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Knossos Game

The Knossos Game dates back to 1600 BCE and was discovered at the Knossos Palace on Crete. It is the only surviving example of this ancient game. Two science fiction writers and a game reconstructor have attempted to reconstruct the rules. Their interpretations differ on which board features are playing cells and the sequence of piece movement. The proposed rules synthesized elements of their interpretations, adding original rules to complete a playable version. Key elements include a board with 20 cells, 10 pieces that move along a defined path in opposing directions, and dice used to determine movement. Certain cells allow a second turn or can knock off opposing pieces.
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0% found this document useful (0 votes)
2K views8 pages

Knossos Game

The Knossos Game dates back to 1600 BCE and was discovered at the Knossos Palace on Crete. It is the only surviving example of this ancient game. Two science fiction writers and a game reconstructor have attempted to reconstruct the rules. Their interpretations differ on which board features are playing cells and the sequence of piece movement. The proposed rules synthesized elements of their interpretations, adding original rules to complete a playable version. Key elements include a board with 20 cells, 10 pieces that move along a defined path in opposing directions, and dice used to determine movement. Certain cells allow a second turn or can knock off opposing pieces.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Game Details: Discusses the artistic and compositional details of the game board and the significance of its design and colors.
  • Introduction to Knossos Game: Provides an overview of the historical context and discovery of the Knossos Game, including archaeological details.
  • Knossos Game Rules: Details the specific rules of playing the Knossos Game, including the setup, player moves, and scoring system.
  • On Strategy: Offers strategic advice and considerations for playing the Knossos Game effectively, focusing on specific moves and piece placement.

Knossos Game – Zatrikion

ancientgames.org/knossos-game-zatrikion/

Eli November 12, 2017

The Knossos Game, also known as Zatrikion, dates to about 1600 BCE, and was discovered
in 1901 by Sir Arthur Evans during his archaeological excavations of the Knossos Palace on
Crete. There is only one copy of this game in the world, since other copies have never been
found anywhere else. The original game was made with inlays of ivory, rock crystal, and
glass paste, decorated with kyanos blue and gold and silver sheet metal, on a wooden base.
Four ivory gaming pieces were found nearby. The game most probably belonged to a
member of the Minoan royal family who resided at the Knossos Palace. The original game is
kept at the Heraklion Archaeological Museum on Crete.

Knossos Game, Heraklion Archaeological Museum, Crete, Greece. Photo: Garrett Ziegler,
April 21, 2016.

The rules of the game are unknown and due to the strange appearance of the board most
classical game reconstructionists have not even attempted to reconstruct the rules. However,
two rather successful recent attempts have been made to reconstruct the rules of the
Knossos Game, ironically, both made by science fiction writers. The first set of rules was

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proposed in the book written in Greek, and published in 2007, by Eleni Dragona (Ελένη
Δραγώνα) and Christos Z. Konstas (Χρήστος Ζ. Κώνστας), called in English, “The Ancient
Greek Book of the Dead” (Η αρχαιοελληνική Βίβλος των νεκρών). Dragona is an
archaeologist, but Konstas is a science fiction writer. The second set of rules was developed
by a Russian game re-constructor, who also happens to be a science fiction writer, Dmitriy
Skiryuk (Дмитрий Скирюк) and originally published on his blog, in Russian, in 2011.

E. Gilliéron & Son, Painted plaster


reproduction of the Knossos gaming
board, 1916-1920. The Metropolitan
Museum of Art, New York, Rogers Fund,
1917 (17.231).

Before jumping into the details of the rules


of the game play, both Dragona and
Konstas, and Skiryuk explained what the
features on the board actually represent.
Their explanations differed and therefore
resulted with a different interpretation of
which features on the board are actually
playing cells, and are not just decorative,
and in what sequence do the pieces move
on the board. Both interpretations result in
a different playing sequence with some
features either defined or not defined as a
playing cell.

Dragona and Konstas explained that the


section of the board with 10 same circles
(bottom of the board) represents The Land
of the Living, where as the section with 8
circles of two different types (top of the
board) represents The Land of the Dead –
Haydes. The brick-like pattern in the
middle of the board represents the river Styx, which had to be crossed in order to pass from
The Land of the Living into Haydes. The purpose of the game was to pass from The Land of
the Living into Haydes and then return back to life, sort of as a life cycle simulator.

Skiryuk interpreted the game as a reflection on Crete’s central life style – seafaring and
trading. He explained that the board must be oriented vertically with the 10 round cells at the
bottom and the 8 round cells at the top. The 10 round cells at the bottom were a
representation of the map of Crete. The 8 round cells at the top represented islands of other

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countries around the Mediterranean Sea. The lines in the center represented the Aegean
Sea which had to be crossed to get to other islands. Finally, the playing pieces represented
the Minoan ships which traveled from Crete to various islands to trade.

Knossos Game Board with Pink and Blue


Cells

Skiryuk compared the shape of the pattern


of the playing cells on the board to the
shape of the board of the Royal Game of
Ur, and outlined the same 20 squares on
the Knossos board. This led him to the
conclusion that the game play between the
two games should be very similar.

According to Skiryuk the game board is


divided into two blocks, the large one (10
cells) and the small one (8 cells). On the
large block all cells are the same size and
have the label of the 4-pointed star. On the
small block, 4 larger cells are labeled with
rosettes in different colors and materials.
The side rosettes are both black,
symbolizing danger. The lower one is light
blue, symbolizing water, where as the
upper one is made from terracotta,
symbolizing dry land. Skiryuk explained,
that the remaining two cells were the
Aegean sea area in the middle, which
would hold many pieces simultaneously,
since many ships could swim on the sea at once, and the blue area in the center of the large
block was a bay of water which was located in the north-west corner of Crete, and is called
Kolpos Kissamou – The Bay of Kissamos, and was a safe cell, just like a bay would be a
safe heaven for ships. This tallied the number of playing cells to 20, which made it the same
as The Royal Game of Ur – The Game of 20 Squares. Skiryuk concluded the each player
probably had 7 playing pieces, just like in The Royal Game of Ur, even though Evans found
only 4 playing pieces together with the game.

Neither Dragona’s and Konstas’ rules, nor Skiryuk’s rules, are complete in order to play the
game without any questions. I have decided to merge them, and add some of my own rules
to make the game complete.

Knossos Game Rules:

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1. Number of players is 2.
2. The game includes the board of 20 cells, 5 white pieces, 5 black pieces, and 3
tetrahedral dice with two of the peaks of the pyramid marked in a different color than
the other two peaks.

Knossos Game Board with Grid and


Cell Numbers

3. All three dice are thrown at the same


time. The score is determined as
follows:
1. If one dice has the colored corner
up and the other two dice have it
down then the score is 1.
2. If two dice have the colored corner
up and the third dice has it down
then the score is 2.
3. If all three dice have the colored
corner up then the score is 3.
4. If none of the three dice have the
colored corner up then the score
is 4, which is the maximum
obtainable score.
4. Additional throws of the dice by a player
in a single turn are not allowed.
5. To determine which player starts the
game, both players roll the three dice
until one of them scores 1. Whoever
scores 1 first moves first.
6. All pieces start off the board.

Knossos Game Board with Grid, Cell Numbers and Path

7. Whichever players scores 1 first starts the game on cell 18 or 20, on their own side. It
does not matter who gets to have white or black pieces.
8. As the game continues all pieces of the first player continue to move on the board
according to the path shown with yellow arrows, where as the opponent’s pieces move
on the same path, but in the opposite direction, as shown with green arrows.

Knossos Game Board with Grid, Cell Numbers and Path of Yellow Arrows

Knossos Game Board with Grid, Cell Numbers and Path of Green Arrows

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9. Movement is only allowed in the direction of the arrows. Moving backwards is not
allowed.

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10. All cells on the large block, cells 18, 16, 12, 13, 14, 11, 10, 15, 17, and 20 are not safe
cells. Only one piece can occupy any of these cells at a time. If the opponent lands one
of their pieces on an occupied cell in the large block it will knock off the player’s piece
off the board and that piece goes to the beginning of the game.
11. Pieces can knock off each while moving in either direction on the path. For example, if
the player’s piece just started the path and the opponents piece is already returning
back to cell 19, the bay, either one of them can knock the other piece off if they land on
an occupied non-safe cell.
12. Cells 12, 16, 18 and 15, 17, 20 are located next to the wall and give the player a
second turn if they land on them, while going in either direction.
13. After cells 10 or 11, all pieces move onto cell 9, the sea, regardless of the value of their
dice score. Cell 9 is shared by all pieces, and there is no limit to how many pieces of
the player or the opponent can sit on it simultaneously. Cell 9 is a safe cell. Pieces do
not get knocked off from it for any reason. Since the sea is a very large cell, players
should keep their pieces on their respective sides of the direction of motion, in order to
not confuse which piece is moving forward and which piece is moving backwards. The
sea cell is large enough to hold all of the 10 pieces in the game. Although only 7 pieces
can be held on a given side simultaneously, it is highly unlikely that all 10 pieces will be
stationed in the sea and moving in the same direction all the same time. I believe, that
for this reason, the designers of the playing board did not feel that the sea needs to be
made bigger.
14. In order to move from cell 9, the sea, on to the small block the player must score with
the dice either a 1 or 4. If they score 2 or 3, they must stay in the sea or move other
pieces that are not in the sea.

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15. From cell 9 the pieces continue their path on to the small block as shown with arrows.
After completing the small block the piece return to the sea and then onto the large
block, and complete the game by landing into cell 19, and then off the board.
16. Cells 3, 6, 7, and 8 are large and can hold 2 pieces at a time, whether the player’s or
the opponent’s. A 3rd piece is not allowed to land on these cells and the move is
forbidden.
17. Cells 1, 2, 4, and 5, with a small blue circle, are safe cells and can only hold one piece
at a time. If an opponent’s piece lands onto any of these cells while they are occupied,
the move is forbidden, and the player must move a different piece or skip a turn.
18. Cell 8, labeled with a rosette with a light blue 4-pointed star, is a safe cell. Opponent’s
pieces cannot knock off the player’s pieces in this cell if the move is allowed. This cell
is also a mandatory cell. All pieces must stop on this cell after exiting the sea (cell 9)
and prior to entering the sea (cell 9), regardless of the score of the dice. The light blue
color (light blue ceramic glaze on the original) signifies that this cell has a special
function, which requires all pieces to stop on it. The light blue color symbolizes a bay
docking station after and prior to entering the sea.
19. Cell 3, labeled with a rosette with a pink 4-pointed star, is a safe cell. Opponent’s
pieces cannot knock off the player’s pieces in this cell if the move is allowed. This cell
marks exactly the center of the game. The pink color (red terracotta on the original)
signifies that this cell does not have a special function, like the light blue cell 8, and it is
a safe cell, as opposed to the white stars which are not safe.
20. Cells 6 and 7, labeled with rosettes with a black 4-pointed star, are potential traps.
When a player lands on either of those cells they must throw the dice again. If they
score a 2, the piece returns back to cell 9, the sea during the first crossing. If they
score a 3, the piece stays in its place. If they score a 1 or 4, the piece moves off the cell
and goes to the corresponding cell forward.
21. After a piece completes its path on the small block, it must enter cell 9, the sea, again
on its way back. In order to return to the large block the player must score with the dice
either a 1 or 4. If they score 2 or 3, they must stay in the sea or move other pieces that
are not in the sea.
22. Cell 19 is a safe cell and can hold up to a total of 4 pieces, which belong to either the
player, the opponent, or both. Pieces on it cannot be knocked off.
23. From cell 19 each piece can move off the board with any score of the dice.
24. Pieces can move off the board from other cells, 12, 16, and 18 or 15, 17, and 20 but
only with an exact score of the dice. From cells 12 and 15, on the score of 4; from cells
16 and 17 on the score of 3; and from cells 18 and 20, on the score of 2.
25. The player who moves their pieces off the board first, wins.

On Strategy:

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1. Main stratagem in the game is avoiding landing on cells where opponent’s pieces
coming from the opposite direction can knock the player’s pieces off the board. For
example, cells 13 and 14 should be avoided at all cost, because there is a really high
chance that the opponent’s oncoming pieces will knock off the player pieces that are
already sitting there. For the same reason, white cells on the sides give each player a
second turn so that they have a higher chance of avoiding those cells.
2. On the return path the side white cells second turn improves the chances of each
player to actually reach the end as opposed to getting knocked off almost at the end of
the path.
3. The throwing sticks or the conical dice have uneven probability for different scores, as
compared to a six sided cubic dice, which makes them more frustrating and exciting at
the same time. This list is 4 throwing sticks.
1. The most frequent dice score on throwing sticks is 2 (probability is 6/16).
2. The next most frequent dice scores are 1 and 3 (probability is 4/16).
3. The least frequent dice score is 4 and 5 (probability is 1/16).
4. For this reason, playing the game with a six sided cubical dice instead of the
throwing sticks or three conical dice significantly ruins the experience of the
game, since it equalizes all probabilities of the scores and avoiding specific cells
stratagems stop being applicable.
4. The first black cell on the path can be entered only with the dice score of 1, since the
previous cell is mandatory. Since the dice score of 1 has a middle probability of
occurring, this gives each player only a probability of 4/16 (25%) to land on this trap.
However, the second black cell can be landed from any of the previous cells with any
score of the dice, and therefore the probability of landing on it is much higher.
5. The Knossos Game is more driven by chance than by strategy, which makes the
players think not as hard, and the game a lighter play.

References:

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