Fox and Geese
Sympkyn of the Moor
Number of players: 2
Type of game: Boardgame
Period: 1500+
Fox and Geese is a classic asymmetrical board game of strategy and cunning, played between one player controlling a fox and another controlling a gaggle of geese. The game is a descendant of Norse tafl games and was popular in mediaeval and early modern Europe.
History of Fox and Geese
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Mediaeval Roots: The game emerged in medieval northern Europe, evolving from older Viking tafl games around the 13th century.
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Popular in Britain: It gained popularity in Britain and Scandinavia, especially from the 17th century onward, often appearing in books of parlour games and moral instruction.
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Symbolism: It was sometimes used allegorically to represent intelligence versus the masses or good versus evil.
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Board Types: The most common board is a cross-shaped grid of 33 points, but variants exist with 37, 45, or more points.
Traditional Rules of Fox and Geese
Setup
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Board: A cross-shaped grid of 33 intersections, with lines connecting points vertically, horizontally, and sometimes diagonally (depending on variant).
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Pieces:
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1 fox
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13 to 17 geese (most common is 13)
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The geese are placed on one end of the cross; the fox is placed at the opposite end or in the centre.
Objective
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The fox must capture enough geese that they can no longer block its movement.
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The geese must block and trap the fox so it can no longer move or capture.
Gameplay
Players take turns, starting with the geese.
Movement
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All pieces move along the lines to adjacent empty points (like in Nine Men’s Morris).
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Movement is usually orthogonal only (no diagonals), though some boards allow diagonals on certain intersections.
Geese
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Move one space per turn.
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Cannot capture.
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Aim to surround and immobilise the fox.
Fox
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Moves one space per turn, like the geese.
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Can jump over a single adjacent goose into the empty point beyond, like in draughts.
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May capture multiple geese in a single turn via successive jumps.
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Can change direction during a multi-jump.
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Captures are optional in most versions.
Victory Conditions
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The fox wins by capturing enough geese to prevent them from forming an effective blockade.
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The geese win by surrounding the fox so it cannot move or capture.
Optional and House Rules
Add more challenge or variety with these optional rules:
1. Mandatory Captures
- The fox must capture if a jump is available, similar to draughts. Increases tension and difficulty for the fox.
2. Diagonal Movement
- Allow diagonal movement and capturing from certain points (e.g. the four corners or centre intersections). Makes the game faster-paced.
3. Variant Starting Positions
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Try starting with 17 geese instead of 13, giving the geese a better chance.
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Place the fox in the centre to allow a balanced start.
4. Double Fox Variant
- Some versions use two foxes against up to 24 geese. This creates a more complex game with inter-fox tactics.
5. Timed Moves
- Introduce a timer (e.g. 30 seconds per move) for faster, high-pressure gameplay.
Summary Table
|Role|Movement|Capturing|Goal| |:—:|:—:| |Fox|1 space orthogonally|Yes, jump over geese into empty space; multiple jumps allowed|Capture enough geese to escape entrapment| |Geese|1 space orthogonally|No|Surround and trap the fox|