboardgames(andinallotherkindsofgames)gaming timeislimited.Noonecanplayallthetime,because thedefinition ofplay

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itselfrequiresittobeanactivitydifferentfromnormallife.Therefore,games startandend,mostofthetimeatplayer’sdiscretion.AsMurrayasserts,all board games are limited in time and space. In time, they have a definite beginning and a definite ending: in space, the action takes place within a definite area, that of the board, which is marked off beforehand, either materiallyormentally,withinwhichanabsoluteandprescribedordermustbe

observed (M URRAY ,HRJ. 1951: 5). Intheanalogicalandsymbolicfield,thedivineplaybetweenthepairofgods and represents the continuity of the universe and its re absorption.In the mythological theycyclicallycreateanddestroythe worldsthroughplayingPachisi,usinghumansaspawnsandnightanddayas

dice(G ABRIEL ,K. 1998).Whenthegameends,theuniverseends:itisthe pralaya , thedestructionandreabsorptionoftheworld.Whilethereismovementand play,thereiscreation,expansionchange.Oncethemovement(theturns)stop,

ShivaandParvatiplayingChaupar.NotethethirdeyeinShiva’sforehead.

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theworldimplodesandwaitstoberecreated.Itistheendofacosmiccycle,a

(P UJOL , O. 2005: 621). Therefore, symbols of time are circles or other cyclicalarrangementswheretheendmeetsthebeginning,orwithoutstartand

end (B ERGER ,F. 2003: 65). Boththecyclicalmovementofthepiecesandtheconceptofthepassingof timecoincideinthefigureofdicebecauseisthroughthemthatthespeedof thegameisset.Infact,thefoursideddiceinPachisi are directly identified withthepassingoftime,moreconcretelytothe yugas ,thefourIndianagesof creation. At the same time, the goal of returning to the center suggests the

triumph over spatiotemporal conditions (E LIADE , M. 1987: 470). The names appliedtothefour yugas taketheirnamesfromthefourpossiblethrowsofthe dice. Krtayuga ,thebestpossibleageisalsothenameofthebestthrow(four) meaningperfection. Tretâyuga takesitsnamefromthethrowofthree,because inthesecondagemenonlyfollowedthreequartersof the .Thenext age, dvâparayuga ,takesitsnamefromthethrowoftwo,becauseinthatageman onlyfollowedonehalfofthe dharma .Finallythelast yuga ,called yuga ,takes the name from the worst throw (one). This age is called “the worst age”,

becausethisiswhenmanreachesthehighestlevelofdisintegration (E LIADE ,

M. 1999: 6970). Thisis,accordingtotheHindudoctrine,theageinwherewe areliving.

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3.ANCIENTBOARDGAMESASANTHROPOGRAMS

Aswehaveseen,intraditionalcosmologicalsymbolism,structuralcorrelation andparallelisminallthingsandinparticularbetweentheuniverseandmanis abasicnotion.Everythingthatwesayaboutthecommunity,thecityorthe cosmos,isatthesametimespeakingaboutmanhimself.Therefore,mandalas can(andmust)beseennotonlyascosmologicalimagesbutalsoasphysio psychograms,imagesofman,andanthropograms.Thismeansthattheyrefer toone’sbodybutalsotoone’spsycheinthewidestandmosttranscendental senseavailable.Therefore,symbolsthatareapparentlyreferredtoorganization atamacrocosmiclevelareinfactalsostressingthemicrocosmicallevelthat man at both his physical and spiritual levels represents. As in the Hindu tradition,notonlyisthebodyanalogoustotheuniverse,initsphysicalextent

anddivisions,butitalsocontainswithinitselfall the Gods (T UCCI , G. 2001:

108). Therefore,thesetwopointsofview,macrocosmicandmicrocosmic,happen atthesametimeandallowustounderstandhiddenaspectsoftheother.As Platoexplains:“supposeashortsightedpersonhadbeenaskedbysomeone toreadsmalllettersfromadistance;anditoccurredtosomeoneelsethatthey mightbefoundinanotherplacewhich waslargerand in which the letters werelargeriftheywerethesameandhecouldreadthelargerlettersfirst, andthenproceedtothelesser[…]Iproposethereforethatweenquireinto the nature of justice and injustice, first as they appear in the State, and secondly in the individual, proceeding from the greater to the lesser and

comparingthem.” (REP .II 10,368 D369 A). Weproposethesamething:havingstudiedthecosmologicalimplicationsof boardgames,letusgoontostudytheirpersonal,psychologicalandspiritual

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implications.Infact,aswehaveseen,aswegetdeeperintothesymbologyof boardgames,itstartstotranscendthecosmositselfandgetnearertoman. Thefurtherawaywegoindevelopingtheideaofcenter,cardinality,limitsor cycles the easier it is to end up talking not about the cosmos as an outer abstractbeingbutabouttheconcretehuman,eachofus.Everythingwehave alreadysaidaboutcentrality,cardinality,limitsandcyclesoftemples,citiesand the whole cosmos will be found again when looking towards ourselves. Moreover,thiswidervisionwouldletusstudyallthe metagamingelements presentinboardgames(theplayers,theprocessofplayitself,therules,etc.) whichdidnotfitintothegeometricalresearchconducteduntilnow. So then, what we will do in this chapter is study the key anthropological implications of the gaming elements essential to board games, beyond the physicalboardorthepiecesthemselves.Thiswillcompletetheresearchabove whichwasbasedonprimalgeometrywithdeepersymbolicrelationships.For thatreason,weshifttheweightofourresearchinthefollowingchaptersfrom primalgeometrytotheessentialquestionsabouthumanlife.Aswehaveseen throughoutthelastchapter,boardscanbeseenassymbolicrepresentationsof the cosmos. Now we see that in fact, they are also representations of the “innercosmos”,allthedifferent“parts”ofthehumanbeing,especiallythose relatedtotranscendence. Wehaveexplainedabovehowboardgamesgiveshapetoaritualorsacred space. In the playing space something different from reality happens: a meaningful activity, intellectually different from hunting or sowing. The playingspace,theboard,becomesasacredspacewithspecialrules.Therefore, if the board is a sacred space, playing a game can be seen as a rite, the actualizationofamyth.Therefore,thevehicularideabehindthischapteristo further develop the sacred symbol/myth/rite triad that forms the basis of

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ancientspiritualtraditions (O LIVES ,J. 2006: 28). Ifthecorrespondencebetween boardgamesandancientcosmologyworksatasymboliclevel,itiseasytosee thatthisanalogycanbeappliedtotheothertwoaspectsofsacredtradition: mythsandrites.

3.1Playandmyth

Formanyyears,mythshavebeenrejectedasatruewayofexplaininganything about man, as opposed to history and science. However, this vision comes fromaverylimitedunderstandingofwhatmythsare.Infact,“theoppositeof

historyisnotmyth.Theoppositeofhistoryisforgetfulness.”(O LSON ,A. 1980: 6).Mythsareanamazinglyhugerepositoryofknowledge.Butmythshavenot seemed to be interesting, because the symbolic language used in them was mainly forgotten and rejected by the scientific world. This is because the interestingandmeaningfulideascontainedinmythsdonotconnectwithour logicalunderstandingbutratherourneedforadeeperintuitiveinterpretation. AsErikFrommpointsout:“Entoutcas,noussentonsbienque,ignorés,méprisésou respectés,lesmythesappartiennentàunmondetotalementétrangerànotrepensélogique ”

(F ROMM ,E. 1989: 910). Therationalisticviewpointonmythsonlyallowstwopossibleinterpretations: either myths have to be taken literally as idealized historical events or they havetobeseenasnaïveprescientificexplanationsofhistoryandthenatural world. The “historicist” possibility reduces the myth to an idealization, exaggerationorelaborationaboutaconcretehistoricalfactthattheestablished powerwantedtheirsubjectstobelieve.The“scientific”interpretationsituates myth before the change from superstitious ignorance to modern science. Myths (mainly cosmogonic myths) are seen as superstitious explanations of

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natural phenomena that ancient people used to explaintheworldandwere abandonedassoonasascientificexplanationwasgiven. In the last century, due to the research in traditional studies, compared religions and symbolism, conducted by S. Freud and C. Jung 51 , the general opinionagainstthevalueofmythsanddreamshasimproved.Inrecovering interest in the deep and true meaning of myths, they did the great job of “rectificarlaactitudunilateraldeesoshombresmodernosquemantienenqueesossímbolos pertenecenalospueblosdelaantigüedadolas‘atrasadas’tribusmodernas,y,portanto,

carecendelaimportanciaparalascomplejidadesde la vida moderna.” (J UNG , C. 1997:

106). This change of mind helped to point out that even though in ancient times some philosophical tendencies (like Sophism) separated “myth” from “reason”,thisdidn’talwaysmeandisregardingtheformerasnonsense.They alwaysadmittedthatthemythicalnarrationwastheperfectwayofexplaining philosophicaltruths.Eventhoughhecriticizedpoetsandpoeticalnarration, Platotookthissameideawhenheusedmythsasamethodtoexplaincertain

truthsthatcouldntbeunderstoodwithpurerationalreasoning (F ERRATER , J.

1970: 283). However, if we take what we have seen about traditional cosmological symbolism, there is a third way of understanding myths that not only completes but also consistently explains their meaning. Myths must be understood as narrations of episodes that happen in a special “out of everything” space and time, in illo tempore . They refer to archetypal human nature,andthereforetheyarenarrationsoftruth, veranarratio .Amythisnot fiction,illusionorlie,butasymbolicexpressionoftherealworld.Itisasacred talethatexplainsreligiousandphilosophicalideasthroughexamples.Manin

51 WithE.Cassirer,M.Eliade,L.Strauss,A.Coomaraswamy,J.Olivesandmanyothers.

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antiquitydidnotseparatetheirdailyactivitiesfromtheirbeliefs (L HÔTE , JM.

1994: 72). Therefore,allnarrativesaboutlegendaryheroesandkingsandtheir deedsaredirectlyconnectedtothepersonthatistellingandhearingthem.As Olives explains: “Todoesopodríatomarsecomomerasupersticiónsi no hiciéramos el esfuerzoderecordarelvalorquetienenlossímbolosenlamentalidadarcaicayprimitiva.”

(OLIVES , J. 2006: 41). The mythical time is not a remote past but a perennial present,connectedataverydeepleveltobothnarratorandpublic.Allmyths arebasedandtoldinsymboliclanguage,inwhichfeelings,internalexperiences andthoughtsareseenandexplainedasiftheywereexternal.Inseeingthem developoutside,asheroes,godsandmonsters,weareledtofindoutmore about,andmaybeeventounderstand,ourinnercosmos. Forthisreason,mythsandlegendshadagreatinfluence on our ancestors, directlyaffectingtheirdailylivesanddecisions.Asanexample,theRegional inspector Tao Kan (259334 AD) threw into the Yangtze all Weiqi and Sugoroku boards in his jurisdiction. The Weiqi boards were thrown away because of the legend about its origin. The legend explained how it was

inventedbyEmperorShunforinstructinghisfoolson(FAIRBAIRN ,J. in FINKEL ,

I. 2006: 133). Therefore,TaoKandecidedthatnobodyinhisregionwouldbe fool, and therefore nobody would play Weiqi, destroying every board. Tao KanalsodestroyedtheSugorokuboardsbecauseofalegend.Astherewasa legend saying how the cruel tyrant Zhou invented Sugoroku, the mere existenceofthegamecouldperpetuatehisfoulmemory. Wecanseethatalltheenergy,interestandspeculativeandtheoreticalcapacity investedbymodernwesternmaninscienceandtechniquewasdedicatedto

myth and legend by ancient cultures (CIRLOT , JE. 1991: 16). As mythical consciousness is one of the concrete manifestations of full human

consciousness,studyingmythsshedssomelightontothelatter (F ERRATER , J.

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1970: 284). Inthisway,mythsarealsoawaytounderstandancient cultures fromwithin,andindoingthis,understandourownculturalroots.

Telling a myth is to proclaim what happened ab initio (E LIADE , M. 1998: 72). Greeks used a special verbal tense called αριστος (invisible, indefinable) when telling myths and epic poems. This tense automatically situated the publicinan“Asif…”mood,essentialtounderstandthiskindofnarrative 52 . The aoristos verbaltensehasthesamefunctioninsuspendingrealityastherules inboardgames.Whenplaying,aswehaveseen,normaltimeandrulescease to apply to players. Sitting round a board and moving the pieces on it suspends reality in the same way that the aoristos verbal tense does. It is a willing suspension, and in case of need or danger, could be immediately abolished. However, during this span of time the players connect with the mythicaltimewhentherulesofthegamewereset.Explaining the rules is telling the myth again, and their actualization (actually playing the game) transforms the players into the heroes of the adventure. The analogical relationshipbetweenmythsandboardgamesworksatthisontologicallevel. Asthegamedevelopsandrulesareactualized,itisinfacthappeningfollowing themodelrulessetinmythicaltime.Thiskeepstherulesinaperennialpresent atthesametimethatgivesthemauthority,aswewillseebelow.

3.1.1Theheroicchallenge

Theovercomingofgreatchallengesisthemaintraitoftheheroicmyths.The mythbeginswithachallengingsituationthatthreatenstheherohimselforthe wholeofcreationandendswithastablesituationthatresolvesthechallenge.

52 Wecanstillfindthiskindofstylisticrhetoricintheformula“Onceuponatime…”.

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Thisbasicnarrativestructure,fromchallengetofixedresultcanbetracedin

everymythicaltradition (DUCH ,L. 1998: 180). At the same time, this same structure can be symbolically applied to board games.Games,asopposedtochildishcasualplay,areinconceivablewithouta moreorlessfixedsetofrules.Theserulesareincompleteiftheydonothavea goal:thatis,whatplayersareaimingtoachieve(reachsomewhere,killapiece, emptytheboard,filltheboard,etc.).Thatgoal,whicheveritis,mustpresent somekindofdifficultyorchallengetoallplayers.Withoutthatdifficulty,that “somethingnottrivial”toachieve,thereisnogame.Infact,ifweknewhow the game ended at the start, we would not be playing a game at all, but performingatheatricalplay.Sothen,oneofthebasicpremisesofgamesis thattheoutcomeisunknown.Thatuncertaintyiswhatmovesaplayertoplay, whatmakesplayingagameinterestingandfun.Thatis,weseethegameasa challenge. This key word, “challenge”, comes to English from the Latin calumnia .Inthemiddleages,achallengewasstillanaccusationagainsthonour, alegaldispute.Fromthatsense,itevolvedtothemeaningithastoday:“acall to fight”, to oppose or be opposed in some activity. In games this is the commonmeaning,whatweunderstandaschallenge:theelementthatprevents usfromobtainingwhatwewant(thegoal)inaludicway. Achievingthegoalsinagameissymbolicallyanalogoustoanimageoflife,an initiationjourneyfullofobstaclesthattheheromustovercome.Thejourney oftheheroisametaphorforindividualspiritualdevelopment.Thisuniversal archetypalfigure,thehero,isthebestknownandmostcommonmytharound

theworld (J UNG ,C. 1997: 110). Whentheheroachievesitsgoal,overcomingall difficulties,heusuallydies.Thissymbolicdeathoftheheroisatthesametime

hisliberation,hisascensiontohigherlevelsofconsciousnessandbeing(J UNG ,

C. 1997: 112).

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Followingthesameprinciple,games,andespeciallyboardgamescanbeseen assymbolizingatranscendenceenvironment, takingtheformofa“difficult passage”,thethoughjourney.Theplayer,asherooraaspiringinitiate,must overcomethedifficultiesofthischallengeinordertobecomewhoheis,orto beconsideredpartofthecommunity(thatis,towin).AsEliadeexplains:“El héroedeuncuentodeiniciacióndebepasarpor‘dondeseencuentranlanocheyeldía’,o hallarunapuertaenunmuroquenoofreceninguna,osubiralCieloporunpasajequeno seabremásqueuninstante,pasarentredosmuelasenmovimientocontinuo,entredosrocas quesetocanentodomomentoeinclusoentrelasmandíbulasdeunmonstruo,etc.Todas estas imágenes místicas expresan la necesidad de trascender los contrarios, de abolir la

polaridadquecaracterizalacondiciónhumanaparaaccederalarealidadúltima” (E LÍADE ,

M. 1974: 91). Thechallengethatagamepresentsissymbolicallyanalogousto the mythical idea of the though journey, so all the playing environment becomesatestofwitandintelligence.Thegamesperformasritesofpassage, orordeal,aswellasareiterationofthecosmogony,thereestablishmentofthe

cosmosoutofchaos (E LIADE ,M. 1987: 471). This relationship becomes intuitively clear if we think about those board games based on paths, where the goal is to reach a specific square. The movement of the (or pawns) across the board is analogically and metaphoricallyrelatedtothepassing of man (the player,buteverymantoo) through life, with the successful playing and ending of the game being his

spiritualascensionorillumination(E LIADE ,M. 2003: 131–133). Thisvitalvoyage isthestoryofanindividualthatleaveshishomeandfamily,andembarkson an adventure. After overcoming great difficulties and performing onerous deedshefinallyreturnstriumphanttohishome.Theeffortofconqueringthe truthabouttheworldandoneselfappearssymbolicallyinmythsascombats with mythical beasts or seemingly neverending tasks. This heroic voyage is

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interpretedasametaphoroftheindividualspiritualprocess,andthephysical and mental deeds carried out by the hero in the spiritual effort of self

improvement (L EIGH , B. 2002: 3839). Thismythologicalfigureisevenclearer whenwetalkaboutaritualsearch,called queste intheArthurianlegends(the originoftheword quest ).Theeffortinconqueringthetruthandreachingthe spiritualcenter,“oneself”,isrepresentedinsymbolsandmythsbyhardwork, fights, endeavors, etc. Monsters and other natural difficulties analogically representtheinstinctivepowersofmanthatchainhimandpullhim“down”,

keeping him from achieving happiness (C IRLOT , JE. 1991: 45). The incidences and situations of the pieces in the game are analogous to the mythical adventuresofatraveleronhisjourney.Itistheplayer’sexperienceofmythical

realitythroughtheplayingpieces (F ARGAS ,A. 1997: 16). Eventhoughtherewereotherkindsofgames,thosebasedonpathswerethe mostcommonkindofancientboardgame.AccordingtoLhôtethiscouldbe ametaphoricalembodimentoftheawareness ofourephemeralexistencein thisworld.Inotherwords,aslifeanddeathhadsuchagreatweightinthe beliefsofancientcivilizationsitiseasytounderstandhowthepassingofman throughlifewasthesymbolicbasisofahugeamountofancientboardgames

(L HÔTE JM. 1994: 129). ThisappliestoMehenandSenetexplicity,butalsoto Twenty Squares, Fiftyeight Holes, Thaayam, AshtaKaste, Siga, PatamuandPachisi.WecouldsaythatinPachisithepiecesmoveroundthe worldanalogically,followingacircularpathintryingtoreachthecenter.This objective,“reachingthecenter”,canbeseenasthefinalliberationofthesoul

and of the spacetemporal limitations of man (E LIADE , M. 1987: 470). Their movement is dictated both by the throwing of dice (or another random generatingimplement,actingasthewillofGod)andbythewilloftheplayer, whodecideswhichpiecemoveseachtime.Thefoursideddiceusedinsome

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Indian versions have been related to the four ages of man ( Yugas )

(B IARDEAU ,M. 1981: 157). IngameslikeShogi,orChaturangawecanseeasimilaranalogy.Aswehave seen,wecanrelatetheboardanalogicallytotheworldandsowecanrelateit tohumanbeings,throughthemacrocosmmicrocosmanalogy.Theindividual pieces symbolize parts (in a psychological or spiritual sense) or features of

man,aswellasfunctionsinsocietyorforcesintheworld (L HÔTE , JM. 1996: 116117 ).HindutraditionexplicitlyrelatedthedifferentpiecesofChaturanga tothequalitiesoftheruler.Thiswasidentifiedwiththecenteroftheeight radiuswheel,the“engine”oftheworldwhichmakesit move and advance. Thereisacompleteparallelismbetweenthekingandthecosmicaxis,because hedrawshispowerfromthegods,andsobecomesthelivingcenterofthe universe.Theparallelismbetweenthemovementsinalleightdirectionsofthe “king” or “emperor” piece in games like Chaturanga, Shogi or Xianqi is an analogyoftheideaofthelivingcenter.Theimageofthe“king”representsthe immortalsouloftheraja,whichcangoanywhere(i.e.moveinanydirection.

Thehorseisthementalquicknessofthegovernor,andhisnobility (COOPER ,

JC. 2000: 3536). Theelephantisthe“ego”oftheraja,hiscapacitytoreignwith power,butatthesametimeisoneoftheformsofShiva,andsorepresentshis knowledge,memoryandwisdom.Inthe BhagavadGitâ, theshipisthesymbol oftheShipofKnowledge,andinBuddhism,Buddhaissometimesreferredto astheGreatSailor.Therefore,thegameisnotthereenactmentofawarora realconfrontation,butratheracomplexformofritual.Infact,itisstillplayed as a meditation ritual in the Buddhist Full Moon holy days and during

weddings (BIEDERMANN ,H. 2000: 253). Therefore, if we take a look at the gaming environment, there is a clear analogybetweenheroicfoundationalmythsandthe settingof gamingrules.

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The heroinhiscivilizingrolesetsnewrules andgives new abilities to his people.Byperformingacivilizingact,foundingthecityorteachinghowto sow, the hero establishes a foundational act, which would be ritualized,

repeatedandrememberedbythecommunity (O LIVES , J. 2006: 63).Therefore, theheroisalsoafounder,andknownasοικστες inthecaseoftheancient foundationofcities.Thefounderofthecityisalsothelawgiver,aswewill see.Thisfactisanalogicallyapplicabletotherules of games. The hero, the creatorofthegame,embedsinithisknowledgeandcivilizingintentions.In ordertodoso,heestablishesasetofrulesbothforsettingupthegameand forplayingit.NativeAmericantraditionsarefullofmythsandlegendsthat revealthesacredsignificanceofgamblingandthedivine origin, power and symbolism of games. The Navajo call these myths “legends of games”, and

theytalkaboutboththemythicaloriginofgamesandtheirrules(G ABRIEL ,K. 1996: 17). However,themostfamouslegendaboutboardgamesisprobablythatofthe origins of Chess, whose protagonist is the son of the Brahman Dahir. This halfreal,halfmythicalcharacterisknownbyprobablyasmanynames(Sissa,

Sessa,LahurSessa,Caïssa…),astherearevariantsofthelegend (C ARDONA ,F.

2000: 13). Thesevariationsofthelegend,whiledifferinginthedetails,repeat thesamebasicschema:aking,a kshatriya ,hasaproblem;Sissa,awisebrahman , createsthegametoteachalesson.Inthisway,thewisemanteachestheGood Waytothekingthroughagame.Then,aftertheproblemhasapparentilybeen solved, Sissa asks for an impossible payment, through his mathematical prowess,givingasecondlessoninhumilitytotheking. The most widespread version tells the story of the king Shirdam (at the beginning of the 5 th century) who had become lazy and blind with pride becauseofhisflatterers.Hebelievedhimselfinvincible,andheruledtheland

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withoutanywisdom.Sissadecidedtoopenhiseyesbyteachinghimalesson inhumilityhecouldnotforget.ThelegendrelateshowSissainventedChess toteachthekingthathealonecouldnotdoanythingtosavetheland,andhe

dependedonhissubjectstoreignproperly (C ARDONA ,F. 2000: 910). Whenthe kingrecognizedhisfailure,hewantedtorewardSissa in whichever way he asked.Heaskedforagrainofwheatonthefirstsquareoftheboard,twoon thesecond,fouronthethird…andsoonuptotheendoftheboard.The king accepted without thinking, but when the counsellors started counting, they found that the cipher that Sissa was asking for was 18,446,744,073,709,551,615 wheat grains 53 , an impossible quantity to amass evennowadaysoverthousandsofyearsofproduction. Inanotherversion,theHindumonarchiscalledKaid.Thelegendsaysthathe hadbeatenallhisenemiesthankstohisconsummatemilitarytactics.Having finishedwithfighting,thecountrywashappyandlivinginpeacebutkingKaid was getting more and more bored. This boredom dragged the King into permanentsadness,andagrowingdeathwish.Sissabroughtagamewherehe couldpractisetheartofwar,withallitstacticsandmathsinvolved.ThenSissa

askedforthehugeamountofwheat (C ARDONA ,F. 2000: 1011). AfurtherversionofthelegendrecontsthesadnessofkingLadavainIndia. AfterthedeathofhissonAjamir,killedbyVaranguilthebarbarian,hebecame obsessedwiththebattlethatledtohisson’sdemise.Hedesperatelytriedto thinkaboutwhathadgonewrongduringthebattleandwhatcouldhavebeen donetosavehisson.SissacametothecourtwiththegameofChesstoteach Ladavathatalsosometimesinthesameway,apiecehastobesacrifiedtowin thegame,sacrificeshavetobemadeinordertoreignoveracountry.Without 53 This is the result of the addition 2 0+2 1+2 2+2 3+…+2 62 +2 63 which demonstrates the huge mathematicalprowessofSissa.

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aprince,thecountrywouldsuffer;withoutaKing,thecountrywoulddie.For

thislessonSissademandedhiswheatpayment(CARDONA ,F. 2000: 1113). As we see, these three versions of the same legend have many elements in common.Inthefirstplace,thecreationofthegameisattributedtoasingle personfromthepriestcaste.Secondly,withthegamethispriestteachesavital lessontotheking,whichsavesthecountry.Inthethirdplace,healwaysasks for an impossible payment with a cunning heroic deed, as proof of his intelligenceandmathematicalprowess.Thepowerfulking(theimageofthe triumphanthero)isamazed(andthereforeannihilated)bysuperiorwisdom,as awayoftellingthe“death”oftheoncevictorioushero. WithregardtoChess,thereisanotherlegendconcerningnotwiththeorigins

ofthegamebutratheritsjourneyfromIndiatoPersia(C ARDONA ,F. 2000: 14

17). TheArabpoetFidoursi,inaroundthe10thcentury,inhisBookofKings, mentionedonerelatingChesstotheoriginsofBackgammon.Thelegendsays thataHinduraja,avassalofEmperorCosroesofPersia,senttheemperoran ambassadorloadedwithpresents(includingaChessboardwithitspieces)and aletter.Intheletter,Cosroeswaschallengedtoworkatbeforetheendofthe weekhowthestrangegamewasplayed.Ifhewasunabletodoso,theHindu raja would be freed from paying any tribute, and Persia would loose its hegemonyoverIndia.ThewisemeninCosroes’courttriedtodecipherthe gameforsixdaysandnights,withouthavingacluehowthegamewasplayed. Finally, his first minister WuzurgMihr (sometimesspelled Buzurjmihr) was abletodosoinjustonedayandonenight,keepingthehonorandsupremacy ofPersiaoverIndia 54 .Thislegenddoesnotstophere,butiscontinuedwith

54 Someauthorsintendtoseeinthisinformationtwothingsthatshouldbepointedout.Firstofall, theIndianoriginofChess,andinsecondplacethedemonstrationthatChesswasalreadybeenplayed inthePersianforminthe6thcentury,whenCosroesreigned.Asforthefirstassumption,wehaveto

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anotherdeedofwisdombyWuzurgMihr (CHEVALIER , J. 1999: 393394). Once thePersianwisemanfindshowChessworks,hechallengestheIndiancourt withasimilartask.Todoingso,hecreatedBackgammonandpresenteditto theIndianraja.ThewisemenoftheIndiancourtwereunabletoworkout how to play the game, thereby acknowledging the supremacy of Persia. Afterwards, the Persian king asked WuzurgMihr to explain the game. He answeredbyexplainingallthesymbolismhehadembeddedinthegameand hisdescriptionofwhathehaddevisedisquotedherefollowingChristopher Brunner’s translation: “WuzurgMihr said: ‘Of the rulers during this millennium,Ardashirwasthemosteffectiveandwise;Iwillnamethegame Noble(is)Ardashir[newardashir contractedto nard ]inArdashir’sname.Iwill maketheboardofNoble(is)ArdashirlikeSpandarmad,theEarth.Iwillmake thirty counters like the thirty nycthemera [nightsanddays];Iwillmakefifteen

white like day and fifteen black like night.” (F IDOURSI as in MCKENZIE , C. &

FINKEL ,I. 2004: 89) Afterthis,hecontinueddescribingthesymbolismofthedie,assigningcosmic and religious references to each face: “I will make a single die, like the revolutionsoftheconstellationsandtheturningofthezodiac.Iwillmakea ‘one’onthedie,justasOhrmazdisone;allwellbeingwascreatedbyhim.I willmakea‘two’,justlikethematerialexistenceandtheinvisible.Iwillmakea ‘three’,justlikegoodthought,goodspeech,goodworksandthought,words, deeds.Iwillmakea‘four’likethefourmaterialelementsofwhichaperson [consists]andtheworld’sfourdirections–eastwest,southandnorth.Iwill make a ‘five’, like the five lightsources – sun, moon, stars, fire and the lightning that comes from the sky. I will make a ‘six’, like the creating of

notethatinthetimeofFidoursianyoriginalorstrangeinventionofunknownoriginwasattributedto India.Asforthesecondone,Fidoursiwrotethistextfourhundredyearsafterthefactshedescribes, sohewouldmostprobablyadaptthenamesofthepiecestothoseknownforhiscontemporaries.

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creatures during the six periods of the yeardivisions.” (F IDOURSI as in

MCKENZIE ,C. &FINKEL ,I. 2004: 89) Finally,hetalksabouttherulesofthegame:“Iwillmakeanarrangementof Noble(is)Ardashir upon the board just like the lord Ohrmazd, when he createdthecreaturesintheworld.Therevolvingandturningofthecounters accordingtothedieisjustlikepeopleintheworld:theirbondhasbeentiedto theinvisiblebeings;theyrevolveandmoveaccordingtotheseven[planets] andtwelve[zodiacalsings].Whentheyhitone[counter]againstanotherand collect[thelatter],itisjustaspeopleintheworldsmiteoneanother.When,by theturnofthedie,theycollectall[thecounters],itisananalogytopeople,

whowillcomealiveagainattheresurrection”(F IDOURSI asin MCKENZIE ,C. &

FINKEL ,I. 2004: 89). EventhoughsomeofthesymboliccorrelationspointedoutbyWuzurgMihr seem a bit artificial or out of place, the intention to relate the board, the gaming implements and the rules to religion and traditional cosmogony is clear. The manworldcosmos analogy appears again, relating human life to celestialcyclesandthelifeanddeathofmantothechangeandmovementof the cosmos. The hero is the one able to reconnect man with the cosmos, rememberingtheTruthinourdailylives.Herehedoes it through a game, creatingitasanimageofHeavenandsettinganalogicalrules,whicharetobe rememberedbytheplayersandindoingsotheyrituallyreenactandrecallthe traditionalknowledge. Wecanfindanothergoodexampleofthecivilizingherorelatedtogamesin thefigureofPalamedes.ThissonofNaupliusisoneofthetragicfiguresin themythicalhistoryofboardgames.AlthoughignoredbyHomer,heappears

inApolodorusandPausaniasasthe“sagethatalwayshasabadend”( CLÚA ,

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J.A, 1985: 92). Tradition attributes Palamedes with great intelligence and inventiveness. He is the legendary inventor of some letters of the Greek alphabet,likethe“Y”;inventedwhenhesawsomebirdsflyinginformation. Healso“invented”thenumbers,weightsandmeasures,coins,thecalendar, militaryformationandhowtoplaymusic.Palamedesisalsorelatedtogames, andissaidtohaveinventedcubicdice(κυβοι ),howtoplaywithastragals,and

the gamePetteia (C ARDONA , F. 2000: 33),whichheinventedtoentertainthe GreeksoldiersduringthesiegeofTroy.ClúapointsoutthatPalamedesmight bethepersonificationofthechangeinthe5 th centurywitnessedbyPlatoand otherGreeksages.Thepassingfromamostlyoralcivilizationtoawrittenone, and the appearance of the sophists, would have caused both a cultural

revolutionandashock(CLÚA ,J.A, 1985: 86). ItiseasytoseethattheheroPalamedesoverlapswiththeGreekgodHermes

(and with the Egyptian god Thoth) in many ways (FALKNER , E 1961: 15). In Plato’s Phaedrus ,SocratessaysthatthegodThothhimselfinventedPetteia.In Socrates’ words: “I heard, then, that at Naucratis, in Egypt, was one of the ancientgodsofthatcountry,theonewhosesacredbirdiscalledtheibis,and thenameofthegodhimselfwas Theuth .Heinventednumbersandarithmetic and geometry and , also board games (πεττεας ) and dice

(κυβεας ), and, most important of all, letters” (PLATO , PHAEDRUS 274 D). We have to remember that this god represents the collected priestly wisdom of

Ancient Egypt ( GUÉNON , R. 1984: 260). Here we see again how board games participateinthesacrednessoftheotherancientactivitiesrelatedtowordplay (suchastheatreormusic). Palamedesalsorepresentsthelegendaryherothatbringsculturetomenbutin return,bytwistsoffate,ispunishedbythem.Hiswisdomishisgiftandhis curse.Ulysses,asavengeance,punishesPalamedesfordiscoveringthathewas

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feigning mad to avoid the Trojan War. His fate was tragic, when Ulysses forgedevidencetochargehimwithtreasonandhadhimexecuted.EvenPlato inhisApologycitesPalamedesasoneofthosewhowereunjustlycondemned

(C ARDONA ,F.2000: 33).

3.1.2Ethics,rulesandcheating

Aswesee,theherosometimesappearsasthebringerofcultureandtherefore theonewhoestablishesrulesorcustoms.Aseverymythisaprecedentandan example,thehero’sactionsbecometheculturalandmoralbeacontofollow

(E LIADE , M. 1997: 372). So then, if we have seen that heroes are sometimes relatedtogameswecanexploretheregulatingaspectofheroesinthisfield. To do so, we need to analyze the symbolic implications of the concept of gamingrulesitself. Asweenterthefieldofgamerules,weeasilyslipintothefieldofethics.If,as wehaveseen,playisafundamentalhumanactivity,itmustalsoimpingeon howwemakechoicesandhowwegivevaluetothingsthroughourchoices. The ethics of play offer an alternative to the dichotomies that have preoccupied modern man for so long and suggest a new direction for our thoughtwhichisneitherrelativistic,objectivenorstatic.Theethicalaspectof play shows that, far from being a peripheral activity, it is one of the most

essentialcategoriesweconstantlyturntowithoutknowingit (H ANS , J.S. 1981:

XII XIII ). Boardgamescanbeseenasanalogicalmodelsofreality,aswehaveshown above. As ethics are an essential part of human anthropology, we can automaticallyseeananalogicalrelationshipbetweenthesetwofieldsingame rules. Games, as we have seen, differ from other kinds of play activities becauseoftheirfixedrules.Inthatsense,gamestendtosubstitutetheanarchy

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ofhuman relationshipswitha newand simplifiedorder. These substitutive orderandrulesreflectandsimplifythoseoftheworld.Inthatsense,wecan say that through game we change from an “animal” domain to a cultural

domain,frominstinctivetohuman (F ARGAS ,A. 1997: 21). Oneoftheelementsthatmakesrulesfallwithinhumandomainisthespoken (orwritten)word.Rulesweretoldandexplainedorallyfromplayertoplayer andseldomwritten 55 .Evenwhenwritten,fixedrulesexist,“houserules”are setorallybeforeeachgame.Thefactisthatthesewordsgiveshapetothe reality of the board game. As we have seen, in traditional symbolism the

spokenwordisthegiveroflifeandofreality (R EVILLA , F. 2007: 119). Atthe sametimethatitcanbeusedtoseparateandnameplacesandpeople,itcan beusedtoshapeandchangereality.Witheachnewrulespokenandshared betweenplayers,realitychangesandbecomesthatoftheboardgame.Whena aspiring initiate achieves a higher rank, a new name is given to him to represent the “death” of the old being and the “rebirth” of the new one

(R EVILLA , F. 2007: 121). In the same way, when the rules of the game are spoken,the“old”realitybecomessuspended,temporallyforgotten.Then,the “new”realityofthegamecomestolife,replacingtheoldone. Gameruleslimitandallowthegameatthesametime.Aswehaveseenabove, eventhoughrulesarealimitationofpossibilities,forcingplayerstodothisand notthat,thislimitationiswhatmakesagamewhatitis.Infact,aswehave seen,weonlycansaythatweareplayingagamewhenwefollowitsrules:that is,ifwechangetheruleswewouldbeplayingadifferentgame.Bydefinition,

55 Nowadaysitmayseemthatonlyrulestotraditionalboardgamesaretaughtorally.Infact,even thoughcommerciallyproducedgameshaveextensivewrittenrules,playersprefertobetaughtbyan experiencedplayerratherthanreadandinterprettherulesthemselves.Thatsometimesprovokesthe distortionoftheoriginalrules,into“houserules”.Insomecases,asinsomedocumentedMonopoly games,those“houserules”differsomuchfromtheoriginalonestheyareunrecognizable.

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aboardgameisitsrules.Therefore,boardgamesfitperfectlyintotheethical legaldiscussion. Whenspeakingaboutfollowingtherulesofagamecorrectly,wecanseethat playing properly requires a judge. Judges punish the faults committed by players, but do not cheer their victories. They have a dissuasive role, encouragingplayerstoplay“bytherules”orbepunished.Atthesametime, they have to know the rules of the game by heart in order to clarify and resolvepossibledisputes.Therefore,thejudgeistheguardianoftherulesand order.Hisfunctionissomewhatdifferentdependingonthefactorsthatare opento“cheating”inagivengame.Whileinthepurestrategicalboardgames thejudgeisjustwatchingtheplayersfollowingtherules,ingameswherethere issomesortofrandomnessheisalsotryingtomakeitfairforallparticipants. Astheguardianoflawandorder,thejudgebecomesacentralelementofthe game,andheisconvenientlysituatedinaplaceofhonor,wherehecanclearly seetheboard.These“placesofhonor”arechosenfollowingthekeycentral

spacesanddeterminetheorientationoftheboard. LHÔTE ,JM. 1976: 4647). Inpresentdaycompetitions,thejudgeisalwaysathirdperson,differentfrom theplayers,observingthegamefromoutside.However,gamesareaspecial kind of activity, where the opposition and collaboration of all participating playersflowsinaveryorganicway.Theinterestingthingisthatwhenplaying informally(thatis,almostallthetime),bothplayersareconstantlyactingas judgesofthemselvesandtheiropponents.First,theyrecognizethemselvesin aludicattitude,aswillingtoplayandasopponentsinthegame.Thenboth opponentsagreeonthesetofrulestheyaretofollow:theyselectwhichgame theyaregoingtoplay.Theychoosetheplayingspace,piecesandimplements bymutualagreement,settingupthelimitsofwhatwillbe“ingame”andwhat “outside the game”. Once the game starts, they act as their own referees

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becausetheyareconstantlyrememberingtherulesofthegameand playing accordingtothem.Eachplayerhastoteachhimselftoplayproperlyifhedoes not want to break the gaming atmosphere and be out of the game. If we assumethattheplayerreallywantstoplay,hehas to sticktohis wordand abide“bytherules”,acceptingthemashisown.Atthesametime,heobserves themovementsofthe opponent.Hashemovedlegally?Ishethrowingthe diceproperly?Arehisdiceloaded?Inaconsciousorunconscious way, the correct development of the game depends on the judgment of all the interveningplayers.Theinteresttoavoidcheatingis both the desire to win andadesiretocontinuethegame. There is an obvious relationship between the traditions, and institutionsofacertainsocietyandthegamesplayed by that collective. Or rather,thesocialrulesunderpinningeachculturearelinkedwiththegamesin

that society (F ARGAS , A. 1997: 22). For that reason, games have an important function:tosocializeandgivecohesiontohumancommunities,inthewidest senseoftheword.Sharedgamescreateafeelingofbelonging,cohesionand unity far beyond the game itself. What maintains this “belonging” through time and beyond the duration of the game is the feeling of sharing an exceptionalsituation,separatedfromtheoutsidewithdifferentrules.Sothen, playingagameistolimitoneselfandonesactionstoaspaceruledbyacertain set of rules. Players willingly abide by these artificial rules, and play within themmostofthetime.Inanycase,aswithrulesinsociety,thisobedienceis notperfect:peoplecanfreelytrytobendoravoidthem.Tryingtocheatin gamesandboardgamesisasoldassettingrules,andfitsperfectlywiththe ethical discourse of this chapter. The same ideas that we could find in the “real”worldaboutbreakingrulesandhowthisispunishedcanbefoundby analogyinboardgames.

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Asinclusionisthegreatestrewardinboardgames,expulsionisthegreatest penalty.Wehavetorememberthatgamesareplayedmostly for their ludic appeal.Theplayercheatstoreachthegoaleasily.Therefore,wecanconclude that despite cheating, the player still wants to be in the game to be able to “win”.Ifthecheatiscaught,thegameusuallyis declared null and void. If turningbackispossible,thecheatingmovementisdeclarednonexistent.In anyway,thecheatisalwaysafraidofbeingbanished,castoutofthegame. Cheatshavethepowerofbreakingthe“magic”ofthegame,thusavoidingany playerfromachievingvictory. Assomeextentofcheatingisconsiderednormalandevencanformpartof thegame,thefigureofthecheatcanberelatedbyanalogicallytothatofthe Trickster,thecheatingspirit,heroorgod.Thiscommoncharacterofallthe IndoEuropeanbranchesofmythologyappearsasacivilizerandcreator,an essentialpartofthecosmogony.Indifferenttraditions,itisacrow,or coyote,anditistheirabilitytoplayandcheatthatallowsthemtoachievewhat theywant.Thisadvantageisalsotheirdoombecausetotrickhimbackmen

often use the same games (E LIADE , M. 1987: 476). As we see, myths about cheatingbetweengodsorbetweenmenandgodsareverycommoninancient traditions.Itrelatestogambling,becausethetrickorcheatinghappenswhen somethingextremelyimportant(otherthanthegameitself)isatstake.When godsandmenknowthattheirownholinessorhumanityisatplay,bothdo anythingtowin. In any case, we can assume that the fact of playing has involved a certain degreeofcheatingsincethebeginning.Writtenreferencesaboutcheatingstart to multiply in ancient Greece and Rome. The first documented cheating incident happened in the Olympic Games, in the year 388 B.C. The boxer EupolusfromTessaliabribedthreeofhisopponentssotheyfelltothefloor

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during combat. We also know that during the same period some people cheated in gambling with αστργαλοι , sheep bone with four possible

positions (O XFORD CLASSICAL DICTIONARY , 1970: 133). Greeksalsousedcubic dice, κβοι andduetotheprevalenceofcheating,theyinventedsystemsto ensureproperthrows.Wehaveevidencethathintsattheexistenceofloaded dice(leadweighteddice),called εολυβδωνοι .InmanyGreekandRoman dice games, the use of a shaker or cup was compulsory. Dice with irregular inside were also common, because they assured a cheatfree

throw (O XFORD CLASSICAL DICTIONARY , 1970: 338339). One of the best preservedpictorialrepresentationsofcheatingistheonefoundinthewallofa tavern in Pompeii. Two different scenes portray this tale of cheating and fighting.InthemwecanseetwoyoungmenplayingDuodecimScripta,with somewords(inaveryvulgarLatin)writtenovertheirheads.Thefirstscene depicts one of the players shouting “Exsi” (I am out), and his opponent answering “Nontriaduasest” (That’snotathree,isatwo).Inthesecondscene weseebothmenfightingwhiletheyshout “Noxsiame,triaecofui” (No,forme, itwasathree!)beinganswered “Ortefellator,ecofui” (Lookatme,sucker!Itwas!). Thenthetavernownerpushesthemoutofthetavernwiththewords “Itisfora

rixsatis”(Gooutsidetofight)(T ODD ,F.A. 1939: 6and CLARK ,J.R. 2003: 167). Even

thoughFittà (F ITTÀ ,M. 1997: 118) describesthesceneasiftheywereplayinga dicegameandnotaboardgame,theexpression“exit”(implyingmovement offaboard)appliedtothegamemakesusthinkabouttheformerpossibility. Aristotle, in his Nicomachean Ethics describes the moral resemblance between foul governors who sack cities and other kinds of greedy people, such as professional players: “For those who make great gains but from wrong sources,andnottherightgains,e.g.despotswhentheysackcitiesandspoil temples,wedonotcallmeanbutratherwicked,impious,andunjust.Butthe gamester and the footpad (and the highwayman) belong to the class of the

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mean,sincetheyhaveasordidloveofgain.Foritisforgainthatbothofthem plytheircraftandendurethedisgraceofit,andthe one faces the greatest dangersforthesakeofthebooty,whiletheothermakesgainfromhisfriends, towhomheoughttobegiving.Both,then,sincetheyarewillingtomakegain from wrong sources, are sordid lovers of gain; therefore all such forms of

takingaremean.” (E TH .NIC .IV –2, 1122 A). AmmianusMarcellinus,aRomanhistorianwholivedinthelastpartofthe4th Century A.D. describes how some aleatores (a specialkindof gamblers)who mayhaveplayed DuodecimScripta ,differedfromotherplayersbecausetheyhad the ability to influence dice and throw whatever they wanted. They had a somewhat “dark” social prestige, mocked by Marcellinus in his 28 th book: “Some of these veterans, though few in number, shrink from the name of gamblers ( aleatores ), and therefore desire to be called rather tesserarii, persons

who differ from each other only insofar as thieves do from brigands.”

(M ARCELLINUS ,A., BOOK XXVIII, 4. 21). Nevertheless, the most harmful person for a game is not the cheat but the personwhonegatesthegameitself,notrecognizingtherulesassuch.Even thecheatrecognizesandtosomeextentfollowsthe game’s rules, trying to accomplish the goal of the game in dubious ways. The cheat and sharesthesacrednessofthegame,knowstherulesbyheart,butignoresthem intryingtotakeadvantage.However,thenegatordoesnotaccepttheideaofa differentsetofrulesappliedtoreality,thusdestroyingthemagicofthegame. Thereisnothingworsethanapersonsaying“thisisnonsense”totwopeople playingbecausetheyknowitistrue,agameonlyexistsaslongastheyallowit toexist.The Spielverderber(gamespoiler),asHuizingacallsit,doesnotrecognize thesacredspacethatplayingneeds,andbyactinginaninappropriatewayhe

breaksthedivisionbetweengameandreality (H UIZINGA ,J. 1958: 24).

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Gamerulesareacceptedbyconvention,buttheyaretranspositionsofnatural laws or connected to symbolic or unconscious elements. This does not preventtherulesfromchangingwithinestablishedlimits,sharedbyallplayers. These rules, set in illo tempore , seem to evolve following a law of increasing

complexity (L HÔTE , JM. 1996: 447). When players achieve such degree of mastery with a specific set of rules, that a board game stops posing any challengetothem,theytendtoadjusttherulestomakeitmorecomplicated. OnedocumentedcaseisthatofShatranjKamil(“PerfectShatranj”,alsocalled TamerlanChess),saidtohavebeeninventedbyTamerlan(Lenk1336

1406)becausetheoriginalgamewastooeasyforhimtoplay(M URRAY , HJR.

1913: 204205). AlfonsoXalsoincludedmorecomplicatedvariantsofChess,

whichwereplayedwithmanydifferentpiecesonbiggerboards(A LF .81 R82 V). ThemostspectacularcaseisthatofTaikyokuShogi(“ultimateShogi”,played around1550inJapan),with402piecesperplayer,of208differenttypes,with

a grand total of 253 different kinds of movements (CHESSVARIANTS .ORG ,

information takenfromthebook SekainoShogi byIsaoUmebayashi).

3.1.3Opponentascomplementary

Thefigureoftwoplayerssittingfacetofacewiththeboardbetweenthemis the most common vision when thinking about board games and represents very precisely the underlying idea of symmetry and harmony that we will explaininthischapter.Theopponentrepresentsthedefinitivesymmetry:the symmetryofchallenge.Playersdonotneedthegametobejustanychallenge, they need it to be a challenge that might not be accomplished: neither too tough,nortooweak.Ifthechallengeistooeasy,wealwaysknowthatweare goingtowin:thereisnopointinplayingbecauseweknowtheresult.Onthe otherhand,ifthechallengeistoodifficultwearesurethatwecannotwin,and ifweneverwin,losingallthetimekeepsusfromplayingagain.Therefore,we

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arealwayssearchingforwaystoadjustthegamesinordertofindtheoptimal symmetrical challenge. In order to do this we have different strategies, of whichwewilldiscussonlytwo:hiddeninformationandcomplexity. Itiseasytoseethatifwealwaysknowhowthegameisgoingtoend,itisnot fun.Forplaytobetrulyplayfultheremustbesomethingtomakeeachgame different,nottrivialandnotevident.This“replayability”keepsthechallenge overtime,withoutmakingthegamestooeasytobeenjoyable.Ifallthegames werethe same,intheendwewouldreduce thegame to just memory and theatre,voidingitofitsoriginalsense.Gamesceasetobegameswhenthereis nouncertainty. Byaddinghiddeninformationtoagame(likechanceelementsorcards),we cannot flawlessly plan the winning moves from the start, which thereby increasesthechallenge.Anotheroptiontomakegameschallengingistomake themcomplex.Inaddingmoreandmorecomplexrulestoagame,wealter thenumberofdecisionsthataplayerhastotake.Anuntrainedhumanmindis notabletomanagealltheincomingdata,andintheendsometimesdoesnot choosethebestmathematicaloption,buttheonethatisgoodenough,asfar as the player can think. Complexity hides the best move like a needle in a haystack.Thefinalwinningmoveishiddenbehindaveilofpossibilities.The answerdoesnotcomeautomatically,onlyafterthinkingwhichwhatthenext moveshouldbe.Thechallengehereistoascertainwhichthebestoptionisin eachandeverymomentofthegame 56 .

56 Complexitydoesnothavetobereflectedjustascomplexrules.Therearemanygameswithsimple rulesbutwithareallyhighlevelofcomplexityinwhichthepossibilitiesareoverwhelming(Goor most of the Mancala games). In these games even though the player sees every piece in play, the possibilitiesofmovementandchangearesomanythatthemovementsarenotatrivialissue.Other games,liketheTaikyokuShogi(whereeachplayerhasasetof402piecesof208differenttypes,with atotalof253differentkindsofmoves)havebothverycomplexrulesandthousandsofmillionsof possibilitiesofplay.

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However,inaddinghiddeninformationorcomplexityweareonlytryingto emulate the challenge that a welltrained human opponent would offer. As humans,weprefertoplaytogetherthanaloneandsharethejoyofthegame. Even if there are many solitaire games, the number of games requiring opponents is far greater because of the challenge and fun provided by the opponent.Whenweplayaloneweneedtomaintainthesamechallenge,sowe need something in place of the figure of the opponent, a hidden gaming mechanismthatactsasthewillofahiddenadversary.

Liuboplayers,Handynasty.Noticethesymmetricaldispositionofelements inthescene.BRITISH MUSEUM .

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Wefindthatwithoutanopponentsometimesthereisnogame,sothefirst thing that we notice is that an opponent allows and limits the game at the same time.AsCoppin andMarchandexplain: “S’iln’yapasdepartenaire,une partie[…]estnonseulementinintéressante,maiselleneportemêmepasdesignification"

(C OPPIN ,F. &MARCHARND ,M. 2006: 77) .Therefore,theopponentallowsyouto play (hopefully as a worthy challenger) but on the other hand, with every movementhelimitsyourplayingoptions.Sometimesyoucanignorehim,but if you want to play properly, the opponent influencesandlimits whatyour next movements are. The opponent becomes part of the game, leaving his markandaffectingeverydecisiontaken.AsCoppin&Marchandpoint: “Au Weiqicommedanslavie,lapenséechinoiseadonctendanceàconsidérerlegroupeetl’Autre commeuneconditiondesapropreexistence[...]silejoueurquialesnoirsneposepassa

premièrepierre,blancn’aaucunintérêtàjouer” (C OPPIN ,F. &MARCHAND ,M. 2006: 77). Whilehisveryexistencepermitsplay,theopponentlimitsyourgameandof course,thewayyouenjoyit.Therefore,choosinganopponentisnotatrivial issue,becauseitaffectseveryaspectofthegame,evenyourexperienceofit.If we believe that the true objective of the game is the game itself, then the choice of the opponent is a key element in playing games, which is often overlooked. Whenwetalkedaboveabouthiddeninformation,wedeliberatelylefttheidea open enough to say that the opponent is in fact, almost pure hidden informationhimself.Forastart,youcannotreachintohismindtoknowwhat hisnextmovementwillbe.Evenwhenthepiecesareallvisible,thestrategy that he is going to use is unknown to us. Of course, this works in both directions, because your movements are unknown to your opponent. The worthy opponent becomes the best random implement ever, an intelligence directingthemovementsofthepieces,aneverchangingpuzzlethatreactsto ourmovements.Infact,thegamePetteiawasusedinmultipleoccasionsby

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Platoasafavouriteimagetoexplaintheprocessofdialectics (G RG .461 D13&

REP.487 B1C3). Everythingworksfineifwefindanopponentatourlevel.Aneasyopponent oronewhoistoodifficultcouldtakemostofthefunoutofthegame.Inthe firstcase,wewouldalwayswin,andthegamewouldbecomeatrivialissue.If ontheotherhand,wehadanopponentthatisimpossibletobeat,wewould soonloseinterestinthegame,becauseweknow thatwedo nothaveany chanceofwinning.Onlyifwefindaworthyopponentdoesthegamebecome trulyenjoyable. The“problem”withhumaninteractionisthatitisnotcompletelyrationaland cold,butisratheropentomoodandsubjectivity.Wecannotforgetthateven though opponents are playing together they are, at the same time, playing againsteachother.Theyarethegoodsideandtheenemyfortheotherplayer. However,isouropponentreallyanenemy?Thewordenemyimplieshostility, illwill,“awishtoharm”.Therefore,wehavetoadmitthatouropponentis not an enemy, because even if we do not want him towin(becausewedo wanttowin)wedonotwishhimanyrealharm.Philosophicallyspeakingthe opponentis notanenemy,butacomplementparticipant.Byopposingtwo players,infact,weareopposingtwocomplementaryconcepts,andfromthe relationship between them, we grant a final harmony. As Chevalier exemplifies,theoppositionbetweenplayersislikefieldsinthewestandeast, opposingclansinthesamevillage,thedry/maleand wet/female principles,

theYinandYang,etc.allofwhichcomposeandcreatetheworld (CHEVALIER ,

J. &GHEERBRANT ,A. 1999: 612).

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The term “adversary” is almost coincident with the idea of opponent. Etymologicallyitmeans“hethatgoesagainst”or“turnedtowardone”,andit impliestheideaofresistance,challenge,animpedimenttouswinning.Ifwhat definesusasaplayerofagameisthatwearenotactingforreal,onceina gameweneedtoidentifyourselvesas“playerA”andnotas“playerB”,sowe need to highlight it somehow. Opposition in board games is represented in manydifferentwaysthataresymbolicallymeaningful,andrelatedtotheterm “adversary”.First,thereisabasicfact:opponentsalmostneversharethesame sideoftheboard.Theopponentisplayingbothwithus(sharingtheboard) andagainstus(beingontheothersideoftheboard). This idea is part of every board game: in some games,piecesare physically opposedsymmetricallyontheboard;inmostboardgames,eachplayerhashis own pieces but in those games where pieces are shared, players own a

AquilesandAyaxplayinginaGreekamphora,ca.530BC. VATICAN MUSEUM 192 TraditionalCosmologicalSymbolisminAncientBoardGames GASPAR PUJOL NICOLAU

territory.Aspiecesaretheinstrumentsoftheplayerontheboard,theywear the of that player. When we are speaking of two players, these belongingcoloursusuallyareblackandwhite,oratleastdarkandlight.The practical,evidentreasonisthatdoingsohelpsinidentifyingtheplayer’spieces at a glance: these are the most distant colours in the spectrum, easily identifiableandunmistakable. However, behind all these ideas there is a clear analogy with traditional cosmological symbols such as the YinYang. This image is one of the key elementsoforientalaswellasWesterntraditionalphilosophy: the coincidentia oppositorum .Twoideasthatseemtobeopposedareinfactrelatedtoeachother ascomplementary.Aswehaveseen,intraditionalcosmological symbolism, there is no sense of dualism, because the opposite ofatruthcanalsobea

truth 57 (C OPPIN , F. & MARCHARND , M. 2006: 24). Black and white are not watertightandtheyarealwaysrevolvingandpermeatingeachother.Concepts suchascreationanddestruction,orderandchaos,activeandpassive,maleand female…cannotbeunderstoodalonebecausetheyhappensimultaneously.In blackthereisalwayswhite,andviceversa.Bothcoloursarecomplementary, and are nothing without the other. They do not exist separately but as complementary.

57 RealTruthisbeyondlesser“truths”thatcanbesaidtobeopposedtoeachother.

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BlackandwhitestonesonaGoboard.WIKIPEDIA

Ingameswecandirectlyrelatethisideatothatoftwoplayersplayingtogether and learning from each other. The opponent, the adversary, has to be understoodasareflectionofoneself,asasymmetricalimage,likeamirror.He isan alterego followingthesamerulesandplayingwiththesameboard.Your opponent also has an opponent in you, in the same wayasaplayerhasto acknowledgetheplayerattheothersideoftheboard.Whenwecandoso,we giveouropponentthesamevalueaswegivetoourselves.Bothplayersknow theotherwilldohisbesttowin,sotheybothfindtheiroptimalchallengein eachother.Competitionbecomescooperationinchallenge.Theothernessof players dissolves into unity, and both poles (both player and opponent) becomeoneinplayingthegame.Symmetryingame,harmony(understoodas a good, fun, really challenging game) can only be achieved when this complementariness between opponents works. In Chinese philosophical thought, this is very clear: everything in a group must fit together harmoniously(maninsocietyorstonesinWeiqi).Theindividualhumanbeing is inconceivable as he cannot be seen as an isolatedentity.Theword ren , is both “man” and “human being”, but it is represented with different

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characters.Thefirstcharacter( )represents“man”asanobject,inthesame wayasatableorachair.Thesecondcharacter( )iscomposedbytheradical

“man” and the number “two”, but the meaning is deeper: “human being” ,

“charity”and“empathy”( COPPIN , F. & MARCHARND , M. 2006: 64) .Thismeans thataccordingtoChinesethought,manonlybecomesahumanbeingbyhis relationshipwithothers.Bearing thisin mind, thefigureofthesymmetrical opponentbecomesevenmorevaluable:itistheconditionforgameitself,for

lifeitself (C OPPIN ,F. &MARCHARND ,M. 2006: 87). Wewouldliketoexpandbrieflyonthefactthatboardgamesinantiquitywere designedforeithertwoorfourplayers 58 .Infact,almostallfourplayergames arebasedonpaths.ThisisthecaseofPachisi,Zohnahl and the family of Ashtakashte. However, we also have to bring into consideration the Chaturanga,whichisnot.Therestofthegamesanalyzedinthisresearchwere fortwopeopletoplay.Moreover,infourplayergamesthoseopposedatthe boardareusuallypaired,formingtwoteams.InPachisiasinChaturanga,the playersoccupyingtheopposingdiagonalpositionsareconsideredateam(red withgreenandyellowwithblack).InNyout,twoorfourplayerscanplay,but thenumberofpiecesremainsconstant.Fortwoplayers,eachonehastotake four “horses” but when four people play, only two belong to each player becausetheyaredividedequallybetweentheplayers.Therefore,wecansee that in fact, the idea of two opposing forces trying to achieve harmony is compatiblewiththeideaoffourplayersinagame.Thefigureoftheopponent is“divided”intotwosubteamsthatcooperatetobeattheotherteam.Your partnercanactasanopponentsometimes,buthewantsyoutowinasmuch ashimself.Thedualityofthoughtthatbeingtworepresentsisanalogicaltothe factofplayingalone.Theloneplayercanbeseenasseveral“egos”,thinking 58 ItseemsthatinMehenuptosixplayerscouldparticipate(C AZAUX ,JL. 2003: 1113).

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andplanningdifferentstrategiesfollowinganinteriordialoguethatsometimes decidestoactinopposedways.

3.1.4Someremarksabouttheplayingpieces

Afterreadingwhatwehaveexplainedabove,itwouldseemthatsomehowthe player is projecting himself onto the game. However, is there some kind of identification? Does he really believe in the pieces as “many himself”? (metaphoricallyspeaking,ofcourse).Thatis,doestheplayerseeinthepieces his“alterego”?Letusbrieflydiscussthismatter. Thefirstideathatwillshedsomelightonthematteristhenomenclatureof the pieces. Astonishingly, according to the different historical sources consulted, the names given to playing pieces have not changed that much fromancienttimes.Infact,wecanseethatinAncientboardgames,names giventogamingpiecesfallintooneoftwocategories:descriptivenamesand figurativenames. Inthefirstcategory,wecancatalogueallthepurelydescriptivenames,which offerlittlesymbolicalinformationbecausetheyare,infact,merelywhatthey saytheyare.Thiswouldbethecaseofnameslike“seeds”,“feces”,“cowries”,

“beans” (as in some Mancala games, WWW .WIKIMANQALA .ORG ) or “stones”

(Weiqi,Latrunculi…)alsocalled calculi , merelli , πεσσς (M URRAY ,HJR. 1951: 25). Heretheidentificationoftheplayerwithhispiecesisimpossible,becausethey areinertobjects,completelydifferentfromtheplayer.Theplayingpiecesare just, literally, counters. They can be added, subtracted, deleted, harvested, herded,buttheyarealwaystreatedasinert,passiveelements.

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In the second category, we find the names that we have called “figurative”. Thesenamesgivespecialqualitiesoranalogicalfeaturestoplayingpieces,not directly inherent to them. In this way, pebbles can be called “dogs” (as in Senet, Latrunculi), “soldiers” (in Chess, Shogi, Xianqi), “horses” (in Nyout, Pachisi), “animals” (Totolospi(II)), etc. In Mancala games, the symbolic meaningdependsonthesocietalbackgroundofthegame.Insocietiesthatare based on fishing, the seeds are called “fish” and in pastoral societies, the counters are considered “cattle”. In general, the symbolic meaning is often associated with fertility and prosperity, like seeds and grains

(WWW .WIKIMANQALA .ORG ). Inthiscase,playingpiecesaresymbolicallyassimilatedtoserfs,“inferior”or “domestic”beings(dogs,horses,cows,soldiers,slaves,etc.).Infact,nowadays inSpanishweusuallyrefertotheplayingpiecesas peones (literally“pawns”), thatis,paidworkers.Thisisaveryinterestingideatopointout,becausethe ideaofthehierarchybetweenthepiecesandtheplayerpervades.Thisimplies thattheplayercan“command”theirpiecestogohereorthere,standstillor move,andonlyheisresponsiblefortheiractions.Allofthesenamesimply the same kind of hierarchy between the player and the pieces: control, dominion.AsGroosexplains:“[inboardgames]playersappearasleadersof

opposingforcesandoriginatorsofstrategicoperations” (G ROOS ,K. 1901: 190). Throughthegamingpieces,nottheplayer’segobuthiswillisprojectedonto thegame.Theunityofthewillisdividedintomanyasthepawnsmoveacross theboard.Theplayeristhe“chief”thatgivesthemorders,andwithoutwhom thepiecesalonewouldnotknowhowtoact. Pawnsmoveinthisabstractsymbolicspaceas alteregos (notetheplural)ofthe

player (L HÔTE , JM, 1994: 9495). Therefore, we can see that the playerpawn identificationisnotunivocal,butdissolvesintomultiplicity.Inallpathgames

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(Ur,FiftyeightHoles,TwentySquares,Mehen,Senet,Backgammon,Pachisi, etc.)theplayerdoesnot“own”orisidentifiedwithonesinglepiece,butwith many.ThesamehappenswithGoorAlquerque:theplayerisidentifiedwitha single color, but with multiple pieces. In Mancala games, the dissolution is evenbigger:piecesbelongtoaplayeronlyiftheyareonhisside.Whenapiece istakenoutofthegame,whenit“dies”,itcanbesubstitutedwithanotherof thesamefamily(color,side…).Pieces“obey”thecommandsanddecisionsof theirplayer,buttheydonotrepresenthim.Theyarethemeansthroughwhich hisdecisionsaffecttheboard,assoldierswouldbeinabattle.Itisnosurprise thatinseeingthesesimilarities,theanalogybetweensomeboardgamesand warbecomessoclearitcanbeeasilymistakenforacopyofrealityoradirect representation.Thepointisthattheplayerisnotontheboardphysicallynor inafigurativeway.TheplayerisnotthekinginHnefatafl,butthatpieceis,as weexplainedinthelastsection,hislinkwiththegame 59 .

3.1.4.1Verticalityandhorizontality AsChampeauxandSterckxexplain,verticalityistheessentialcharacteristicof every traditional cosmological symbol referring to man. As the only animal thatisabletowalkwithanuprightstance,thispeculiartraitisrelatedtothe otheraspectsofhumanization:intelligenceandculture.Therefore,theupright stance analogically symbolizes the connection between the earthly (material) realm and the heavenly (intellectual or spiritual) realm that man represents. The symbol of the king/emperor ( wang ) engraved on the main Shogi pieces summarizesthisidea.AsGuénonhaspointedout,itisarepresentationofthe fareasternGreatTriad, TienTiJen (HeavenEarthMan),whereManappearsas

a son of both and a mediator between them (G UÉNON , R. 2003: 3031). The 59 Itisinterestingtonotethatthe“main”piecesofboardgames,aswehaveseen,aresituatedinthe centralpositions.Itisthroughthiscenterthatthelinkbetweenthemicrocosmofthegameandthe microcosmoftheplayerexists.Onlythroughthisaxisistheplayerallowedtotamperwiththeboard.

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Detail of an “Emperor” piece from a Shogi set. Notice the wang characterintheupperpartofthepiece.WIKIPEDIA .

upper line represents providence and everything heavenly; the lower line represents fate and everything earthly. The vertical line represents the Emperorhimself,theimageoftheperfectman,connecting(withhisactions) providenceandfateinthesamewayasthe axis mundi connectsHeavenand Earth. The central line represents his will, which allows him to navigate

betweenthesetwopowerfulinfluences (C IRLOT ,JE. 2004:250251). Infact,everythingthatwehavesaidaboutaxisandverticalitycouldbesaidof

thehumanbeing (C HAMPEAUX, G. & STERCKX , S. 1972: 255). Aswehaveseen, one of the pillars of ancient traditional cosmological symbolism is the correspondenceandrelationshipbetweenthemicrocosmandthemacrocosm, theunityofallexistence.Thehumanbeingisseenasalivingrepresentationof

eachandeverypatternincreation (P ENNICK ,N. 1992: 116) .Ifwecomebackto boardgames,weseethattheultimateinteractionbetweentheplayersandthe gamehappensthroughtheplayingpieces:verticalaccidentsinacompletely horizontalworld(theboard).Thecorrespondencebetweenthatfactandthe uprightstanceofhumansisnotaccidental.Inthecaseofboardgames,the

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verticalaxisremindsusoftranscendenceandlife,whereasthehorizontalcan

represent passivity and ultimately, death (R EVILLA , F. 2007: 6162). The same happensinnature:verticalarealive,fallentreesaredead;walkinganimals

andmenarealive,butwhentheydie,theyjustliemotionlessontheground. Fromthispointofview,verticalityimplieslife,ashorizontalityitsend.Any powerorsoulthatanimatedand“verticalized”thatbodyisnotthereanymore. Corpsesareashorizontalasarefallentrees. Playingpiecesaretheonlyverticalelementsoftheboard.Thatmakesthem alsotheonly“live”elements,theonlythinginthemicrocosmrepresentated ontheboardthathasthegiftofmovement.Thissamevirtueisalsoadanger: asthey“live”,theycan“die”,betakenoutofthegame.Whetherpilingthem inacommonpool,capturingthemorreturningthemtothebeginningofthe paththereisalwaysapenaltyrelatedtotheideaof“dying”.However,maybe themoreinterestinganalogyisthatofChess.Whenaplayingpiece“dies”,itis removedfromthegame.Nevertheless,whenthekingpiecediesitisnottaken fromtheboardbutflippedsideways,thusendingthegame.Itseemsthatthe connectionoftheplayerwiththepieces,thechannelthroughwhichtheother piecesreceivedthe“animatingenergy”oftheplayer,is.Whenthekey pieceloosesthislinkand“dies”,apartoftheplayeralso“dies”withit.Itis this sharing of mobility that ceases to exist what makes the player lose the game.

3.2Playingasarite

Asweexplainedinthelastchapter,boardgameshaveinterestingrelationships withmyth.Inthesameway,wecanseethatthereisananalogicalrelationship betweenplayingboardgamesandtheperformingofrites.Inthefirstplace, becausetheybelongtothesame“play”categoryandsharethesameanalogical

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thinkingsoinaritual,ourworldistransformedduetothechannelledenergies

inplay,asinagame (F ARGAS , A. 1997: 1314). Astherulesandstorybehind eachgamecanbesaidtobemythical(defined inillotempore ),theactofplaying couldbeseenasaritualbecauseplayersreenacttherulesofthegame: “Le joueur, comme le lecteur, est en même temps ici et ailleurs. Mais, simultanément, le jeu s’inscritdanslemonderéel.Sibienquelejeuproduitaucœurdumonderéelunmonde autre.Car,endernièreinstance,c’estbienlàcequifaitlafascinationdujeu,c’estsacapacité

àproduireunmonde”(D UFLO ,C. 1997: 208). Theanalogycanbecarriedovertothe similarities between board games and mandalas. The initiate penetrates progressively through the different interpretative layers of the mandala as if penetrating a temple. Reading, interpreting and meditating a mandala is equivalent to the ritual march around a temple (pradakshina ) in which the

pilgrim climbs from terrace to terrace towards the “pure lands” (E LIADE , M.

1999: 5556). Atthesamesignificationlevelastheanalogybetweenmeditation ofthe mandala andriteatthetempleworks,wecanseethesameanalogywith playing. A rite is only kept alive by the retelling and reactualizing gestures of the communityitbelongsto.Ritesassertthatallstatementswithinthemaretrue, creating a world of “let us believe” rather than of “let us make believe”

(E LIADE , M. 1987: 478). TheirvalueisclarifiedbyOlives: “Lomismosucedeconel rito,quetantocomoelsímboloyelmitoesunaparteesencialdelareligión.Noesunaceremonia compulsivayarbitraria,comounameraconvenciónceremonial,quepuedellegaraserfastidiosa.El ritoessintonía,repeticióndegestosyritmosprimordiales,concordanciaconelalientocósmicoque

penetratodaslascosas;tienevalorcomorectificación,corrección,curación” (OLIVES,J. 2006: 56 ). Sothen,theritegoesbeyondthepuretelling,bringingtolifethestorytoldby the myth. For the duration of the rite, the participants become heroes and gods, able to perform the same feats that they did in illo tempore . They bring backthesamegoodinfluencestothepresent.

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As rite reenacts myth through symbols, man symbolically reenacts the patternsinthecosmosthroughplayingboardgames.Thisisthewidestand most interesting sense of ritual: integrate the individual in himself, in the collective,inanorganizedsociety,inalivingCosmos.Allhumanactions,from the moment that they imply relationship, are rituals. These activities, even thosethought“profane”(includinggames)deindividualizeman,makinghim feelthatheisnotaloneanymore,participatingfromtheorderofthecosmos. Inritual,theidentityofthehumanbeingisrevealedasitis shared bythe

community (E LIADE , M. 1993: 45). AsOlivespointsout:“ Todoactoesenprincipio ritualy,portanto,essusceptibledesercomprendidoyvivenciadosimbólicamente.Puederealizarse conscientemente,enconcomitanciavibracionalconsusignificaciónanalógica,haciendoqueatraigala

energíaoinfluenciabenéfica,curativayordenadoraqueelritoquierepropiciar” (OLIVES ,J. 2006: 57 ). Inthisway,gamesreflectchangeinthesamewayasrites,passingfromone state to another. These rites, challenges, aim to reestablish the primigenial

cosmos(asorder)inthechaos (E LIADE , M. 1987: 471) thusorderingmanand hissurroundings.Sothen,letusexaminesomeoftheanthropologicalideas analogicallyrelatedtoriteandplaymoreoftenfoundinboardgames.

3.2.1 Līlā,lifeasplay

InIndiancosmology,playisatopdownidea.Thequalitiesofplayresonate andresoundthroughoutthewholeoftheCosmos.Nevertheless,morethan

this,qualitiesofplayareintegraltotheveryoperationoftheCosmos (S UTTON

SMITH , B. 2001: 55). Therefore,thevisionoftheworldasagameisoneofthe pillars of Hinduism. In essence, this means that the existence of the world doesnotfollowanycauseorhasanyreasontobe,anyobjectivenoranydesire

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becauseallofthecreationisapurelyselfcontainedaction,donejustforthe sakeofit,ludic.Thedivineplay,inSanskrit līlā, is what makes this so and teaches us that human life does not have any sense or higher goal that life

itself(B IARDEAU ,M. 1981: 47). God(Brahma)doesnotneedcreation;Heisself sufficient, so finding a rational reason for Brahma to create the world is senseless,becausefindingreasonsfortheAbsoluteandPerfecttochangeis nonsense.Humanactionsareguidedbyamotive,becausebehindthemthere isaneed,adesirethatfuelsthatmotivation.AsBrahmadoesnothaveany desire,asweknowit, hedoesnot haveany motive to create. In fact, the “create”conceptitselfisinthisfielddevoidofsignificance 60 .Brahmaisand

candoeverything,soHedoesnotneedanythingelse (E LÍADE , M. 1987: 551). The creation of the world is a pure free ludic act for His recreation. As Biardeauexplains:“ Iln’yarienquej’aiel’obligationdefairedanslestroismondes,rien que je n’aie encore obtenu et que je doive obtenir, et cependant je passe ma vie à agir ”

(B IARDEAU ,M. 1981: 156). Everything in Creation has a ludic nature, even Creation itself. In the Mahābhārata theworldisconceivedasagameofdicebetweenShivaandhis

Parvati (E LIADE ,M. 1987: 476). Itislikeabigtheatreplay,performednot forthesakeofthisorthatactor,butfortheplayitself:ithastobeperfect. However, the fact is that everything is merely Brahma interacting with Brahma. As Grof explains: “Otras dimensiones importantes del proceso creador que frecuentementeseponenderelievesonelcarácterlúdico,elpropiodeleiteyelhumorcósmico delCreador.[...]Lacreaciónesunaobracósmicaintrincadaeinfinitamentecomplejaque Dios,Brahma,creaapartirdesímismoydentrodesí.Éleselautor,productor,directory

tambiéntodoslosactoresquehacenlaobra” (G ROF , S. 2001: 6162). Infact,itseems

thatShivausuallyactsinaveryplayfulorludicway (B IARDEAU ,M. 1981: 157). 60 Creationalwaysstartsfromaneedthatmustbecovered.Maybeitwouldbemorecorrecttotalkabout“manifest” insteadof“create”.AchangewithinBrahmaHimselfisnotanactof“creation”,justadifferentwaytoseeHim.

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When Parvati covers Shiva’s eyes while lovingly playing, all the cosmos plunges into darkness. Then Shiva creates his third eye, and normality is restored.Thediceplayofthisdivinecouplerepresentsthecontinuityofthe universe and their absorption with and within it. This “deep play” is one

expressionofthetheologicalconceptof līlā,thedivineplay (E LIADE , M. 1987: 473). On the other hand, in those cosmologies where premises of play are not embedded at a high level and are not integral to the organization of the cosmos(liketheWesternones)playseemstocome“fromthebottom”.So playintheWesterncultureisseenasnotserious,childish,ephemeralbutalso

as subversive and resistant to the normal order of things (S UTTON SMITH , B.

2001: 55). Buteventhoughitseemsthatbothviewsofplayaresofaraway fromoneanotherifwethinkabouttheworldintermsof līlā,itisnotdifficult toseeinthetermthesamepropertiesthatHuizingaandCailloisusedintheir

worksfordefininggames(HUIZINGA ,J. 1972: 2627 and CAILLOIS ,R. 1958 B:51 74). First,theCreationislimitedintime,perishable,transitoryasopposedtothe “notime”oreternalinstant 61 thatBrahmais.Asagameisalsolimitedintime anddoesnotoccupyallthetimeinourdailylives,soistimewithineternity. Wecannotconceiveofeternitysowetendtothink about it as the longest period of time imaginable. That takes us to the other limitation of games: space.Aswehaveseen,gamesarealsolimitedinspace.Noteveryspaceinthe worldissuitableforbeingusedasaplayground.Alsoforplayingboardgames, theplayingspacemustbelimitedtotheboardandinveryspecificpositions (as the definition of board game implies). When playing, there is nothing 61 Eternityhastobeunderstoodnotasaninfinitesequenceofmomentsbutasaperennialinstant. Theperceptionofeternitycouldbedescribedasthesimultaneousoccurrenceofeveryinstant,seen from“outside”time.

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importantfortheplayersoutsidethelimitsofthegame;infact,anymovement outsidetheboardisillegal,unthinkableintermsofthegame.Inthesameway, the world is finite: it has a discrete number of square meters. Our nearest environment, Earth itself, is round, and we cannot move outside its boundaries. We are constricted to this world in the same way that playing piecesaretoaboard.ThatisopposedtotheinfinitythatBrahmarepresents, whichincludeseverything.Aslimitedasweare,wecanonlythinkofinfinity asavastportionofspace,butinfactweshouldthinkaboutitasapoint.This isthecentralpointthatwouldlaterdevelopintospace,aswehaveseeninthe previouschapter. Every game (and the world where we live in) is subjected to concrete and complexrules,fromwhichtheplayercannotescapeunlesshequitsthegame (diesortranscends).Moreover,Brahmadecidedto“playtheworld”inanact ofpurefreewill,andsothegoalofCreationisCreationitself. This ideais

connectedwiththeideaof“pure”gameexplainedbyHuizinga (H UIZINGA , J.

1972:26). Whereasaworkerworksforhisownprofitandbenefit,theplayeris exuberantin hisactivity.Theformerdoeshisactivity because of need, the

latter,becauseofwhatheis (COOMARASWAMY,AK. 1977: 150). Thebestwayof living, therefore is to play the game of the world: that is, live for real but withoutseriousness.WhenwecallGod’sactagameitisbecauseHehasno needforagoalbeyondtheactitself.Inthesameway,humansmust“play” theirlivesgivingeverythingtheycantomakeitthebest.Onthispoint,work

(asdailylife)andgamearecoincident (COOMARASWAMY, A. 1977: 158). While playing, man creates myths, scientific theories, art, knowledge, etc. He becomesacontinuationoftheprimordialdivinegame,withthewholeworld ashisplaygroundtodevelop.Theideaof“playingtobeintheworld”isever presentinsomeHindufestivitieswhensocialdifferences,hierarchyandage areforgottenfortheparticipants,becauseinfacttheyareanillusiontoo.In

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participatingintheludicspiritoftheworld(playing and partying together), theseparticipantsrediscoverthemselvesandgatherasasinglecommunityof

believers.Thewholecommunityparticipatesinthedivinegame (E LIADE , M.

1987: 365 ). The philosophical concept of līlā implies forces in constant movement at a universal level. These forces create and destroy the possibility of a phenomenologicalworldinanendlessprocess. Līlāisthemetaphorofflux,

cycleandmovementfromwherethecosmosappearsanddisappears (ELIADE ,

M. 1987: 364). Aswehavepointedoutabove,thisworldcanbeseen as an illusion,whichissimplycreatedanddestroyedperiodically.Thesamehappens to man in this world, who dies and (if he still needs purification) is reincarnated following the wheel of Samsara .Theideaoffluxandchangeis related to that of maya (the phenomenological world as an illusion). Even thoughwecanperceivetheworldthroughoureyes(ataphysicallevel)andwe can also think about it and try to understand it by formulating laws and creatingscience,alltheseperceptionsareequivocal.Thisdoesnotmeanthat one’svitalexperienceandone’senvironmentdonotexist,butinDivineTime, theyarecompletelyrelativebecause“tomorrow”theywillnotexist.Thesame problemcomeswhentryingtodifferentiate“here”from“there”or“white” from“black”,becauseintheendalltheserelative concepts are part of the OnenessofGod.Ifwewanttounderstandtheworldasagame,wehaveto seeitthrough maya ,andwecanonlydothisifweuseourtranscendentalsight, thatis,theintuitiveandspiritualpartofthehumanbeing.Onlybytakingthe roleofaplayfulmysticandresortingtoourinnerwisdomcanwefindthe

truthbehindillusionandlivelifemeaningfully (WILBER ,K. 1997: 1319). Onlyin playinglife,canweunderstandit.

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As mentioned above, the universe of board games is essentially horizontal

(L HÔTE , JM. 1976: 71). Actually, in traditional cosmological symbolism the horizontaldimensionofspaceisconsideredtorepresent surface, limitation, passivity, quantity and matter. Opposed to that, the vertical dimension of space represents height, but also quality, infinity, salvation and spirituality

(R EVILLA ,F. 2007: 6162). Itiseasytoseethatalimited,squaresurfacesuchasa boardgameisautomaticallyrelatedtohorizontalityforpracticalreasons.Even thoughitispossibletoimaginewaysofdoingso,playingaboardgamecan nothappenoutsidethehorizontalplane.However,wehaveseenabovethat thecrossrepresentsexpansioninahorizontal(material)dimension,limitedby

The medieval philosopher Ramon Llull explained reality as superimposed levels of existence,whichherepresentedasstepsonaladder.InthisimagewecanseehowHomo isbelowCaelumandAngeli. (ELECTORIUMPARVUMSEUBREVICULUM )

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thesquare.Itscenteristheverticalaxis,whichconnectsthedifferentlevelsof reality. Allreligioustraditionsdealwithspiritualevolution.Thisevolutionisusually representedasaseriesofstepsorstagesthat havetobeachieved,oneata time.Sothen,spiritualimprovementissymbolicallyrepresentedasapathor stairstobefollowedupahilloraladderthathastobeclimbeduptoHeaven. Manymythstalkaboutatree,avine,arope,aspiderthreadoraladderthat connectsHeaventoEarth .Thesameideaappearsinriteswherethepriestor

the initiate has to climb a tree barehanded (E LIADE , M. 1999: 51). Coherently relatingthisladdertothe axismundi (explainedabovewhentalkingaboutthe centre),weseethatmovingbetweenlevelsofrealityisonlypossibleatthis precise spot. The symbolic relationship is easy to establish when we think aboutwhatthefunctionofaladderis:tomakeaccessiblewhatisoutofreach

(R EVILLA , F. 2007: 136137). Infact,wecanseethatdeathitselfisthegreatest “change of level” that a human being can conceive of. The soul of the deceasedclimbstoHeavenwiththehelpofaladderorarope.Initiationis,in acertainway,deathinonelifeandrebirthinanewone.Thatisthereason why we can relate this ritual climbing analogically with initiation rituals. As Revilla points out: “[…] pretendiera llegar –fuese físicamente o más bien por modo

emocionalhastalaalturadondemoranlosseressuperiores”(R EVILLA ,F. 2007: 87). As we have seen, labyrinths and, of course, board games, especially those basedonpaths,canbeanalogicallyseenasawayof spiritualimprovement. Nowwewillnotdelveintotheircentralityortheirconfigurationassequential paths but in their resemblances with the initiation ascents. They follow the same idea of a difficult path to purification which, once difficulties are overcome,leadsustotheultimatebeatificplace.Itdoesnotmatterwhether

wecallitHeaven,Paradiseor (F ABREGAS ,X. 1987: 106).

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TheclearestexampleistheIndiangameMokshapatamu,whichisbothapath game and a form of moral instruction to teach children the idea that good deedsarerewardedandevildeedspunished.Thegoalofthewholerouteis

Nirvana,thisbeingtheendofthepath (F INKEL ,I. in MACKENZIE ,C.&FINKEL ,I.

2004: 59). Inthisgame,thelowersquaresareconcernedwithvicesorhellish states,andtheupperoneswithspiritualityandheavenlystates.Theladders(or sometimesredsnakes)taketheplayerupandthesnakes(orsometimesblack snakes)bringtheplayerdown.Asanexamplefromanactualboard,wecan climb from “Mercy (17)” to “Abode of Brahma (69)” advancing fiftytwo squaresinjustonemovement.Inthesamewayifonelandson“Egoism(55)” oneiscastdownfiftythreepositionsto maya “Illusion(2)”.Themeaningof these movements is that a person of good deeds ascends the ladder and reachesahigherposition,nearertothe“lotusfeetoftheGod”.Ifthatperson failsandcommitssin(representedbythesnake),heispunished,thusmoving himawayfromNirvana.ManisthearchitectofhisownfatesaystheHindu law of Karma, and the sinner can become a virtuous person through good

actions (B ALAMBAL , V. 2005: 85). In China and Japan similar games exit, but eventhoughtherulesandshapeofthegameareverysimilar,thegoalisnot spiritualbutfinancialandprofessionalsuccess.MaterialsuccessinChinawas achievedthroughbureaucratic,andthatisthe“theme”ofthiskind

ofgame (L O,A. in MACKENZIE ,C. &FINKEL ,I. 2004: 6572),rangingfromreligion andtravel tolocalcustomsand theater. Thesegames were mostly spiral in shape,startingfromtheoutsideandproceedingtothecentralpoint. InaspiritualtextfromIndiacalledthe SarBachan ,thefourgroupsofdifferent colored markers from Pachisi are said to represent the four stages of life throughwhichallsoulsmustpass:vegetation,insect,bird/fish,andmammal. Aftereachformoflifeisexperienced,thesoulthen progresses through all

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formsofhumanexperience.Thediceofcauseandeffectdeterminesitsluck ineachexperience.InthegameofPachisi,eachcolorgrouphasitsownpath toheaventhatpassesthroughitshome.Similarly,inthegameoflife,eachsoul reaches the gates of heaven by traveling every imaginable path of religious endeavor.Upondeath,thesoulexitsthegamethroughthatparticularpath’s version of heaven only to find itself back on the board following rebirth. Finally,afterthesoulhashadmillionsofchancesonthediceboard,itmeetsa SatGuru orTrueMaster,whoescortsthesoulofftheboard,onceandforall, and into the imperishable region known as Sach Khand . Here the soul has become one with God and is, finally, the “god” of its own universe where

causeandeffectarenolongeranissue(GABRIEL ,K. 1998). As we have discussed above, when talking about the heroic challenge, the playerasherohastofacethedifficultiesofthegame.Theexhaustingpaththat thepiecesmovealongtakesitstollagainandagain,sendingpiecesback(that is,downwards).Theabsoluteisnotreachedeasily,sotheascensionisavery

demandingadventureforthehero(theplayer)(R EVILLA , F. 2007: 110). Atthe sametime,witheachdeaththeplayerearnssomething:experience.Therefore, whenthegameisfinished,theplayerisnotthesameanymore:hehaschanged forthebetter.Whethervictoriousordefeated,thegamingexperiencechanges playersastheascensionchangestheinitiate.Theygainknowledgeaboutthe game,butmostlyaboutthemselves(andtheiropponents). We see that the idea of goal, which is the objective of the game, can be intuitivelyrelatedtothatofhappiness.Bothplayersintendtoachievethegoal beforetheiropponentdoes.Evenifthereisnothingexceptthegameitselfat stake,theyplaytowin.Thisisthepartoftheplayfulspirit:winningagameis alwaysrelatedtostatesofhappiness.Ingeneral,wearehappierifwewinthan ifwelose.However,thehappinessobtainedfromwinningagameisalways

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shortterm, a mere shadow of what ultimate happiness is. We have to understandthat,atareligiousandphilosophicallevel,the“goal”oflifeisalso happiness. This idea can be found in every religion at the heart of every culture.Lifeistobelivedwithlongtermhappinessinmind.Onlyinthisway, doeslifemakesense. This is analogically related to the idea of illumination, understood as the findingoflongtermhappiness.This“illumination”isrelatedtosomekindof transcendental achievement that helps understanding. Knowledge about Cosmosandthesense oflife(truth,in short) issymbolicallyrepresentedas light.Thatiswhythetermilluminationappliestohappiness.Aslightisrelated tospirit,toreceiveorseethislightistogainconsciousnessofthecenteror

sourceofthislightandtherefore,tohavespiritualstrength (C IRLOT ,JE. 2003: 293). Ingeneral,wecanseethatthegoalofboardgamesiseithertoexitallpieces ortoachieveaspecial(harmonious)positionontheboard.Weseethatthe finalpositionofthegameineithercaserelatesto theconceptofharmony. Therefore, this harmony is granted by “exiting” the pieces or by creating a favorableandharmoniousstatusquo thatgrantsvictory(i.e.therearepiecesof onlyonecolorstillinthegame).Thegamestartswithanunstablesituation, which cannot last. Achieving the goal consists in transforming this unstable situationintooneofharmony,peace,endofstruggle.Analogicallyspeaking, thissameideacanberelatedtohumanexistenceasawhole.

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In those board games where the goal is to leave the board, the analogy between the goal and life can be understood through the aforementioned analogyofascension.Infact,wecanseethewholeascensionfromawider pointofview,coveringthewholeofhumanlife.Asintheascensionanalogy, reachingthe“top”isthegoal.Therefore,seenfromthisperspective,winning is achieving illumination. As we enter the field of eschatology, the path of illumination is sometimes related to that of death. Only through death and ulterior transcendence can one achieve this state of higher existence. It somehowreferstolifeasaprison,acave,anillusion,fromwhichonehasto escape.Thisescapecanonlyhappenthroughahole,anaperture,anexitfrom thecosmicmatrix.Sothen,infactwehaveto“comeout”fromexistenceto ultimately understand the Cosmos as a whole. The Platonic Cavern

Olives’threedimensionalinterpretationofthePlatonicCavern (O LIVES ,J. 2006: 412 413).

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exemplifiesthisideainancientGreekmythology.Somepeoplelivetrappedin a cavern, seeing only shadows of reality. When someone is able to liberate himselfandlookbacktothefire,hecanseepartofthetruth.However,only through coming out of the cave and seeing the Sun can this wise man

understandthemagnitudeofhis (R EP .VII 514 A520). Olivesinterpreted this traditional image in a threedimensional way, reinforcing even more its symbology. Theaspiranttoilluminationwalksthroughthe horizontalplane, tryingtoorientatehisintellect.Oncehefindstheconnectionwithhishigher self, represented by the central fire, he can ascend to the higher levels of consciousness,passingthroughthecupola.Hedoessothroughaholeinthe

cavernceiling,representingtheexitdoorfromthecosmicmatrix (O LIVES , J.

2006: 412413). Inthesameway,ingamessuchasPachisi,Ashtakashteand,as wehaveseen,TwentySquaresandFiftyeightHolestheexitisthrough the center. All these analogies further reinforce the idea of liberation after a difficultstruggle. WehaveaclearexampleinthegameofMehen,directlyrelatedtothefunerary environment. Victory in the game seems to have become symbolic of the attainmentoflifeafterdeath.PeterPiccionehasdemonstratedthatintheFirst Intermediate Period the god Mehen became the focus of a body of secret knowledgeoccasionallyreferredtoasthe“MysteriesofMehen”.Thoseprivy to them were thought to be able to vanquish the enemies of Ra, to attain victoryovertheirownenemiesandultimatelytoachievesafepassagethrough theUnderworldandreturnwithRatotheirownresurrectionandrebirth.The spellsspeakof“theRoadsofMehen”,talkingabouttheserpent’scoilsasa

roadthatleadstothesungodwhoisseatedinthecenter (P ICCIONE , P. 1990:

4352). Theseroadsaresaidtobe“roadsoffire…millionsofyearsinlength” and are guarded by doors that make those that do not know how to open

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themturnback(i.e.thosenotinitiatedintheMysteriesofMehen) (K ENDALL ,

T. in FINKEL,I. 2007: 42). Senetwasalsorelatedtothefuneraryenvironment.Thenameofthegame, snt , wastranslatedas“goingout”.Thisnamewouldbeusedbothbecauseitsgoal mechanicsandthefactthatitrepresentedthepassingofthesoulofthedead from this life to another. It is no surprise that Senet is one of the most commongamesfoundintombs(alongwithMehen).Eventhoughthedetailed rulesarelost,weknowitwasapathgame.Theideaof“passing”wasrelated tothe Bookof the Dead,specificallyto the17 th spell.Theultimate goalof Senet is to bet the “invisible opponent”, which prevents the player from reachingtheotherworld.AccordingtoCazaux,thisinvisibleopponentisthe godMehenHimself,whichispreventingunworthysoulssittingnexttoRain

hisshipsailingthroughtheunderworld (C AZAUX ,JL2003: 1418). Atthesame time,thegamewasaconduitfrom thisworldtotheunderworld(andvice versa),lettingboththelivingandthedeadtoplaytogether.Thespellinthe CoffinText405saysofthedeceased:“Lethimsing,lethimdance,andlethim receive ornaments. Let him play Senet with those who are on earth.”

(P ICCIONE , P. in FINKEL , I. 2007: 59). Therefore, Senet could be seen as the “hole”throughwhichonecanexitreality,andcomeback. The legend of the invention of Nard also speaks of this game in a metaphysicalregister,aswehaveseen.Thepiecesare said to “revolve and moveaccordingtotheseven[planets]andtwelve[zodiacalsigns].Whenthey hit one [counter] […] it is just as people in the world smite one another. When,bytheturnofthedie,theycollectall[thecounters],itisananalogyto

people,whoallpassoutoftheworld” (S OAR , M. IN FINKEL , I. 2004: 221). The analogybetweenexitingtheboardandpassingfromthisworldtotheother pervades.

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InthesamelineofthoughtwouldbeMoshkapatamu,aswehavediscussed above. Reaching the top is in fact reaching Nirvana, the dissolution within God. This game is also called Paramapadam , which can be translated as “ReachingthelotusfeetoftheGod”,referringtothelotusdepictedatthefeet

ofallrepresentationsofShiva (B ALAMBAL , V. 2005: 82). Hereagainwesehow the goal of the board game is related to the ultimate goal of existence: reintegration with the One. The analogy extends back and forth from this point.Thatis,ifweseetheanalogybetweenthegoalsofboardgamesbased onpathsandthe“goal”oflife,thissameanalogyreinforcesthatofthepathas beinganalogoustolife(asexplainedabove).AsGabrielexplains:“Justasthe objectoftheHindudicegameofPachisiistoenterthegatesofheaven,the objectoftheNavajostickdicegameistoreturntotheunderworldthrough

theplaceofemergence” (G ABRIEL ,K. 1996: 14). Wehavecommentedabovethatinthosegamesnotbasedonpaths(infact, the rest of the existing games), the goal is to achieve a certain position or winning condition on the board. We have called this a stable position or equilibrium,inshort,harmony.Asanexample,takingalltheenemypiecesout ofthegamecreatesastablesituation.Withoutcontest,thereisnostruggle. When a Go game ends, the board cannot change any more. All the spaces havebeencontested,wonorlost,buttheyaredefined.WhenMancalagames end,nopiece may be moved.Either theyareallcaptured or in a position whichdoes notallowfurtherplay:stability,certainty. The organic harmony thatafinishedboardgamerepresents,connectswiththeideaoftheendof struggleandconflict.Asexplainedatthebeginningof thisresearch project, boardgamesneedtohaveadegreeofuncertainty.Attheendofthegame,this uncertaintyisresolvedandthemicrocosmthatthegamerepresentsachievesa finalposition.However,asinthemacrocosm,thisstabilityonlylastsuntila

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newgamestarts.Thereisno“final”stateofaboardgame,onlyaseriesof moves. InHnefataflbothkindsofgoalarepossible.Inthefirstplace,thewhiteKing has to leave the board, this time not through its center but by reaching its borders,itslimits.Wecanseehereonemoretwistofthesymbolismattached toHnefatafl.TheKingisinaverydesperatesituation:heisabandoningthe center, the place where he should be, and exiting the board through the “castles”inthecorners.Indoingso,heinfactfoundsanothercenter,saving hislifeintheprocess.Whentheblackplayerwins,theKingiscaptured,thus finishingthestruggle.Wecanthinkthatthewinningblackplayerisinfactthe nextwhiteplayer.Blackpiecesoccupythecentralcastle,bringtheirownking andthenbecomewhite,onlytobeassaultedagainbyotherblackpieces. Inonewayoranother,thewholegameisdirectedtowardsitsgoalbecause,as wehaveseen,itmustbelimitedintimeandspace.Afterasuccessfulgame,we canseehowthegoalofthegameshiftsfromthegamingrulesbacktoreallife. The situation created in the game suddenly affects real life, because it generatesoneormore“winners”andoneormore“losers”.Therulesofthe gameonlyaffecthowplayersinteractwitheachotherandwiththeboardand gamepieces.Whentheserulesceasetoapply,attheendofthegame,thefact of achieving the goal has no effect on the game itself but outside. The interactionoftheplayersafteragameisaffectedbytheirpastactionsinthe playful environment. This is a very interesting idea, which leads us to talk abouttheuseofboardgamesasoracles.

216 TraditionalCosmologicalSymbolisminAncientBoardGames GASPAR PUJOL NICOLAU 3.2.3Randomness:fate,fortunetellingandoracles

Itisnotacoincidencethatagreatnumberoftheancientgamesthatweknow abouthaveagenerousamountofrandomnessinthem.InAntiquity,themost usualkindofboardgamesarethosebasedonpaths.Allthesegamessharea specialtraitthatmakesthemwhattheyare:diceorsomesortofrandomizing implement.Whenwetalkaboutdicewedonothavetothinkonlyaboutthe sixsidedcubicgamingimplementthatweareusedto,buttoanyrandomizer that produces more or less equiprobable results.These randomizers can be foundinalmosteveryhistoricalorprehistoricculture,asHeijdtasserts:“[…] very early prehistoric communities were in the habit of using these little magicalobjectsfornecromancyandfortunetelling.Thesekindsofusecanbe found in (pre)history with populations spread all over the globe, with the Germans as well as the North American Indians, Mayas, , Eskimos,

AfricansandAsiaticpeoples”(H EIJDT ,L. 2003: 18). Itseemsthatthefirstrandomizersusedinboardgamesweretwosided.Coins didnotexist,sopeopleplayedwithanymoreorless flat object that had a clearly distinctive front and back 62 . A large number of these objects were thrown together, and counted in different ways. We know that in the year

2000B.C.theChineseplayedLiubowithsimilarsticks (H EIJDT ,L2003:19) and

theEgyptiansusedthemtoplaySenetandTwentySquares (C AZAUX ,JL2003:

1418, 2729) . Indians still use kauri shells or a foursided long die to play

Pachisi (C AZAUX , JL 2003: 4752). This at once introduces the wellknown problemofcalculatingtheoddsofvariousnumericalscoreswhenthereisthe possibilitythatthedicecanfallindifferentways,whichadduptothesame score.Nevertheless,asthismayseematrivialmatterforpresentdaystudents,

62 Randomizerscomeasstickswithaflatandaconcavepart, kauri shells,filledhalfnuts,barksquares, littleflatboomerangs,flatstickswithdifferent markingsoneachside,etc.Wecanfindmanyvery interestingexamplesinHEIJDT ,J. 2003: 16

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wehavetorememberthatthecorrectwayofcalculatingtheoddsonthrows wasnotfullytheorizeduntiltheseventeenthcentury,althoughithadbeena

topicofspeculationforsometime (T AIT ,W.J. in FINKEL ,I. 2007: 50). Another of the more widespread and most used randomizers around the worldis 63 .Inmanyprehistoriccivilizationsandevennowadays, womanandchildrenusedtoplayallkindsofgamesofskillwiththesocalled astragals . These implements have four faces, which allow a wider range of random results than only two faces. Of course, they were given different

values and were used for gambling (H EIJDT , L 2003: 18). Astragals were also usedinboardgames,asintheFiftyeightHolesgame,wherefaceshadthe

valuesof0023 (C AZAUX , JL 2003: 2021). Indiansdidnotuseknucklebones, butratherelongateddice,whichactasfoursideddice. 64 Aswehaveseen,thechallengeagamepresentsisaveryimportantelementin it.Awaytoalterthischallengeistointroduceanelementofrandomnessinto it. If some of the gaming elements are unknown to the player, he cannot flawlesslyplanaheadallthemovementsthatwouldbringhimtovictory.He has to react, to choose, to decide and sometimes to risk, because there is something in the game that makes him face the unknown constantly. This hidden information comes in many shapes, but one of the most popular possibilities is to directly use some random generating device that makes gamesnonpredictable.Asanexample,wecanthinkabout all those games that use cards or tiles (and anything that can be randomly mixed). In not knowingwhichpiecesorcardswillbeplayedwithorwhatthenextdrawis, 63 Knucklebonesorastragalsareaspecialbonesituatedintheanklesoftheruminantanimals.They havebeenremoved,boiledandusedasplayingimplementssincethedawnofman.InRomantimes, theywerecalled astragalus ,orsimplytalus. 64 Otherfoursideddiceexist,buttheyarebasedinacompletelydifferentsourceofrandomness.The pyramidsusedtoplaythegameofUrhadtwooutof four painted vertexes. A number of these pyramidswerethrownandthenthepaintedvertexescounted.

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the challenge increases. Another possibility is the use of dice, teetotums, kauris, etc., which have different faces or positions. If we base some mechanismsofthegameonrandomness,wecanbesurethatisverydifficult fortwogamestobeidenticalorevenpredictable.Moreover,theplayersno longerhavecompletecontroloverthegame.Inthisway,theyconnectwith theineffablesourceoffairnessthatisrandomness. Oneofthemajorbeliefsofthescientificcommunityabouttheoriginofboard games is that their first manifestations were divination systems used by primitivecivilizations.Thesedivinationsystemswereindividual,butatsome point,theystartedtobeusedasasortof“fatetests”,needingtwoormore people. The next step would have been the loss of their original sacred meaningandtheirpopularization,becomingasortofsuperstitiousattachment togamesthemselves.Oncepopularized,thesymbolicandoracularmeaningof boardgameswasabandonedbutleftdormant,embeddedintheirshapesand rules.AsCulinexplains:“Uponcomparingthegamesofcivilizedpeoplewith thoseofprimitivesocietymanypointsofresemblanceareseentoexist,with theprincipaldifferencethatgamesoccurasamusementsorpastimesamong civilized men, while among savage and barbarous people they are largely

sacredanddivinatory”(C ULIN ,S. 1991: XVII ). Ifintheiroriginsthisearlyformof oraculargameswasamatterfortheshamans,priestsandwisepeopleitiseasy toseethatwithouttheirknowledgeitwouldsoondecay.Theyweretheonly ones capable of interpretation and were attuned to the appropriate level of realitywheretheseinterpretativesymbolickeyswork.Thatiswhywhenboard gamesbecomemorepopularthedivinationritualperformedwiththemloses itsoriginalmeaning.Maybethatiswhytherearesomanytaboosaboutgames:

inordertopreventtheirtrivializationandabuseasoracles (P ENNICK , N. 1992: 230). We want to note here that even though it could seem from these assertionsthatdivinationgameswerenotpropergames(intheludicsenseof

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theword),thatwouldbeacarelessstatement.Infact,thesegamesarepartof

thecultfortheirludicaspect (H UIZINGA , J. 1958: 76). Playersplayedtoknow their fate, so winning and losing through randomness became a way to playfullycommunicatewithGod. Ifweextrapolatethisideatoawiderscope,wecanseethatinfact,notonly isolatedrandomimplementsbutalsoboardgamescouldbeusedtochannel thewillofthegods.Therefore,theideaofgoodand bad throws in games (which make you win or lose) is directly related to divination. The fact of winning or losing a game was seen as directly related to “winning” and

“losing”inreallife (L HÔTE ,JM. 1976: 131). Theritualfunctionofthrowinglots and dice and in board games is clear. A good throw or a good game is symbolicallyequivalenttoafortunatelife,followingthewilloftheGods.As anexample,Pausaniasinhis ΕλλδοςΠεριγησις describesanoraclewithin acave,nearBurainAchaia.Inthecave,presidedover by Hercules’ statue therewasanoracletellingthefuturethroughatabletandknucklebonescalled HeraklesBuraicos :“Ondescendingfrom Bura towardstheseayoucometoariver called Buraicos,andtoasmallHeraklesinacave.HetooiscalledBuraicos,and hereonecandivinebymeansofatabletanddice.Hewhoinquiresofthegod offersupaprayerinfrontoftheimage,andaftertheprayerhetakesfourdice, aplentifulsupplyofwhicharenearHerakles,andthrowsthemuponthetable. Foreveryfiguremadebythedicethereisanexplanationexpresslywrittenon

thetablet” (P AUSANIAS ,VII 25.10). Thisritualwasmeant,throughplay,toleadusdirectlytoknowledgeofthe willofGod.NowadaysitisverydifficultforustothinkthatGodoranykind ofdivineinterventionhasanythingtodowithgames,butforancientpeople God was present through causality, that is, through randomness. In the ancient, analogical mentality, everything in the cosmos is connected. That

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meansthatnothingisaccidentalorrandom:everythingthathappenshasits own meaning and reason to be in God’s “plan”. Therefore, in classical traditionalthoughtrandomnessdoesnotexistassuch,becauserandomnessis notconsideredassuchbutratherasdestiny,orGod’swill.Infact,theSpanish word for randomness is “azar”. Etymologically it is a deformation of the word alazahar (“whiteflower”,asreferredtotheorangetreeflower).In thetimeofthehispanoarabiccivilization,dicewerecalled azahar ,becausethe highestscoringfacewasmarkedwiththisflower,symbolizingfecundityandof

course,wealth(LHÔTE , JM 1994: 25). Probabilitymathematics,likeoursystem

ofnumerals,cametousviathe(H ACKING ,I. 1999: 6) fromamucholder Hindutradition .Inanycase,thetruestartofprobabilityasascienceinthe Western world is around 1660, when Huygens wrote the first probability

textbook (H ACKING , I. 1999: 11). Before that, few references to good combinational or probabilistic calculus are known to be reliable. A few examples of these are Raimundus Lullius, who in his Ars Combinatoria, used combinational elements to define God, and Galileo Galilei who, by observation,foundthattherearecombinationsofthreedicethatoccuroften

(H ACKING ,I. 1999: 5153). Thisdoesnotmeanthatanynotionsaboutprobabilitywereknown 65 before

thattime,onlythattheywerenotthoughttobeasciencetodiscuss (H ACKING ,

I. 1999: 110). Aristotlehimselfsaid“probableisthatwhichhappensoften”(in his Rethoric ,1402a530).InancientChinesetextsonphilosophy,medicineand architectureasciencebasedonmeaningfulcoincidenceswasmentioned.They didnotask“whatcausedwhat”but“whatlikestohappenwithwhat”,and

65 In the Mahābhārata there are some good examples. In one of them Nala loses her kingdom by gambling,afterbeingpossessedbyKali.OnajourneyshemeetsRtuparna,whoisabletoavertthe numberofleavesinatreebyonlylookingasingletwig.Hesaysthathecandothatbecausehe possessesthescienceofthediceandthenumbers,thatheteachestoNalainordertorecoverher kingdom.

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this “liking” was what caused shells to fall in one way or another (J UNG , C.

1997: 211 ).FortheChinese,therewasnoprobleminadmittingthatnaturewas chaoticandhad“strangeattractors”whichfacilitatedcertainthingshappening. Randomness was not something accidental but the synchronization of a

situationwithafavorablecontext (C OPPIN,F. &MARCHAND ,M. 2006: 141). Therefore,inantiquity,boardgameswithimplementssuchasdice,astragalsor teetotumswerenotconsidered“randomness”gamesbutoraclesofthegods. Destinywastheforcethatconditionedhumanlives,andthecentralthemeof many Greek tragedies. Greeks and Romans personalized luck as a goddess Tyche thatgaveandtookluck,eitherfavouringheradorersoractingmysterious and blind, as Justice does. This daughter of Zeus (called Fortuna by the

MediaevalrepresentationoftheGodessFortuna(behindthewheel).Mankindisunder Herrule,andbyitthepoorcanbecomekingandviceversa.

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Romans),gaveandtookwhatevershewantedfrommortals (M ORIN , C. 1991:

12). Players used to pray for the protection of the goddess before playing, becausetheyknewthattheresultwasinherhands.Gameswereseenasdivine gifts and instruments, and in playing them, one was asking the divinity to manifest.Inordertobefullyunderstood,thisresulthadtobeinterpretedby

priestsorexpertsindivination (F ARGAS , A. 1997: 18). InChina,ancientgames anddivinationseemtohavebeenassociatedwithagriculture.TheShang(16 th 11 th centuriesBC)usedcracksinanimalbonesandturtleshellstocyclically

predictharvestsandweather(W ATANABE ,Y. 1977: 6465). Duringmedievaltimes,theideaofthecyclicalmovementoffortunewasstill in use. They saw this idea through the image of the “wheel of fortune”, in whichonecanseetheriseandfallofmanthroughrandomness.Oneofthe mostbeautifulexamplescanbefoundin CarminaBurana 66 asthepiece“ Fortuna ImperatrixMundi ”: Latinoriginal Englishtranslation OFortuna, OFortune, velutLuna, likethemoon statusvariabilis, youarechangeable, sempercresis everwaxing autdecresis; andwaning; vitadetestabilis hatefullife nuncobdurat firstoppresses ettunccurat andthensoothes ludomentisaciem, asfancytakesit, egestatem poverty potestatem andpower dissolvitutglaciem. itmeltsthemlikeice. Sorsimmanis Fatemonstrous etinanis, andempty rotatuvolubilis, youwhirlingwheel, statusmalus youaremalevolent, 66 Carmina Burana or"SongsofBenediktbeuern"isacollectionof13thcentury stories, poems and songswrittenbygoliards,whichwasdiscoveredin1803atamonasteryinBeuern,Bavaria.

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vanasalus wellbeingisinvain semperdissolubilis, andalwaysfadestonothing, obumbrata shadowed etvelata andveiled michiquoqueniteris; youplaguemetoo; nuncperludum nowthroughthegame dorsumnudum Ibringmybareback ferotuisceleris. toyourvillainy. Sorssalutis Fateisagainstme etvirtutis inhealth michinunccontraria andvirtue, estaffectus drivenon etdefectus andweighteddown, semperinangaria. alwaysenslaved. Hacinhora Soatthishour sinemora withoutdelay cordumpulsumtangite; pluckthevibratingstrings; quodpersortem sinceFate sternitfortem, strikesdownthestrongman, mecumomnesplangite! everyoneweepwithme! Manyboardgames(seenasoracles)fromdifferentcivilizationswereusedas judgestotakedifficultdecisions.Randomnesswas seenasthevoiceofthe

ancestors, favoring one or other player (B IEDERMANN , H. 2000: 254). As an example,fortheAlagyapeoplefromIvoryCoast,playingMancaladuringthe nightistaboo.Thereisonlyoneexception:whentheyhavetochooseanew leader. The interested participants play all night long, talking among themselvesinasecrettongue,unknowntotheuninitiated.Inthemorning,the winner has been chosen by the ancestors, and becomes their new leader

(SANTOS ,E. 1995: 5253). However,wedonotneedtogosofarafieldtofindan

example:intheOldTestament (E X 28,30 & LV 8,8 )theimplementscalled urim and tummim 67 , appearasameanstoknowGod’sWill.ThehighpriestofIsrael carriedthemwithhiminhispectoral(calledPectoralofJudgment).Theyhad

67 In the Vulgata they were translated as “doctrine” and “truth”, but a narrower, more precise translationwouldbe“clarity”and“sanctity” (V IGOROUX ,F. 1912: 2364)

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two distinct faces, like coins (V IGOROUX , F. 1912: 2364). The urim and tummim werethrownintheairandinlandingononesideortheotheransweredthe

questions from the Priest, showing God’s will (L HÔTE , JM 1994: 63). This consultationcouldonlybemadebytheHighPriest,whowasabletointerpret thedesignsandportents,andonlyinaveryspecificandelaboratedceremony. This ritual was even at that moment already considered ancient, maybe descending from Babylonia, and it was already out of use in the III B.C.

(V IGOROUX ,F. 1912: 2362, 2366). Evenifwecannottalkaboutthisritualasagameorevenpartofonewecan seethatasystembasedonrandomnesswasconsideredtheearthlyexpression ofthedivineWill.Thatsamekindofritualwasused in the Egyptian Late Period to settle troublesome legal disputes, with reed strips folded with the namesofthelitigantswrittenonthem.Takinglotsdecidedtheoutcomeofthe

trial, which was seen as expressing the Will of God (T AIT , W.J. in FINKEL , I.

2007: 51). In the same way, throwing a stone over the shoulder in order to makeitstopnearthecenterofaspeciallydrawndiagramonthefloor(very similartoaMerelsboard)wasusedinCzechia.Theaccusedandtheplaintiff had to hit the circle in the center blindfolded, and the one who did was

consideredastellingthetruth,inaccordancewithGod’swill(B ERGER ,F. 2004:

12). InIndiathephilosophicalconceptof karma ,orfate,wasreproducedingames

bytheuseofdice (M ARK ,M. in FINKEL ,I. 2007: 151). Inthesameway,wehave somepassagesinthe RigVeda wherewecanfindprayerstothedice,asifthey weregodsorheroes:“TheHeroesdressedwithfirethefattedwhether[sic]: thedicewerethrownbywayofsportandgaming.Tworeachtheplainamid

theheavenlywaters,hallowingandwithmeansofpurifying”(R IG X.27.17). The playertalkstothem,takesthemastestimoniesofhisprayerandmessengersof

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superiorpowers.Diceare“sons”oftheGreat Vibhâdaca (Hewhodistributes luck). They have the power to establish a relationship with the soul of the player and they are literally charmed, with the power to decide on his life

(L HÔTE ,JM. 2995:35). Infact,wefindthiskindofrelationshipinMesopotamiaandtheIndusvalley circa2000BC,inEgyptaround19901780BC,inCrete(18001650BC)and

intheareaofPalestineinaroundtheXVIcenturyBC(E LIADE , M. 1987: 469). Infact,thegameofUrhasalsobeenrelatedtodivination,becauseithasgreat similaritieswithliverdivinationnotations.Therearealsooccurrencesofthe gameofTwentySquaresdrawnatthebackofaclaylivermodel,presumably

relatedtothetwentypartsintowhichaliverwasdivided(B ECKER ,A.in FINKEL ,

I. 2006:1214). InthearticlebyI.FinkeldiscussingtherulesofthegameofUr,

healsonotesthisrelationship(F INKEL ,I. in DE VOOGT,J. 1995: 6472).However, in another research article, Finkel points out that there is no evidence that

thesegameswerepreponderantlyusedasfortunetellingdevices (F INKEL , I. in

FINKEL ,I. 2007: 2526). It is customary in Korea to use the Nyout sticks for divination. They are

relatedtotheIChingandtothesixtyfourhexagrams (C ULIN ,S. 1991: 7273). In any case, it seems that the power of divination attributed to dice can easily passtoboardgameswithrandomgeneratingimplements,suchaspathgames. Theresultis,asDunnVaturiexplains: “Certainsjeuxdépassentlecadreludiquecar lesinstrumentsduhasard,désetastragales,représententl’interventiondivinesouslecoursde laviematérialiseparledéplacementdespionssurleplateau.Demanièreuniverselle,lejeu

est détourné à des fins divinatoires.” (D UNN VATURI in SCHÄEDLER , U. 2007: 21). However, this can also be applied to games without manifest randomness. FairbairnpostulatesthattheWeiqiboardcouldhavebeenusedfordivination, asbeingrelatedtotheLuoShu.AsearlyhistoryofWeiqiisstillbeingdebated,

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nothingconcretecanbeproved.However,therearemythsaboutitsexistence, oneofwhichassumesthatGowasanancientfortunetellingdeviceusedby Chinesecosmologiststosimulatetheuniverse'srelationshiptoanindividual,

withthebalanceofYinandYang.(F AIRBAIRN ,J. in FINKEL ,I.2007: 133135). So then, we can see that divination is directly related to board games in Antiquity.Thewholegamebecomesachanneltoknowthewillofthegods. Towinisagoodomen,aslosingisabadone.Thewinnerinthegamewould also“win”inlife.Thisideacanbebetterseenin one of the elements that usuallyaccompaniesboardgames:gambling.

3.2.4Sacred&profanegambling

Gamblingisapowerfulgamingexperiencethathasalways moved (or even obsessed)players.Thetruthisthateventhoughmostoftheplayersoverthe worldgamblemoderatelyandwithpositiveresultsforfamilylifeandpleasure, mostoftheliterature(modernandancient)focusesonlyonthepathological gambler. Playing for money is (and was) almost a universal practice and a normalformofplayforbothchildrenandadults,notalwaysbeingintrinsically

motivated (S UTTON SMITH ,B. 2001: 67). Inanyway,therearemultipleaccounts of compulsive gamblers and their terrible losses, such as Yudhisthira in the Mahabharata ,wholoseshiswealth,possessions,kingdom,troops,hisbrothers,, hisqueenandhisfreedom.Thesemythicalteachings warn the player about whatisatstakewhenplayinggamesforsomethingbeyondthegameitself. Playingwithsuchanessentialthingforlifesuchasmoney,istoplaywithreal lifeitself,thusbreakingtheessentialbarrierbetweengameandreallife.When moneyandgamescoincide,playerstendtoshiftthegamefrom otium (leisure) into nec otium (nonleisure, that is, business). This dichotomy between leisure

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andbusinessexistssinceancienttimes.Theformerencompassesspontaneous and free activities such as culture, education, art or games. To the latter

belongsactivitiessuchascommerce,work,productionorgain (L OPEZ ,R. 1997: 49). Playingformoneywouldfitjustinbetween,beingagameforgain. However,ritualgamblingwasacommonpracticeinancientcultures.People gambledtopleasetheGods,inordertoensurefertilityorrain,giveorextend

life, expel demons or heal illnesses (C ULIN , S. 1975: 34). Therefore, as Lhôte asserts, it is not the fact of gambling (and cheating) that is dangerous or

TibetanrepresentationofSamsara,theWheelofSuffering.Notethethreeanimalsatits centre:Pig,SnakeandEagle.

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harmfulformanbuthisdispositionwhiledoingso (L HÔTE ,JM. 1994: 39). Aswe have seen, even though gambling is seen as a dangerous activity, it is sometimesseenasthelesserevil.InTibetthereisanannualcelebrationwhere a priest, in representation of the powers of light and the great , plays againstanotherpriest,characterizedasthekingoftheevilspirits.Theygamble upon the kingship of the land, and the winner is to be announced as the spiritualandterreneleaderofthecountry.ThethingisthattheLamaalways winsbecauseheisusingloadeddice,andhethenpursuesandbanishesthe

demon (E LIADE , M. 1987: 473). Here we can see gambling and cheating in a sacredenvironment,wheretheLamausesthetricksandmethodsofthe“dark side”tokeepthelightinplace.Thefigureofamythicalgamblerappearsin manycultures.Itisinterestingtonotethatthissamefigureisatthesametime

aculturalhero,bringingcivilizationtohispeople(G ABRIEL ,K. 1996: 23). Gambling games provide an experience of otherness or altered states of consciousness.Inaddition,theseorsimilarstatesofmindareasessentialto religiousritualandprayerastheyaretogameinvolvement.Inbothcases,one becomeslostintheexperienceandthustranscendsdailycaresandconcerns

(S UTTON SMITH , B. 2001: 67). Both believers and players see in these

“transcendental” experiences something that gives sense to their lives. Therefore,thegamblerissomehowunknowinglylookingfordivinity.Tobe certain,onthesurfacetheyareseekingeconomicfortune, but they are also seeking a personal transformation, for that feeling of invincibility and liberation,evenifonlyatthemomentofexhilaration.Thismomentisindeed transitory,and theseekingofitsperpetualrepetitioniswhatcansometimes throw theindividualoutofintegrity,causing addictive cycles. Whatever the forcesarethatthegamblerbelievesiscausinghimorhertowinortolose; theycanneversustainornurturethegambler.Ofcourse,theseforcesdonot existoutsideoftheself,butliewithinone’sownactions.

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Everygreatreligionhassomekindofprohibitionoratleastrejectionofthe unionofgamesandmoney.Gamingformoney(gambling)isseenasaclear

sourceoftroubleforman (P ENNICK ,N. 1992: 230231). FortheHindu,gambling goes against the improvement of the soul. We can find references against gambling in the Mahabharata , spoken by Krshna Himself, warning how

dangerous playing for money can be (E LIADE , M. 1987: 472). After that, he continuesexplainingthatgamblingistheworstvice,becauseitispurelyborn outofdesire(desiretoplayanddesireformoney).Thisideabringsustothe centeroftheHindudoctrine:desire.Everythingthatgeneratesdesiretiesmen moreandmoretotheearth,takingthemawayfromilluminationandNirvana. Gambling,thatis,fallingintodesireisreturningtothe Samsara ,thewheelof reincarnations 68 . On the other hand, we cannot fully understand the symbolism of gambling

without its religious significance (E LIADE , M. 1987: 468). In this context, gamblinggoes togetherwithdivinatoryandoracularpractices,butalsowith foundationalandcosmogonicmyths.InhisbookonNorthAmericanIndian games, Culin summarizes the common pattern of references to gambling gamesintheoriginofmythsofnumeroustribes.Asheexplains:“Theyusually consistofaseriesofcontestsinwhichthedemiurge,thefirstman,theculture hero, overcomes some opponent, a foe of the human race, by exercise of

superiorcunning,skillormagic”(C ULIN ,S. 1975: 32).

68 The Samsara is mostly represented as a wheel. Man reincarnates through different worlds up to whenheisabletobecomecompletelyfreeandescape.Inthecenterofthewheel,atitsaxisthereis themainideaofthisdoctrine,representedbythreeanimalsbitingtheirtailsinacircle(apig,asnake andaneagle).Thepigsymbolizesignorance,theeagle,desire,andthesnake,anger.Inthisway,we learnthatignorance oftheworldmakesushave material desires. When we cannot achieve those desires,wegetfrustrated,angry,blindandthenmoreignorant!

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Inthe RigVeda therearesomepoemsdedicatedtothegambler:“Indeed,by celestial intelligence, he creates victory, when he, a gambler collects his winningsintime.Divinelydesired,heoverwhelmstheoffererwhodoesnot

withholdhisriches,withwealth.”(R IG .X.42.9).Diceareseenasthecube,being perfectionandarepetitionofthesymboloffour,thesquare,symbolizingthe

four yugas ,etc. (C OOPER ,J. 2000: 65). Following the same idea but in a different context, an Egyptian legend explainedbyPlutarch(inhis DeisideetOsiride ,12)explainsthatthegoddessNut (thesky)becomestheloverofandpregnantbyGeb(theearth,andherson too).Forthisincestuousrelationship,sheiscursedbyRatobeunabletogive

birth “any day of any month” (M EEKS , D. 1993: 119). Finally, Nut implores Thothforhelp,becausehersonskeepgrowinginsideher,causinghergreat pain.AccordingtoPlutarch,ThothplaysPetteia 69 withSelene,theMoon,and bygamblinghewinsa72 nd partofhermoonlight(probablycheating).With thatamountoflight,hemanagestocreatefivemoredaysthatheaddstothe calendar.Inthesedays,notbelongingto“anydayofanymonth”,Nutisable

to give birth to five gods, Osiris amongst them (M EEKS , D. 1993: 333). We should remember that Thoth is the accountant of the gods and works as intermediary,lawmakerandinventorofthecalendar,science,writingandof

course,ofgames,trickery,robbingandgambling(M EEKS ,D. 1993: 149).

69 Ofcourse,thisisaccordingtoPlutarch.ThegameinquestionisassumedtobeSenet,unknownto Plutarch.

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AscenefromthemovieDetsjundeinseglet(1956) ,byIngmarBergman. HereweseehowtheplaysChesswithDeath,inordertowintime.

Senet was used in the funerary rites for “gambling” on one’s soul entering unharmed into the other world. The deceased played against the “invisible opponent”,againstthegods,inordertograntthepassageofhissoul.Wecan findanotherexamplewhereSetonKamois,thesonofRamsesII,playsSenet withthedeadinordertobeabletoreadapowerfulcursedbook.Therefore, inSenet,deathandgamblingseemtogotogether.Thestakeswerehighasthe

whole afterlife was in play . The player, through the board game of Senet, assured the mobility of his ba , allowing its migration to the other world

(P ICCIONE ,P. in FINKEL ,I. 2007:5960).AsCailloissummarizes: “Ledéfuntjoueson

sortdansl’autremondeetgagneouperdl’éternitébienheureuse” (C AILLOIS ,R. 1967: 6). In the same way, the game Liubo is also seen in a Heavenly or divine environment, being played by immortals, as if it were some kind of divine game.Therearemanyrepresentationsofthese“divineplayers”playingLiubo

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Infact,bothKingZhaooftheQinandEmperorWuoftheHanarebothsaid

tohavecontestedthegamewithimmortals(M ACKENZIE ,C. in MACKENZIE ,C. &

FINKEL , I. 2004: 122). In other stories, ambitious mortals seek to play with spiritsorcelestialpowerstoobtainsuperhumanpowersfromthem.Inoneof thesestories,a Shang kingmadeastatuetorepresenttheHeavenlyspirit.Then, heplayedLiuboagainstitwithoneofhissubjectsmakingthemovesforthe statue.Whenthespiritwasdefeated,thekinginsultedit.KingZhaoordered artisanstoclimbMountHuaandtheremakegiant bo (throwingsticks)from the trunks of trees. Afterward he wrote an inscription stating: “King Zhao onceplayed bo againstaheavenlyspirithere”.Inanotherstory,aboldyouth challengedthedeityofanearthgodshrinetoagameofLiubo.Shouldhewin, hewouldborrowthegod’spowerforthreedays,whileifhelostthegodcould makehimsuffer.Withhislefthand,hethrewthediceforthegodandwithhis right hand, for himself. In this way, he won the match and borrowed the power,butdidnotreturnit.Afterthreedays,thegodwenttofindhim,and

thegroveroundtheshrinedriedanddied (L EWIS ,ME. 2006: 280281).

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4.CONCLUSIONS

The research project has produced a variety of conclusions that we will proceedtosort.Wehavesynthesizedtheresultsinfourcategories,following eachofthefourcategoriespresentedinthehypotheses.First,wewillreport the specific conclusions, followed by the general ones. Second, we will commentthemainconclusionextractedfromthemainhypothesis.Finally,we willbrieflydelveintothemethodologicalconclusions. Specificconclusions Asthemainresearchhasbeendevelopedfromtwodifferentpointsofview, herewewillexplaintheconclusionsextractedfromthesetwomainresearch lines:boardgamesascosmogramsandboardgamesasanthropograms.Aswe willsee,symbolspresentinancientboardgamesarecoherentwithtraditional cosmological symbolism. This coherence is crosschecked from two complementary visions: geometricalcosmological and anthropological philosophical.Inthisway,boardgamesbecomeaworkshopwhereonecan examineandenrichthesesymbolicideas. Boardgamesascosmograms Similarities found between board games and mandalas are not accidental but ratherbasedonacommoncosmovisionandsymbolictradition.Theseroots are what we have called “primal geometry”, which includes the key geometricalpatterns:center,cross,square(orgrid)andcircle(orspiral). If we take the symbol of the center, we see that while playing, the board becomesthecenteroftheirimmediateworld,the axismundi,fortheplayers. Thegamehappensonlyatthatprecisepointofspace,completelychangingits everydaymeaning.Atthesametime,thecenter(orsubcenters)oftheboard,

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always have a special meaning. It can be the goal, or a point of strategic relevance,relatedtotheideaofascensionorperegrination.Itcanalsohave thesameattributionsofasacredortabooedspace,aplaceofspecialdignity where special rules apply. Finally, center is the symmetry axis, a common constitutivebasisfor(almost)everyancientboardgame. The symbol of the cross in board games is also related to orientation and divisionofspace.Ingameswherethecrossisamaindesignelement(Pachisi, Astakaste, Patolli, Nyout, ZohnAhl) there is a clear symbolic relationship withthatidea.Inmanyothergames(notallcruciform),thefoursidesofthe board are named after cardinal directions. This reinforces even further the senseoftheboardasimagomundi .Crossesarealsousedtomarkspecialsquares ontheboard(alsoseenasrosettes). Thesquareinancientboardgamesimpliestheideaoflimit.Theboardisthe limitbetweentherealandthegamingworlds,acontainer.Atthesametime, eachsquareisasacredlimit,apitorroomfromwhichpiecescannotescape untilmoved.Nopiececanbe“between”thesquares,buthastobeperfectly defined.Thename“house”giventogamingsquaressinceancienttimesand stillinuse,reinforcestheideaofameaningfuland independent space with complexrulesregardingentrancesandexits. Themultiplicationofsquaresgeneratesthegrid,whichisusedtodivideand organizetheboard.Therefore,thesamesymbolicconnotationthatwefound forsquarescanbeappliedtoeachofthesquaresthatformtheboard.This gridisalsousedtoplaceanddistributethepiecesovertheboardaccordingto their importance, with a meaningful resemblance with sacred ancient distributionsystems.

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The symbol of the circle implies rotation, movement, and therefore life. In boardgames,movementandlifegotogetherbecauseoftenpiecesaresaidto be “alive” if they are able to move. All games that have an axial point reproduce the idea of circular movement. This is related to the movement aroundthefire,templeoraltar,reproducingthemovementofthesunandthe stars,acommonritualpracticeinantiquity. Spirals,coiledpaths,havetobeseenaslabyrinths,sharingalltheirsymbolic implications. The same idea can be applied to every other game based on paths: they are analogous to a path of ascension, a test to reach spiritual perfection. On the other hand, the spiral represents growth and periodicity within the passingoftime.Themovementofthepieces,theturns,canberelatedwith thepassingoftimebecausetheysummarizethemeaningfulmomentsofthe actofplaying.Infact,itisusualtofindmythicalreferencesrelatinggamesto calendars.Thereisnolegal“goingback”inagame,asthereisnowaytogo backintime.Timeispresentedasspace,acoiled,difficultpath. Recapitulating, we see how geometrical patterns found in traditional cosmological symbolism are also present in board games. Because of their roots in traditional cosmological symbolism, ancient board games share a structural resemblance with mandalas. Both cultural manifestations represent traditionalcosmologicalandphilosophicalideasthrough thekeysymbolsof regulargeometry.

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Boardgamesasanthropograms Following the second line of research, we have extracted the following conclusions regarding the symbolic anthropological facet of ancient board games. Atamythicallevel,weseethatsittingroundaboardfollowingspecialrules suspendsrealityinthesamewaythatthe aoristos verbaltensedoes.Explaining the rules to a newcomer is telling the myth again, and their actualization (actually playing the game) transforms the players into the heroes of the adventure.Theanalogicalrelationshipbetweenmythsandboardgamesworks at this ontological level: myths explain internal humanprocessesasexternal events.Thiskeepstherulesinaperennialpresentatthesametimeasgiving themauthority. “Reachingthegoalafterahardway”isboththesummaryofeverymythical questandeveryboardgamingsession.Boardgamesarebasicallychallenges, andthereforesymbolicallyrelatedtothe“heroicchallenge”andtotheheroic myths.Achievingthegoalsofthegameisanalogoustolife,conqueringtruth, finding oneself. Board games can be seen as symbolizing a transcendental environment,takingtheformofa“difficultpassage”,anordeal,oraquest. Pathgamesareeasytorelatetolife,andtheovercomingofitsobstacles.The challengethatanygamepresentsissymbolicallyrelatedtotheheroicdeed,and thesettingofrulestothecivilizingfacetofthehero. Gamerulesclearlyinvolveethics.Playerswillinglyabidebytheartificialrules ofboardgamesbutpreciselyforthatreasonajudgeorrefereeisneeded,even ifheistheopponenthimself.Tryingtocheatisasoldassettingrules,asisits punishment:expulsion.

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The figure of the opponent plays a key role in understanding the mythical implicationsofboardgames.Heistheembodimentofthechallengewithina game. Nevertheless, the opponent is not an enemy, but rather our complement.ThisisrelatedtotheYin/Yangprinciple,andcanbeclearlyseen intheopposingforces(usuallydarkandlight)usedinboardgames.Thepieces are the link of the player with the board and with the game, the way to connectbothworlds.Theyareverticalaccidentsina completely horizontal world (the board). That makes them also the only “live” elements, the only thing in the microcosm that the board represents that has the gift of movement.Thissamevirtueisalsoadanger:asthey“live”,theycan“die”,or betakenoutofthegame. Atarituallevel,astherulesandstorybehindeachgamecanbe saidto be mythical (defined in illo tempore ), the act of playing can be seen as a ritual becauseplayersreenacttherulesofthegame.Asritereenactsmyththrough symbols,inplayingboardgames,mansymbolicallyreenactsthepatternsin thecosmos. This can be seen in Indian cosmology as līlā , the play that resonates and resoundsthroughoutthewholeoftheCosmos.Thecreationoftheworld,the wholeuniverse,isapurefreeludicactofBrahma.Creationdoesnotfollow any cause or any reason to be, any objective nor any desire because all of creationisapurelyselfcontainedaction,donejustforthesakeofit.Līlāisthe metaphorofflux,cycleandmovementfromwherethecosmosappearsand disappears.Onlybytakingtheroleofaplayfulmystic and resorting to our

innerwisdom,canwefindthetruthbehindillusionandlivelifemeaningfully . Onlybyplayinglife,canweunderstandit.

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Anotherritualanalogyisthatofspiritualevolution:aseriesofstepsorstages that have to be achieved, one at a time. Improvement is symbolically representedasawaytobefollowedupahilloraladderthathastobeclimbed up to Heaven. Board games, especially those based on paths, can be analogicallyseenasawayofspiritualimprovement.Theyfollowthesameidea of a difficult path of purification, which once one can overcome the difficulties, leads to the ultimate beatific place, situated at the top, in the center.Theexhaustingpaththatthepiecesmoveovertakesitstollagainand again,sendingpiecesback(thatis,downwards,toearthlyexistence). Boardgamesarealsorelatedtooracularrituals.Randomnesswasnotseenas such but as the will of the gods. Therefore, winning and losing through randomnesswasawaytoplayfullycommunicatewithGod.Aseriesofgood throwsorawelldevelopedstrategywassymbolicallyequivalenttoafortunate life.Inwinningorlosing,thegamebecameachannel to know the current stateoftheworldandtheplayersthemselves. Finally, the last ritual analogy comes through gambling, a powerful playing experiencethathasalwaysmoved(orevenobsessed)players.Peoplegambled topleasethegods,inordertoassurefertility,rain,togiveorextendlife,expel

demons or heal illnesses . Therefore, it is not the fact of gambling (and cheating)thatisdangerousorharmfulforman,buthisdispositionwhiledoing it.Thatiswhysomanymythsexplainhowculturalheroesdoinfactgambleto savehumanityandwhygamblingwasalsorelatedtofuneraryenvironments whereone’ssoulwasatstake. Therefore,everythingwehaveexplainedaboutthecosmoscanalsobeapplied to man. Mandalas (and board games seen as mandalas ) are not only cosmological images but also physiopsychograms. The microcosmic and

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macrocosmiclevelscoincide:theyhappenatthesametime.Wehaveseenhow board games relate to sacred space. As the correspondence between board gamesandancientcosmologyworksonasymboliclevel,italsoworksforthe other two aspects of sacred tradition: myths and rites. Following the same analogy,wecansaythatplayingboardgamesisaritethatactualizesthemyth thatthegamerulesexplain. Generalconclusions Nowwewilldelveintothegeneralconclusions,extractedfromthewholeof theresearch.Aswewillsee,theyareinsynchronywiththeproposedgeneral hypothesespresentedinPartI,chapter4. As a first hypothesis, we proposed that games were an important part of human culture, even though traditionally, the scientific community has not treatedthemassuch.Fromtheinterestandtheamountofresultsobtained, wecanconcludethatgamesareanimportantpartoftheuniversalstructural patternofcultures,andmustbegiventheimportancethisassessmentimplies. Theyareatrulyuniversal,essentialandeverpresentculturalmanifestation,as worthyofstudyaspainting,danceormusic. After that, we hypothesized that ancient board games are not shaped after human activities, but resemble human activities. They are really based on cosmologicalpatterns.Wehaveseenhow,infact,boardgamesdidnotcome into being as abstract copies of concrete human activities but, rather, were based on symbols, cosmological patterns and abstract ideas. In order to facilitateitstransmission,areallife,concrete“theme”wasattachedtothem. This“theme”helpedbothasaconceptualintroductionandasanevocationof preconceivedideasthathelpedinrememberingandunderstandingthegame. Therefore,theyreproducesymbolicallytheorderandrhythmsofnature.This

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isthereasonwhyancientboardgamesarepermeatedwiththekeysymbolical elementsoftraditionalcosmologicalsymbolism. Thisdoesnotmeanthatgamesdidnotalsohaveanimportantludicaspectin Antiquity.Onthecontrary,itwaspreciselytheludicaspectthatallowedtheir symboliccontenttomanifestandtobetransmittedovertime.Whatwehave torememberisthattheirludicsidedoesnotnegatetheirsymbolicalcontent becauseinfacteveryculturalmanifestationinantiquity(includinggames)was permeatedwithsacredness.Allthisconfirmsourthirdgeneralhypothesis. Boardgames,whileparticipatinginthesacrednessofancienttradition,canbe said to be at the same time symbol, myth and rite. In each game, over a symbolical board the players ritually reproduce and recreate the myth expoundedinitsrules,validatingourfourthgeneralhypothesis. By studying a universal manifestation such as games through the archetypal (interculturallycoherent)ideasoftraditionalsymbolism,wehavefounddeep concordances and similarities in cultures from around the world. These correspondences help to rediscover humanity as a whole, with a common symbolicaltraditionandlegacyofsharedfearsandhopesthatnaturallyappear everywhere. This is clearly seen in the mandalas, which, as we hypothesized, haveadeeprelationshipwithboardgames. In addition, we have seen how, as we pointed out in the hypotheses, the playingspaceisanalogoustosacredspace.Inrememberingaspaceasludicor sacred,werepeattheoriginalhierophanythatmadeitspecial.Inseparatingthe boardfromtherestofreality,itbecomesmeaningful.Thesymbolicalbasisof board games is that they are imago mundi, a symbolical representation of the

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world. More specifically, board games share symbolical traits (special rules, separationformreality,tabooofinterruption,etc.)withsacredspaces. Mainconclusion After all the general conclusions have been formulated, we can check the validityofthemainhypothesis.Ourmainhypothesiswasthat:“Ancientboard gameshave,aspointedoutbyHuizinga,CoomaraswamyandBiedermann,a symbolic or gnoseologic content. This content is in consonance with traditionalcosmologicalsymbolism”. As we have seen, ancient board games do have a symbolic and gnoseologic value(complementarytotheirludicandpragmaticuse).Thisvalueisbasedon Traditional Cosmology, which in general terms, is shared by the ancient WesternandEasternsacredtraditions. Methodologicalconclusions Lastly,wewanttoexplaintheconclusionsextractedfromtheapplicationof theproposedmethodology.Inaddition,wewillextractsomemethodological conclusionsfrom thepreliminarypart oftheresearch,where thetheoretical modelandtheobjectofstudyweredefined. We hypothesized that the interpretation of symbols present in board games couldbeperformedbymeansofsymbolichermeneutics,withitstheoretical basis rooted in a coherent and consistent knowledge of traditional cosmologicalsymbolism.Wehavefoundthatboththetheoreticalmodeland methodologyhaveprovedveryusefultothisresearchproject.Thesymbolic hermeneuticalapproachtoboardgamesallowsamethodicalstudyofsymbols, whilegivingenoughflexibilitytofollowtheirsymboliclinks.Theresultsand conclusionsexpoundedaboveareproofofthis.

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Theboardgameclassificationthatweproposediscoherentandworksata rulelevel.However,aswehaveexperienced,whentryingtoextendthesame methodtosymbolsitdoesnotworkasintended.Wefindthatgamesthatare symbolicallyveryclose(suchasPachisiandHnefatafl)areinseparategroups ofourclassification.Therefore,forfurtherresearchinthismatterwewould notencouragetheuseofthisclassification.Thesymbolbysymbolapproach tothesubjectwasfarmoreinterestingandproductivethanagamebygame approach,becauseitallowedustoseethesymbolicalconcordancesbetween seeminglydifferentgames.Thisfactallowedustofurtherdeepenandrefine ourunderstandingoftheirsymbolicalmeaning.

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5.FURTHERLINESOFRESEARCH

During the development of the research project, we have identified some interesting lines of research that have ultimately been set aside in order to concentrateonthemaingoal.Aswehavepointedoutabove,itwouldbevery interestingtoconductfurtherresearchintothesesubjects. • Is there a coherent universal symbolic system, prior to all symbolic traditions?Couldalistofcommonbasicsymbolsbeestablished? • Isthereanysymbolicevidencethatcouldhelptoknowforsureifthe PhaistosdiskortheKnossosboardwereactuallyboardgames? • The rules of Senet are shrouded in mystery. Even though reconstructionproposalshavebeenmade,infact,itisoneofthefew ancient asymmetrical games known (if not the only one). Was it designed as a solitaire? Or perhaps it is the first asymmetrical two playergame? • Whydoboardgamesappearasprotectivetalismans(orviceversa)?Is thereadeeperreason,apartfromthecommonsymbolicalmeaning? • Many interesting games were left out of the scope of this research project due to the decision to limit the subject of research to board games.Itwouldbeveryinterestingtowidenthisresearch project to other ancient ludic manifestations, such as “card” games (i.e. , )orstringgames.

244 TraditionalCosmologicalSymbolisminAncientBoardGames GASPAR PUJOL NICOLAU III BIBLIOGRAPHY

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