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Updated: 18 January 2015
Ancient Board Games
 
Stylishly Recreated For The Modern Setting
The board games offered here will grace your home as objects, providing interesting conversation and challenging entertainment for family and friends. A tactile antidote to this virtual world of computer games.
The four games that we have re-created, all have origins dating to pre-christian times. Ard Ri, Fox and Geese (Halatafl) and Hnefatafl are from Norse Viking culture and are games of stratergy that mimic battle situations of attack and defence in both campaign and hand to hand fighting. In Viking culture, a leader's status was raised through his skill at playing these games.
Nobody knows exactly how these board games were originally played as they all come from a period when information was passed down by word of mouth and little or nothing was written down. Through acheological and academic research, it is only within the last century that any kind of concensus has been reached although, even now there is still a great deal of discussion on the subject.
For our purposes, we have taken what seems to be the concensus. We may be right or we may be wrong. Either way they are challenging and great fun to play and, as nothing is certain, the rules can be adapted without too much fear of retribution.
Fox and Geese
Fox and Goose, Ancient Norse Halatafl Board Game of skill and strategy. Pre-medieval board games, stylishly recreated for a modern setting.
The four games that we have re-created, all have origins dating to Fox & Geese is a Scandinavian game, being mentioned in the Icelandic Gretis Sagas of the 14th century, that spread through Europe, wherever the vikings had contact. There became many varients such as Wolf and Sheep, Fox and Hounds, Devil and Tailors etc., with many different rules and objectives.
It is played on the Halatafl board, meaning ‘tail board’ in old Norse, possibly from the foxes tail handle that have been found on archeological excavations.
In this game there are 20 geese and 2 foxes, although it can also be played with 13 geese and 1 fox. There are enough playing pieces with this game to allow you to choose your own varient.
The object of the game is for the geese to hem the foxes in and get 9 of the geese to the safety of the 9 hole wing of the board opposite their starting positions, and the foxes to try and stop them.
The geese may only move ahead or sideways by one hole and are non aggressive so they can’t take the foxes.
The foxes may move in any direction by one hole, and kill a goose by jumping over it. If the opportunity arises, they must take the goose, and may take more than one in one turn.
There are many variants of this game, but we think this configuration is probably the most balanced.
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Hnefatafl Board
Of Norse origin, two different games can be played on this board and we provide enough playing pieces for you to play either of them.
Ard Ri, meaning high king, is the Scottish version of one of the Norse halatafl games. There are also known to be versions from Irish and Welsh culture.
Ard Ri, Scottish varient of the Ancient Norse Halatafl Board Game. Pre-medieval board games of skill and strategy, Stylishly recreated for a modern setting.
At the beginning of play, the king is placed on the center square of the board (the throne) and his defenders are located at the four sides surrounding the king
The opposing attackers reside around the perimeter squares in four phalanx formations.
The object of the game is to get the king to occupy any square on the edge of the board. The opposing attackers try to capture the king.
Each player can move only one piece per move and all pieces move the same way - one square horizontally or vertically with the following conditions:-
Only one piece can stand on each square
After the king leaves the throne, no piece can move to the throne. However, the king may return to the throne if desired.
How to capture the opponent's pieces :-
Captured pieces are removed from the board.
Each player can capture the opponent’s pieces by “sandwiching” or “flanking” an opposing piece either vertically or horizontally between two of the capturing pieces.
If a player moves a piece between two opponent's pieces, the piece is not captured.
The king CAN take part in capturing his adversaries, whether he is the moving piece OR not. This attribute is only for defenders and attackers.
To capture the king, the attackers have to surround the king from all four sides - the four cardinal points. At which point the game is ended with the attackers' victory.
The king may not be captured against the throne, since he can move onto it and the defending player wins the game.
Where a player is not able to make a legal move. This player loses the game
Another variation is for the king to try and make it to the safety of one of the four castles in the corners of the board.
Hnefatafl is a Viking game, which emulates close quarters fighting of a medieval battle situation.  Each man faces an adversary in the enemy army and it is also against this man he will strike. The men cannot go backwards because retreating men could cause chaos and catastrophe as the lines would break up.
However, the men would be able to capture backwards because an enemy behind your back cannot be ignored. The object of a battle is not just the killing of men, it could be the capture of a castle. This game provides such an objective in the two "castles" in the form of the crossed corner squares.
The object for both parties is to reach any of the two corners of the board located behind the enemy forces. The pieces move one step forwards or sideways, but not backwards. However, capturing backwards is allowed.
Only forwards, sideways or backwards capture is allowed. If an adjacent square is occupied by an enemy piece and the square directly behind is vacant, then the piece must jump over it and capture it. Failure to capture results in the offending piece being removed from play. Several pieces may be captured like this in a single turn. Should a player put a piece in his own corner, then he loses. However, jumping via one's own corner does not lose.
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Nimm
Nimm meaning take. A Germanic or possibly Roman Board Game. Pre-medieval board games of skill and strategy, stylishly recreated for a modern setting.
Nimm is a medieval game from the 15th century, deriving from the germanic word nimm meaning ‘take’ or from the obsolete Old English verb nim, also meaning ‘to take’. It is thought that the game may have been brought to the north by the Romans.
The game involves setting up 15 ‘men’ in lines of 5, 4, 3, 2, and 1.
Decide before play whether the winner or loser will be the last to remove the final man from the board.
Two players alternately remove either a whole line, or part of a line, whichever they like.
Any remaining pieces of a line, which has been partly removed, may only be taken one piece at a time.
The player to remove the final piece is either the winner or loser as decided before the start of play.
A deceptively simple game with endless possibilities, and many variations.
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Alquerque
Alquerque, also known as el Qirkat, is one of the oldest known board games and goes back as far back as 1400 BC. Brought to Europe by the Moors, via Spain, it’s history can be traced from Egyptian times.
Alquerque, Ancient Middle Eastern Board  Game. Pre-medieval board games of skill and strategy, stylishly recreated for a modern setting.
The first written mention of Alquerque are from the 10th century in the Kitab al-Aghani (“Book of Songs”) and the 13th century in the Libro de los juegos (“Book of Games”). Both sources tell us a lot about the game, but there are still some open questions.
The game is a bit like modern draughts, played on a board with a grid, where the two players move their 12 pieces, Alqueeple,  across the board.
The object of the game is to eliminate as many of the opponent’s pieces as possible.
At the start of the game the two players place their pieces in the two rows closest to them and on the two rightmost spaces in the centre row. Now the players take turns moving their pieces. A piece can move along the lines to the next free crossing, or if there’s an opposing piece with a free point next to it, the piece can “jump” over the other piece to the next adjacent point and remove the opposing piece from the game. If there are more opposing pieces that can be captured by the same piece, it’s compulsory to keep “jumping” – should the player miss a change to remove an opposing piece, his own piece is removed (that is if he just moved a piece to a free space, but could have caught an opposing piece with this or another of his pieces). The move ends when there’s no possibility to jump any more for this piece.
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