Play the oldest board gameThe Royal Game of Ur

A race for seven pieces down a twisting track of twenty squares, decided by four binary dice. Land on a rosette to roll again; catch an opponent on the shared middle row and send them all the way home. First to bear off all seven wins.

πŸ“œ Read the Rules

Opponent strength: choose Easy to learn, Hard for a real fight.

Board preview · ✢ marks a rosette

You

Home pile
7/7 waiting
Borne off

AI

Home pile
7/7 waiting
Borne off
Difficulty
Applies from the next new game.
–Sum
Turn: You
Press Roll to begin.

Authoritative rulesetRules

  • Two players, 7 pieces each, starting in an off-board home pile.
  • This is the shared-middle form of the game. The board has 20 squares in 3 rows of 8; the two outer rows are missing their 5th and 6th squares. Each player owns the 4 starting squares and 2 finishing squares of their own outer row, and the 8 squares of the middle row are shared by both players.
  • The route (14 squares). A piece enters on the 4th square of its owner's outer row, travels outward to the end of that row, turns into the middle row, runs the full length of the middle row, then turns back into its owner's row for the final two squares and exits.
  • Dice. Four tetrahedral dice, each with two marked and two unmarked corners: every die scores 0 or 1 with equal chance. The roll is their sum, 0 to 4, with probabilities 1/16, 4/16, 6/16, 4/16, 1/16.
  • A roll of 0 passes the turn β€” nothing may move.
  • On your turn you roll once and move exactly one piece forward exactly that many squares: either a new piece from your home pile (entering on the Nth square of your route) or a piece already on the board.
  • A piece may never land on a square occupied by one of your own pieces.
  • Capture. Landing on a shared middle square occupied by an opponent's piece sends that piece back to its owner's home pile, to re-enter later. Pieces on your own private squares can never be captured.
  • Rosettes. Five squares are marked with a rosette. Landing on one grants an extra roll. The central rosette of the middle row is also safe: a piece there cannot be captured, and no opponent may enter that square while it is occupied.
  • Bearing off. A piece leaves the board by moving one square past the last square of its route; this requires an exact roll.
  • If you have no legal move, your turn passes.
  • The first player to bear off all 7 pieces wins.

Board diagram

Rosette β€” land here to roll again.

The five rosettes sit at both ends of each player's own row and at the centre of the shared middle row.

The gold-tinted top row belongs to you; the blue-tinted bottom row to your opponent. The middle row is contested ground.

You win!