The Boardgame Mandala
(revised Dec 2009)
1.
Pretwa (traditional war game from Behar, India)
Abstract:
In the
evolution of game diagrams and rules boardgames have come to mirror not only
cultural aspects but also the transformations in the collective psyche. The
boardgame portrays the collective psyche in the form of mandala shapes
pertaining to the whole numbers, such as three and four. The symbolic values
of the different geometries and numbers are recurrent themes in cultural
history, and denote different stages in the progression of consciousness. In
particular, the boardgame can be understood as an equivalent of the vessel in
medieval alchemy.
Keywords: mandala, quaternity, trinitarian,
Self, alchemy, sacred game, psychic structure, divination.
Introduction
Ancient and medieval people
viewed boardgames as doorways to the spiritual sphere. They notoriously carved
them into temple walls and roofs. In the ancient temple at Kurna in Egypt (c.
1400 B.C.) there are more than 70 board games painstakingly carved into the
roofing slabs, dating from different epochs in history. In Gloucester Cathedral
many Fox and Geese boards
2. Morris, nine-mens'
Different forms of Morris (Merels) patterns are common among the
chisellings on historical buildings and rocks at many places in the world.
Several types appear in the temple at Kurna. In Morris the goal is to get three
men in a row. By 1997, in a project that was prematurely discontinued,
researchers had documented over one thousand morris boards in an historical and
archaeological context. They also occur on vertical surfaces, as on a roman
marble slab that is part of the throne of Charlemagne,
3. Fanorona
The boardgame Fanorona played an interesting part in the rituals in Madagascan culture. At the storming of the capital by the French in 1895, the Queen and people relied far more on the outcome of the official game that was being played by the ritual professionals for victory, than they did on their armed forces (Murray, 1951, p.88). While it consists of two conjoined Alquerque boards, the Fanorona board has unequal sides, and therefore the number two is present. Fanorona employed withdrawal capture, a unique move where an enemy man is taken by withdrawing from it. To this day, playing cards are similarly used for divination as well as for a great multitude of games. Alquerque is very important, probably deriving from the roman era. It is the forefather of many games, including checkers.
4. Surakarta
Games cannot formally be distinguished from the temple or the magic circle, that is, the mandala or the temenos (sacred, protected space). According to Pennick, the curves drawn out from the square grid, in the Indonesian game Surakarta, is similar to a description in a Norse saga of a grid drawn by a magician to call up spirits. Surakarta involves a board and a mode of play that relates it to protective designs which are found throughout Asia and as far away as northern Europe. The Surakarta plan also relates to a variant of labyrinth design found in France and England, for example, Saffron Walden, Essex (Pennick, 1998, p.217 & p.229).
5. Cows and Leopards
In this board from southern Asia triangular patterns have grown out of the
original Alquerque board (Parker, 2001, p.582).
Sacred Games
Historian Johan Huizinga, who
wrote a book on the culture of play, says that the game playing element was
once extremely important, especially in Chinese civilization. In ancient China
almost everything took the form of a ceremonial contest: the crossing of a
river, the climbing of a mountain, cutting wood or picking flowers. These
ritual contests were indispensable for the smooth running of the seasons, the
ripening of crops, the prosperity of the whole year. Every victory represents
the triumph of the good powers over the bad, and at the same time the salvation
of the group that effects it. The agonistic principle is foundational in the
development of Chinese civilization (Huizinga, 1971, pp.75-77). He notes:
| It has not been difficult to show that a certain play-factor was extremely active all through the cultural process and that it produces many of the fundamental forms of social life. The spirit of playful competition is, as a social impulse, older than culture itself and pervades all life like a veritable ferment. Ritual grew up in sacred play; poetry was born in play and nourished on play; music and dancing were pure play. Wisdom and philosophy found expression in words and forms derived from religious contests. The rules of warfare, the conventions of noble living were built up on play-patterns. We have to conclude, therefore, that civilization is, in its earliest phases, played . Does civilization in fact never leave the play-sphere? How far can we detect the play-element in later periods of culture which are more developed, refined, and sophisticated than the early ages and stages we have, in the main, been dealing with hitherto? (p.198) |
The sacramental ball games, as played by the Maya and the Aztec, are well-known in religious history. An intermediate of spectator sports and boardgames is the living boardgame.
6. Pachisi
The Mogul emperors of India had the courtyard of their palaces laid out as
cross-shaped Pachisi boards, upon which slave girls acted as pieces
(Pennick, 1998, p.205f). Ludo is a modern version of Pachisi. It is a
race game in which the men must circumambulate the board before they are
allowed to enter the center, as symbolic of the holy place. This position can
also be understood as the Self, the archetype of wholeness and the
regulating centre of the psyche. A very similar game, Patolli, was popular in
Aztec civilization. Concerning the quaternity and the ritual of circumambulation,
| From the circle and quaternity motif is derived the symbol of the geometrically formed crystal and the wonder-working stone. From here analogy formation leads on to the city, castle, church, house, and vessel. Another variant is the wheel (rota). The former motif emphasizes the ego's containment in the greater dimension of the self; the latter emphasizes the rotation which also appears as a ritual circumambulation. Psychologically, it denotes concentration on and preoccupation with a centre . Jung believed that the spontaneous production of quaternary images (including mandalas), whether consciously or in dreams and fantasies, can indicate the ego's capacity to assimilate unconscious material. But they may also be essentially apotropaic, an attempt by the psyche to prevent itself from disintegrating (Sharp, 1991). |
In Tablut the centre is still holy, but the goal is to enclose the absolute piece initially positioned on the centre square.
7. Tablut (Hnefatafl, Tafl)
In Völuspa, the prophetic text of the Norse, it is told that the gods will one day recover the golden tafl game, which had been lost at the dawn of the current era.
| In wondrous beauty | once again
Shall the golden tables | stand mid the grass, Which the gods had owned | in the days of old |
Tafl (Hnefatafl, Tablut) was immensely popular in Scandinavia during the Viking era (Bell, 1979, p.77f). The game's Gaelic descendants, namely the British Gwyddbwyll and the Irish Fidhchell, figure in many stories in the Celtic tradition. The corner squares were regarded as the four Otherworldly cities to which the Tuatha de Danaan arrive, a godlike people around which many heroic stories revolve. On the gaming board, which also represented the land, the centre is regarded as sacred and called Tara, the seat of High Kings. As the mystical fifth dimension it represented the Otherworld itself, which was always proximate, overlying reality. The holy corner and middle squares can be accessed only by the king, which was an absolute piece (Matthews, 1996, pp.9-10).
8. Alea Evangelii
In 10th century England Tablut evolved into Alea Evangelii (The
Evangelical game). It was viewed as an allegory of the Evangelists. The king,
initially positioned in the middle, was called primarius vir, and
symbolized the unity of the Trinity (Murray, 1951, p.61).
Games as Preoccupations of Gods and Spirits
In a book on Chinese Chess from 1632 by Jin-zhen Zhu, named The Secret
Inside the Orange, it is said that the title of the book was derived from a
legend:
| There was an orange field in which an enormous orange was grown. When the orange was peeled, it was found that inside two old men were sitting facing each other, playing chess (Lau, 1985, p.10). |
In her essay on the dreams of Descartes, M-L von Franz discusses the round
fruit as a rotundum and a symbol of the Self as something that has
grown naturally, the result of a quiet process of ripening. It is a symbol of a
new conscious order which ripens in the darkness of natural creation
9. Wall drawing from a tomb at Benihassan, c.2000 B.C.
(After Bell 1979, Dover Publications, Inc.)
According to M-L von Franz, at the base of existence there is a spiritual
objective order, expressed in the seemingly abstract and impersonal order of
numbers. The spirits of the dead, according to many people's beliefs, concern
themselves with this inexorable objective order behind all existence. One common
mythologem pictures them literally "killing time" in the Beyond at
number games. In many an Egyptian burial chamber the deceased is portrayed
playing a halma-type board game. Besides this square game, a round "snake
game" is also found among Egyptian artifacts. Horus and Set were said to
have competed in this snake game once against each other. Similar boards have
been found in the Sumerian tombs of Ur (2500 B.C.). Also in China, inside tombs
of the Han period (207B.C. - A.D.220), pictures or figures of the dead have
been uncovered which portray their occupation with various forms of boardgames
| Here again we find a connection between psychic energy and the game of
dice. Indeed, when "God," the spirit of the unconscious, plays, he
creates fate, a unique fate occurring but once, namely, the creatio of a
synchronistic phenomenon. When, on the other hand, man, imitating God, plays,
his individual mind reconstructs rational possibilities which inspire him with
the feeling that he is tracking down the mystery of the objectively unknown,
since the numerical laws of his gambling seem identical with the numerical laws
of God's game....Gradually, however, this bit of "spirit" has come
into possession of his subjective consciousness. By contrast, the use of a
divinatory oracle represents an attempt to induce a spontaneous manifestation
of the remaining autonomous spirit by offering him "his" speech, in
terms of certain archaic numerical sequences, as a medium of expression. By
means of the chance throw of coins or twigs, a "hole" is introduced
into the field of consciousness through which the autonomous dynamism of the
collective unconscious can break in....In China the original connection between
"play," "gambling," and arithmetic was well established
|
In playing their boardgames, the dead occupy themselves with the primal
ordering of existence, in which all things lie in their natural order, beyond
the realm of the wishes and desires haunting our ego. The natural order is the
grounds for the widespread use of boardgames for divinatory purposes. Numbers
and boardgames provide a way of circumventing the shortsightedness of the ego,
thus opening the doorway to the spiritual sphere where the intricate weave of
objective order is continually begotten. Today, however, numbers and boardgames
tend to be viewed only in their quantitative aspect, as an intellectual
capability of the subjective consciousness.
Evolution of Boardgames
The works of game
historians can help us draw a picture of how the evolution of boardgames relates
to developments in consciousness and culture. When a boardgame "migrates"
to a new culture the game rules are altered correspondingly. In Persia the Shah
was worshipped almost as a God. In this country also emerged the rule of the
absolute piece, which cannot be lost without losing the game. The Chinese
emperor spent his whole life within the confines of the palace walls, and so
the ruler of the Chinese chessboard came to be confined within its palace of
3x3 squares.
10. Byzantine chess
Chess in medieval Byzantium took on the round shape, perhaps having to do
with a worldview that is theocratic, and focused on spirit, which is circular
(Bell, 1979, p.61f). This variant of the chessboard has been revived in recent
years, a yearly tournament being held at Lincoln castle, England.
From the prototype of Chaturanga, Europeans have increased the
powers of the pieces, whereas the Chinese and East Asians have decreased the
powers of several pieces. When the game migrated from the Arabic world to
Europe it encountered a world where woman not seldom held the highest office,
either as a reigning queen, consors regni (co-ruler), or as temporary
ruler in her capacity of mother to the juvenile king. Interestingly, during a
period in the 980s, Western Europe had a majority of female rulers (Yalom, 2004,
p.26). The relatively high status of women in Europe had its ground in the
pagan era. Accordingly, in medieval times the Virgin Mary came to play quite an
important role in the church's teachings.
For obvious reasons, then,
this was the place and time when the powerful Queen first appeared on the
chessboard, when the weak Fers (General) was ousted from its elevated
position beside the king (Yalom, 2004, ch.11).
Mirrors of Psychic Structure
Boardgames
employ diverse mandala structures, including quadratic, circular, cross-shaped,
and triangular. These shapes correspond to the different shapes of mandala
paintings in religious practice (and also the work of patients in therapy). In
Gala, from medieval Europe, the four central squares are regarded as
holy, and special rules apply to them (Pennick 1998, pp.217-21; Glonnegger,
1988, pp.186-7). When pieces enter the central cross, the movement capability
is altered into a mirror-image of the outside movement.
11. Gala
Medieval dwellers would undoubtedly have associated the different areas with
regions of the sacred and the profane. The quaternity is also reflected in the
four absolute pieces, the Galas, initially positioned in the corners. If this
game is compared with Tablut
12. Demala Diviyan Keliya
Leopard games from Asia represent hunt games, similar to Fox and
Geese, but adapted to triangular boards (Parker, 2001, pp.581-83; Murray, 1951,
pp.106-7). As is typical of hunt games the "holy piece" ("Tiger")
cannot be captured. In the more advanced variants there are three such pieces.
The object of the white player is to enclose the red stones so they cannot
move. Here the white player has only begun to place his pieces, which are 15
in number.
The triangular boards emphasize the number three.
Arguably, the threesome of absolute pieces would be symbolically equivalent to
the primarius vir, the unity of the Trinity, in Alea Evangelii
The number four,
according to C.G. Jung, stands for the concretization of the spirit as it is
cast in the subjective mould. It represents the integration of the advancing
consciousness with the unconscious and instinctual roots of man. As such the
quaternity expresses a directionality of wholeness. The significance of numbers,
and concepts of the the trinitarian and the quaternarian, are treated in
13. Pulijudam
In the popular game of Pulijdam two arms have grown out of the central triangle, creating a structure more similar to a cross. (In this image the 15 white pieces have not yet been dropped.) The migration from three to four indicates perhaps a higher consciousness that has grown stale, but now preparing to be reintegrated in life. This theme is common in dreams and myths. In medieval alchemy it is represented by the Axiom of Maria wherein "one becomes two, two becomes three, and out of the third comes the one as the fourth." Jung used the axiom of Maria as a metaphor for the whole process of individuation. One is the original state of unconscious wholeness; two signifies the conflict between opposites; three points to a potential resolution; the third is the transcendent function; and the one as the fourth is a transformed state of consciousness, relatively whole and at peace. (The transcendent function supports the union of consciousness and the unconscious.) (Sharp, 1991).
14. Bear game
The Bear game (Bear hunt) is still known among elderly people in Piemonte, Italy, where it is found among rock carvings (Depaulis, 1999). In this hunt game, which functions finely, three hunters are following a bear, trying to enclose it. Men follow the lines and must stop on the intersections. Bear games probably derive from the roman era. Functional sandstone boards from the third century have been found in Augst, Switzerland (Schädler, 2002). The recovered games are more demanding.
15. Hare game
European hare games, deriving from medieval times, seem to portray the
archetypal conflict between three and four, as in the Christian Trinity vs. the
adversary, or a trinitarian consciousness contra the inferior function.
The inferior function (fourth function) is the least differentiated of the four
psychological functions (thinking, feeling, intuition, sensation) and
practically identical with the dark side of the human personality (Sharp, 1991).
This type of game seems to have had the alternative name of
The Devil among the tailors (Glonnegger, 1988, p.151). They vary in
design and size, but seem uniformly to be three against one in theme. This one
16. Haretavl
Haretavl is a circular hare game from Fyn, Denmark (Michaelsen, 1998). The game seems to combine the alchemical motto of the squaring of the circle with the traditional hare game principle, namely the enclosement of the mercurial element (see below) symbolized by the singular piece. In traditional mandala design, circle and square together combine heaven and earth, thus representing the total world. This geometric combination is common also in morris mandalas. The rules of this particular variant seem to have been different, however.
17. Roman wheel pattern
Wheel patterns occur frequently at historical roman sites. They are
often placed at an entrance or a threshold, and sometimes on vertical surfaces,
probably as protective charms. Wheel patterns are common in Ephesus, known in
antiquity for its sacred shrines. Earlier these were thought to be merels game
boards, but it seems like the topology is proper only for bear games. This
particular pattern is a mechanical win, however, but it could have been
attractive to ancient man anyway.
Wheel patterns were probably bear
games originally, but certain of them became stylized and less functional. They
work as protective charms and tend to be ritualistic in character. The fact that
the game is functional means that there is a spirit trapped in the diagram,
i.e. an idea of three hunters capturing the elusive fourth "bear spirit."
To me, it invokes the idea of a "game of transcendency," or a mandala
proper. Even if humans won't play on it, the spirits will, using spiritual
rules.
Interestingly, the theme of the bear hunt is known as the "Cosmic
Hunt" among anthropologists. Over the whole of the Eurasian continent and
the two Americas this myth returns in different forms, but always revolving
around three hunters following foremostly a bear, or an elk. The hunters are the
three stars in the handle of the Big Dipper (Berezkin, 2005).
18. Jeux des gendarmes et du voleur
Policemen and thief is a bear game from Sologne, France (Depaulis,
1999). I think the 'thief', as the fourth piece, symbolizes Mercurius, god of
the unconscious. I have the feeling that
19. Round bear game
This diagram derives from Didyma, Turkey, where it is clumsily depicted in
the temple of Apollo (Depaulis, 1999). It functions as a bear game, but we
don't know if it was ever used as such. There are also quadratic and
rectangular forms of bear games.
The Alchemical Vessel
The focal point in
alchemy was the vas hermeticum, the alembic, or the alchemical
| [The vessel] is a kind of matrix or uterus from which the filius philosophorum, the miraculous stone, is to be born [lit. 'son of the philosophers']. Hence it is required that the vessel be not only round but egg shaped [says Ripley]. One naturally thinks of this vessel as a sort of vessel or flask; but one soon learns that this is an inadequate conception since the vessel is more a mystical idea, a true symbol like all the central ideas of alchemy (p.237f). |
In my understanding, the Chinese game of Sixteen rebels reflects upon the alchemical quintessential element represented by the holy stone in the centre (Winther, 2005). While it employs intervention capture (capture by stepping between two pieces), this game is believed to be quite old.
20. Sixteen rebels
The board looks like a flask, where the elusive spiritus mercurialis,
a most holy spirit, is held captive. In keeping with the Chinese preference for
the number five, the four-cornered Alquerque board was complemented with an
extra structure to introduce the number five. When a triangle emerges out of a
square, it seems to signify spirit over matter, possibly compensating an
earthbound attitude. As in all hunt games the dark stone, which cannot be
captured, must be surrounded by the light stones.
A notorious
problem in alchemy was the evaporative nature of the spirit Mercurius. He is the
prototype of the fairytale's spirit in the bottle, who would take any chance to
escape from his prison. In Sixteen rebels, the red stone is victorious if it
can reach the apex of the upper triangle. This is the same situation as in the
Hare game
Players in their gaming activity
follow the alchemical procedure when they become absorbed by the
transformations in their vessel, which is the gaming board. This is similar to
the alchemist's labourings with his chemicals. The player is seemingly trying
to synthesize the most holy substance from the game. Involved in this work is a
phantasy of the perfect game, such as the creations of the 19th century
chessmaster
21. Egyptian Siga
Siga (Seega) is depicted among the original chisellings at Kurna (Parker, 2001, p.603; Murray, 1951, pp.54-5). Possibly it was played by the Old Kingdom pharaos. The archaic interception capture bears witness to its antiquity. In order to make a capture one must surround an enemy piece with two of one's own. The capture method of the short leap, as in modern checkers, is of later date. In Siga the men ("dogs") are not positioned in a battle line. Before play begins stones are dropped one by one on the board. To me, this relates the image of a less organized psychic structure. In ancient times, spirits of the unconscious existed everywhere around. They had not yet been located in a particular region called the unconscious. Similarly, demons and gods were still circulating among humans and had not yet been permanently relegated to a heavenly region and a demonic underworld.
22. Fox and Geese
Fox and Geese (originally named Fox and Hounds) was obsessively
played by the medievals (Murray, 1951, p.102f). In this we see a more orderly
setup. The game originated with 13 men (Geese), trying to surround the lonely
Fox, initially positioned in the centre of the cross-shaped board. A medieval
alchemist would probably have understood the red Fox as the elusive Mercurius.
A Christian complentative would perhaps see it as the Christ. In terms of
Jungian psychology the Christ is also a symbol of the Self. The light-coloured
Geese can then be understood as the celestial forces, or more prosaically, the
combined forces of consciousness, attempting to enclose the precious divinity.
Again, the interpretation of the central piece as the divine entity finds it
counterpart in Alea Evangelii
23. Fifteen geese
Fox and Geese underwent an interesting development. Historically the number of Geese increased, first to 15, and then to 17. But this also implied that their movement was restricted, while on the contrary the Fox retained its free movement. With 15 Geese backward movement is prohibited, and with 17 Geese also diagonal movement is prohibited.
24. Seventeen geese
The development seems to mirror an increase in the powers of consciousness, and in spiritual discipline, which coincides with the era. Increased in number, the Geese could no longer retreat. Consciousness was not allowed to regress, but must relentlessly press forward to achieve its goal. This goal-oriented attitude coincides with the continual strengthening of consciousness, but also the advanced methods of contemplation in Catholic mysticism, occurring during the Late Middle Ages and the Renaissance, up to the Age of Enlightenment.
25. Asalto
In the latter era emerged the final version of this game, now commonly
known as Asalto (in some countries Foxes and Sheep). Now the light
pieces were radically increased to 24, and the lonely Fox became two in number.
This is how the setup is typically represented although 20 light pieces would
make a more balanced game (Bell, 1979, vol.II: p.46; Glonnegger, 1988, p.190).
It is a radical increase. Consciousness has again broadened, and with the two
foxes the number two has appeared, signifying a stronger division between
conscious and unconscious.
How can we explain these
changes? The stronger light of consciousness had brought with it a marked
division in the psyche, and the naive wholeness of medieval man was lost. As a
consequence the Self definitely split into a lighter and a shadier part. The
ambivalent Fox disunited and became two. In religious history a corresponding
development occurred in the division of the ambivalent Old Testamental God into
a light aspect and a dark adversary. This occurrence anticipated the
corresponding development in the psyche of the individual. The change in
collective consciousness is reflected in the new rules of the game. The task of
the Geese (Soldiers) is to occupy the "fort" or the "castle,"
which is the nethermost square of the board. I think it signifies the
unconscious (or divine) realm, including the fourth unconscious function.
Although the rules still admit to winning by enclosing the holy pieces, this is
practically impossible. The fort consists of nine squares, a number which is
significant, in itself.
To the mythic
consciousness, such a symbol portrays the battle between demons and gods, as in
Hindu mythology. The agonistic mythologem is archetypal. The conflict motif
portrays the psychic economy of unconscious integration. The remarkable
phenomenon of consciousness is a product of this ongoing battle. The two
guardian stones, as two Sphinxes guarding the gate, must try to ward off the
forces of light. When the nether square, the fort, is filled with light stones,
the unconscious fourth function will be conquered and the goal obtained.
| The great Egyptian primal god Atum was also considered a lion who
engendered the two lions (Shu and Tefnut), signifying eternity and infinite
time, respectively. This double lion (Shu-Tefnut) is clearly Atum himself.
|
Historically, it's as if the unconscious function, because of a contrast effect, appears in company with an emancipation of consciousness. The last evolution of the game coincides with our modern view of the spiritual path, namely to view the unconscious as a psychic region, and then to grapple with the forces of the unconscious, before we can attain the wholeness when all the four functions of the psyche are integrated.
26. Stratego
The modern game Stratego is likely the descendant of the French
game
L'Attaque by Mademoiselle
Conclusion
The boardgame represents a
spiritual mystery, a vessel in which the spirit is captive. It is a dynamic form
of mandala, an image of psychic wholeness. In its impersonal numerical aspect
it represents a hole through which the Beyond can break in. The transformations
in the collective psyche are mirrored in the evolution of diagrams and rules.
Note
See also examples of coloured boardgame
images here.
References
Bell, R.C. (1979). Board and
Table Games from Many Civilizations (Rev. Ed.) New York: Dover.
Caune, A. (1993). 'Funde hochmittelalterlicher Mühle-spielbretter aus der
Rigaer Altstadt'. Archäologie des Mittelalters und Bauforschung im
Hanseraum. Rostock: Konrad Reich Verlag.
Berezkin, Y. (2005).
'The Cosmic Hunt: Variants of a Siberian-North-American Myth'. Folklore:
Electronic Journal of Folklore, vol. 31. December 2005. (Retrieved
September 10, 2009, from http://www.folklore.ee/Folklore/vol31/)
Berger, F. (2004). 'From circle and square to the image of the world: a possible
interpretation for some petroglyphs of merels boards'. [Electronic version]
Rock Art Research, 2004, Vol 21; Part 1, pp.11-26.
Depaulis,
Thierry & Gavazzi, Carlo (1999). 'L'orso e i suoi fratelli', Rivista
Biellese, no.4, Oct.1999, p.46-50.
Franz, M-L. von (1974). Number
and Time. London: Rider & Company.
Franz, M-L. von (1997).
Archetypal Patterns in Fairy Tales. Inner City Books, University of
Toronto Press.
Franz, M-L. von (1998). Dreams. Shambala.
Glonnegger, E. (1988). Das Spiele-Buch. Ravensburg.
Huizinga, J. (1971). Homo Ludens. Paladin.
Jacobi, J.
(1973). The Psychology of C.G. Jung. Yale University Press.
Jung, C.G. (1980).
Psychology and Alchemy. Princeton Univeristy Press.
Lau, H.T.
(1985). Chinese Chess. Tuttle Publishing.
Lindorff, D.
(2004). Pauli and Jung - The Meeting of Two Great Minds. Quest Books:
Wheaton, Illinois.
Matthews, C. (1996). The Celtic Tradition.
Element.
Michaelsen, P. (1998). 'Somme trak også tavl'. Ord
og Sag 18, 1998. Aarhus Universitet.
Murray, H.J.R. (1951). A
History of Board-games other than Chess. Oxford University Press.
Parker, H. (2001). Ancient Ceylon - An Account of the Aborigines and of Part
of the Early Civilisation. New Delhi, Madras: Asian Educational Services.
Pennick, N. (1998). Games of the Gods: The origin of board games in magic
and divination. Rider.
Schädler, U. (2002). 'Bärenjagd
in Augusta Raurica?' [Electronic version]. Augusta Raurica,
Hauszeitschrift 1. Halbjahr 2002.
Schuh, F. (1968). The Master
Book of Mathematical Recreations. Dover Publications
Sharp, D.
(1991). Jung Lexicon: A Primer of Terms & Concepts [Electronic
version]. Inner City Books
'Stratego' (2009). In Wikipedia online.
(Retrieved September 15, 2009, from http://en.wikipedia.org)
Vasantha, R. (2005). 'The Conservation of the Cultural Property of India: Board
Games Depicted as Murals' in Scientific Research on the Pictorial Arts of
Asia,
Jett, P. (ed.). Archetype Books.
Winther, M. (2005). 'Chinese
Rebels'. (Retrieved October 2, 2009, from
http://hem.passagen.se/melki9/chinese_r.htm)
Yalom, M. (2004).
Birth of the Chess Queen: A History. Harper Collins.
© Mats Winther 2007 (article revised 2009), text and images by me (except
fig. 9).