IELTS Reading · Yes/No/Not Given

Interpreting Ancient Board Games

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Reading passage

Interpreting Ancient Board Games

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When twentieth-century excavators unearthed elaborate grid-patterned boards and polished counters in the royal cemeteries of Mesopotamia and Egypt, public fascination was immediate. Yet, for several generations of antiquarians, these artefacts were classified somewhat condescendingly as mere diversions—recreational novelties designed to pass idle hours in courtly or domestic settings. In my view, this dismissive classification reflects a modern bias that treats leisure as an activity fundamentally detached from serious civic, spiritual, and political life. Ancient societies did not draw such neat boundaries. To reduce games like the Royal Game of Ur or Egyptian Senet to ancient equivalents of modern parlour pastimes is to misread their profound integration into the ideological fabric of early civilisations.

Consider the evolution of Senet, a game played on a grid of thirty squares across three rows. Extensive evidence from the Egyptian New Kingdom reveals that the board eventually functioned as a miniature representation of the underworld, with a player’s pieces symbolising the hazardous journey of the soul towards eternity. Several contemporary theorists have proposed that Senet was originally a purely secular contest that was only later co-opted by religious authorities. However, I would argue that attempting to delineate where secular play ended and sacred ritual began is anachronistic. In ancient Egyptian cosmology, every sphere of existence was permeated by the divine. The casting of sticks was not an imitation of divine will; to the players, it was an enactment of it.

A related misunderstanding concerns the mechanics of ancient play, specifically the ubiquitous reliance on elements of chance. Modern game critics routinely elevate games of pure skill, such as chess or Go, celebrating their intellectual rigour while disparaging dice-driven contests as rudimentary. This prejudice has skewed academic appraisal of ancient boards. In the ancient Near East, throwing astragali (knucklebones) or tetrahedral dice was inextricably linked to cleromancy—the practice of divining the will of the gods through random outcomes. A game governed by chance was not regarded as trivial; on the contrary, it invited the cosmos to intervene directly in mortal affairs. To lament the absence of modern strategic purity in these systems is to measure ancient ingenuity against inappropriate criteria.

Furthermore, the geographic dispersion of these games offers crucial insights into ancient global networks. Boards matching Near Eastern archetypes have been uncovered across the eastern Mediterranean, the Arabian Peninsula, and the Indus Valley, often displaying regional variations in layout and iconography. Certain cultural historians have interpreted these modifications as signs of degenerative copycatting, suggesting that peripheral societies merely degraded sophisticated metropolitan designs. I find this perspective fundamentally flawed. The structural alterations observed in Levantine and Aegean variants indicate active cultural adaptation rather than crude imitation. Far from diluting an original masterwork, peripheral communities intentionally reconfigured foreign games to resonate with their own mythologies and social realities.

There is also a persistent tendency in museum exhibitions to treat board games as the exclusive preserve of privileged elites. Because lavish sets fashioned from ivory, ebony, and lapis lazuli survive in royal tombs, curators often inadvertently reinforce the idea that gaming was an aristocratic luxury. Yet archaeology tells a far more egalitarian story if one looks beyond monumental burial sites. Crude boards hastily scratched into the stone pavements of Roman forums, military barracks on Hadrian’s Wall, and temple steps in Athens demonstrate that ordinary soldiers, labourers, and enslaved peoples were avid players. The physical durability of royal luxury sets has created a distorted material record, one which historians must actively work to counterbalance.

One must also critically examine the popular thesis that ancient board games served primarily as training simulators for military commanders. While certain Roman contests, such as Ludus Latrunculorum, featured terminology evocative of skirmishes and captures, claiming that they prepared generals for the realities of the battlefield is an overstatement. The cognitive demands of managing logistical supply lines, troop morale, and topography bear almost no resemblance to shifting glass pebbles across a chequered grid. In my judgement, the pedagogical value of these games lay not in martial instruction, but in cultivating broader civic virtues: emotional composure under pressure, adherence to contractual rules, and the peaceful resolution of interpersonal competition.

In recent years, researchers and epigraphists have achieved remarkable breakthroughs in reconstructing the precise rule-sets of forgotten games from fragmentary cuneiform tablets. While these philological triumphs are genuinely commendable, an excessive focus on recovering exact mechanics carries its own risks. The enduring power of an ancient board game did not reside in whether a piece moved clockwise or counter-clockwise, but in the communal meanings enacted around the board. When we fixate entirely on determining how a game was won, we risk losing sight of why it was played in the first place: as a vital nexus where fate, social cohesion, and the unseen world converged.

Questions 1–8

Do the following statements agree with the views or claims of the writer of the passage? Write YES if the statement agrees with the views of the writer NO if the statement contradicts the views of the writer NOT GIVEN if it is impossible to say what the writer thinks about this

  1. 1Early antiquarians were wrong to view ancient board games merely as casual entertainment.

  2. 2It is meaningful to distinguish between the non-religious and spiritual phases of Senet's history.

  3. 3Egyptian religious leaders deliberately changed the rules of Senet to make it harder to win.

  4. 4Assessing ancient games by modern standards of pure skill is an inappropriate approach.

  5. 5Changes made to board games outside their places of origin reflect a decline in quality.

  6. 6Museum displays tend to give a misleading impression of who played ancient board games.

  7. 7Playing games like Ludus Latrunculorum provided practical benefits for Roman military planning.

  8. 8Scholars spend too much time attempting to identify which ancient games were the most popular.

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