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
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Origins: Roman Empire, possibly adapted from earlier Greek games like Petteia or Poleis.
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Name Meaning: “The Game of Mercenaries” or “The Game of Brigands”.
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Sources:
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Described by Roman authors like Ovid, Martial, and Varro.
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Archaeological finds include boards inscribed on Roman tiles and stone benches.
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Cultural Role:
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Played by soldiers and citizens alike.
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Likely used as both entertainment and tactical training.
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Traditional Rules (Reconstructed)
Board and Pieces
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Board Size: Variable, often 8×8, 9×10, or 12×8 grids. Common modern reconstructions use 8×8.
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Pieces:
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Each player has an equal number of soldiers (latrones), typically 16.
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Some versions include a dux or king-like leader piece for each side.
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Pieces are identical except for colour.
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Setup
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Players line up their pieces in one or two rows along opposite ends of the board.
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The central squares are left empty.
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If a dux is used, it is placed in the centre of the player’s row.
Gameplay
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Players take turns moving one piece per turn.
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Pieces move orthogonally (like a rook in chess) any number of empty spaces.
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No diagonal movement.
Capturing
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A piece is captured by custodianship:
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When an enemy piece is flanked on two opposite orthogonal sides by your pieces, it is removed.
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Example: [Y][X][Y] captures X, where Y is your piece and X is the opponent’s.
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Captures must be completed by active movement (i.e., you must move to complete the flank).
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In most reconstructions:
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If you move between two enemy pieces, you are not captured (i.e., suicide moves are not punished).
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Multiple captures may occur in a single move.
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Dux Variant
If playing with a dux (leader piece):
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The dux has the same movement as other pieces.
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It may be captured only when surrounded on all four orthogonal sides.
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Objective may change to capture the enemy dux or immobilise all enemy pieces.
Winning the Game
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Standard Victory: Immobilise or capture all opponent’s pieces.
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Dux Variant Victory:
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Capture the opponent’s dux, or
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Prevent all their pieces from moving (stalemate them).
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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 |
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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 |