Ludus latrunculorum
Sympkyn of the Moor
Number of players: 2
Type of game: Boardgame
Period: 116BC
Ludus Latrunculorum, often simply called Latrones or the Game of Brigands, was a strategic Roman board game of tactics and capture, bearing resemblance to both chess and draughts. Though the full rules have been lost, a compelling reconstruction has been developed from literary and archaeological sources.
History of Ludus Latrunculorum
Origins: Roman Empire, possibly adapted from earlier Greek games like Petteia or Poleis.
Name Meaning: “The Game of Mercenaries” or “The Game of Brigands”.
Sources:
Described by Roman authors like Ovid, Martial, and Varro.
Archaeological finds include boards inscribed on Roman tiles and stone benches.
Cultural Role:
Played by soldiers and citizens alike.
Likely used as both entertainment and tactical training.
Traditional Rules (Reconstructed)
Board and Pieces
Board Size: Variable, often 8×8, 9×10, or 12×8 grids. Common modern reconstructions use 8×8.
Pieces:
Each player has an equal number of soldiers (latrones), typically 16.
Some versions include a dux or king-like leader piece for each side.
Pieces are identical except for colour.
Setup
Players line up their pieces in one or two rows along opposite ends of the board.
The central squares are left empty.
If a dux is used, it is placed in the centre of the player’s row.
Gameplay
Players take turns moving one piece per turn.
Pieces move orthogonally (like a rook in chess) any number of empty spaces.
No diagonal movement.
Capturing
A piece is captured by custodianship:
When an enemy piece is flanked on two opposite orthogonal sides by your pieces, it is removed.
Example: [Y][X][Y] captures X, where Y is your piece and X is the opponent’s.
Captures must be completed by active movement (i.e., you must move to complete the flank).
In most reconstructions:
If you move between two enemy pieces, you are not captured (i.e., suicide moves are not punished).
Multiple captures may occur in a single move.
Dux Variant
If playing with a dux (leader piece):
The dux has the same movement as other pieces.
It may be captured only when surrounded on all four orthogonal sides.
Objective may change to capture the enemy dux or immobilise all enemy pieces.
Winning the Game
Standard Victory: Immobilise or capture all opponent’s pieces.
Dux Variant Victory:
Capture the opponent’s dux, or
Prevent all their pieces from moving (stalemate them).
Optional and Variant Rules
1. Dux Optional
- Some versions include no dux; all pieces are equal.
2. Stalemate Victory
- If you surround an enemy piece such that it has no legal moves, it may count as captured or immobilised.
3. Encampments
- Special squares (central or corners) may be marked as “safe zones” where a piece cannot be captured.
4. Greek Variant (Petteia)
- Similar mechanics but always without a dux; used more as a philosophical metaphor than a full strategy game.
5. Multiple Captures
- Capturing more than one piece at once is allowed if multiple flanking formations are created by a single move.
Summary Table
| Rule Area | Description |
|---|---|
| Players | 2 |
| Board | Usually 8×8 or 9×10 |
| Pieces | 16–24 per player; optional dux (leader) |
| Movement | Orthogonal, any distance, like a rook |
| Capturing | Flanking (custodian capture) |
| Victory | Capture or immobilise opponent’s pieces |
| Style | Abstract, tactical, positional |