Rediscovering rules for ancient board games
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I live near the Rosicrucian Egyptian Museum in San Jose, CA. The group behind it owns the whole square city block, so besides the museum itself there's also a research library, other related buildings, and a nice park area all around.
Included in the park space is a reconstruction of the Senet game, along with an approximate reconstruction of the rules; it's explained that the rules are an approximation with a rough reason as to why.
Whether the rules were simply "lost to time" or due to a subset of this as "they were never written down because everyone knew them" I'm not sure, but it was nice to see the game available in person.
Basically, train really strong AI players using the AlphaZero method with the rules of the game changed by a human author (either some variant of Go, or a completely new game). Then take a look at the games the AI plays at its strongest level and let people decide if the game looks interesting enough for them to try play competitively. With the strong AI player already in place, human players would have something to learn from and a serious competitive culture could be born.
In the absence of something like this, I don't think it's surprising the only popular ASGs are very, very old. Modern commercial board games are fine, but they supply a different demand than ASGs.
Modern commercial board games and some genres of video game have communities that could continue for a similar length of time, but they’re still too young to have reached a consensus on one or two games; I suspect that’s a few decades out. The good news is that there are some older titles that are still holding their own in the market— to beat out the newcomers hints that there’s some kind of staying power there.
Two of the more well known variations are shōgi and xiangqi: Shōgi allows the redeployment of captured pieces, whilst xiangqi limits the movement of a few pieces and has a mechanism for representing artillery. I find that each game has a very different character to that of western chess, even despite the fact that they share a large number of tactical motifs.
Western chess may be the most popular variant world-wide, but that's no indication that it is at any kind of pinnacle.
I imagine they could get fairly close, especially thanks to reminder text. But I wonder how older/erattaed cards or old templating might hinder those efforts.
For those unfamiliar with Magic, the comprehensive rules are about 190 pages of 10-20 rules each, plus a glossary/index. On top of that, the golden rule of Magic is that if a card and the rules disagree, the card takes precedence. And there are over 20,000 unique named cards, though a small number are functionally the same card as another with a different name.
See this link for the comprehensive rules, but note that the vast, vast majority of games don't require an exhaustive understanding. You can learn enough to play in 10 minutes, though you'll probably need to learn something new each game for a little while.
https://magic.wizards.com/en/game-info/gameplay/rules-and-fo...
The fact that the game is fundamentally about overwriting its own rules is why I think it might be possible.
However, there are certain rules that are arbitrary. For example, the fact that resolution order follows a "stack" is specified nowhere on cards.
There are actually several things that reference the stack. For example the reminder text for Split second ("As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.") and end the turn ("Exile all spells and abilities from the stack, including this card..."). From this we learn that normally people can cast spells and abilities, and that these go onto "the stack". And if you know what a stack is, then the resolution order follows from that.
Knowing the rules won't even save you, the game has undecidable interactions.
”1.1 The game of chess is played between two opponents who move their pieces on a square board called a ‘chessboard’. The player with the light-coloured pieces (White) makes the first move, then the players move alternately, with the player with the dark-coloured pieces (Black) making the next move. A player is said to ‘have the move’ when his opponent’s move has been ‘made’.”
Similarly, the rules for bridge (http://www.worldbridge.org/wp-content/uploads/2017/03/2017La...) start
”Duplicate Bridge is played with a pack of 52 cards, consisting of 13 cards in each of four suits. The suits rank downward in the order spades (), hearts (), diamonds (), clubs (). The Cards of each suit rank downward in the order Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2”
As another example, couldn’t those “in a Emperor/Commander/multiplayer game,…” sections be grouped by type of game?), there are decks, stacks, sideboards, zones, one of which is the battlefields, and libraries. Presumably, they all behave differently.
If those aliens don’t know what these words mean in this world, are they going to figure out what they mean in the game from reading the cards? For example, rule 405.2 ”The stack keeps track of the order that spells and/or abilities were added to it. Each time an object is put on the stack, it’s put on top of all objects already there.” isn’t hard to infer if you know what a stack is, but if you don’t?
Similarly, I read ”An effect may state that a player wins the game.”. Chances are those aliens will think that’s the only way to win.
Also, that text is full of extremely weird rules (“A card’s name is always considered to be the English version of its name, regardless of printed language”) that, I guess, are impossible to discover from the cards only.
This is vanishingly unlikely, because of the lich-flavored cards that explicitly state "You don't lose the game for having 0 or less life."
See e.g. https://gatherer.wizards.com/Pages/Card/Details.aspx?multive... .
> Also, that text is full of extremely weird rules ("A card’s name is always considered to be the English version of its name, regardless of printed language") that, I guess, are impossible to discover from the cards only.
Again, with access to every card, it's pretty well guaranteed that this rule would be noticed. The only reason this rule exists in the first place is because of different cards sharing the same name in non-English languages. I don't know how to look up the foreign names of cards, but there's one pair in particular that I imagine is a real offender here:
Roc Egg: https://gatherer.wizards.com/Pages/Card/Details.aspx?multive...
and Rukh Egg: https://gatherer.wizards.com/Pages/Card/Details.aspx?multive...
I'm sure that's not the only reason. Some cards cards explicitly reference each other by name (rare, but it happens). More significantly, imagine you created a deck using both English and French versions of the same card! That would break several rules, including "name a card" effects. More significantly, the uniqueness restriction on Legendary creatures is technically defined by name.
It's just assumed, by everyone, that it doesn't matter if you refer to playing pieces using a foreign language. They're still the same pieces. I don't think there's a lot of confusion, if you're playing chess in France, whether you're permitted to promote your pawn into a bishop or only a fou. As long as you pick the tall piece that moves diagonally, you're fine.
How? Is this game so meta that they would mention this on a card? The text I quoted isn’t from a card, so the hypothetical aliens wouldn’t have access to it
As a matter of fact, they might not even know what “language” means. Aliens are alien, but we would be alien to them.
https://gatherer.wizards.com/Pages/Card/Details.aspx?multive...
> Draw a card, then draw cards equal to the number of cards named Accumulated Knowledge in all graveyards.
Graveyard is just a fancy name for discard pile, just like Library is a fancy name for deck.
https://gatherer.wizards.com/Pages/Card/Details.aspx?multive...
> As Alpine Moon enters the battlefield, choose a nonbasic land card name.
> Lands your opponents control with the chosen name lose all land types and abilities, and they gain "Tap: Add one mana of any color."
https://gatherer.wizards.com/Pages/Card/Details.aspx?multive...
> Choose a nonland card name. Search target player's graveyard, hand, and library for all cards with that name and exile them. Then that player shuffles their library.
Exiling is roughly just a more permanent form of discarding/putting in the graveyard. It used to be called "Remove from game".
https://gatherer.wizards.com/Pages/Card/Details.aspx?multive...
> Relentless Rats gets +1/+1 for each other creature on the battlefield named Relentless Rats.
> A deck can have any number of cards named Relentless Rats.
This one even hints that there's a limit to how many cards with a certain name can be in a deck.
https://gatherer.wizards.com/Pages/Card/Details.aspx?printed...
> 2, Tap: Sacrifice Apocalypse Chime to destroy all cards from the Homelands expansion.
This one I didn't even know existed, this is super weird to me. Completely unplayable in the modern day, but it talks about the fact that there are expansion sets. That's something I thought would only happen in the joke sets they release every 5-10 years.
Also note that this was early enough in the game's history that they didn't realize they would reprint cards with the same name in newer sets. It makes it much harder to use because instead of looking for the Homelands set symbol, instead you have to look up whether a card from any set was in Homelands. That's why they don't use this mechanic anymore, but I'm still kind of shocked to find out that they ever did.
From that I think you could learn quite a lot about what a stack is. A stack is something you can put objects into, and it preserves order to some extent. If you pair that with a rule or card spelling out the other half of the API (what happens when you retrieve objects from the stack?) you've got it pretty much figured out.
The hypothetical aliens wouldn’t have access to it.
That's an interesting question. As a fairly casual but very long term player, I think I like it this way. If I have to go look up a specific interaction about attacking, and I'm playing an Emperor+Commander game, I definitely want to look in one place but see the other game modes there.
If the game modes were substantially different, then it'd be a lot better to split them out. But typically they're relatively small layers overtop the base rules. Magic is a complex enough game that very small changes result in a different experience.
Imagine a chess variant where you couldn't perform an En Passant capture. Do you want that to be a separate rule book or section, or do you want it to be specified next to the rules for En Passant? Or what if your pawns could only be promoted to pieces you've captured from the enemy, or pieces your enemy has captured from you?