How to Play Ludus Duodecim Scriptorum
Ludus Duodecim Scriptorum, Latin for 'Game of Twelve Lines', is a two-player race-and-blocking game played on a long board of 36 points arranged in three rows of twelve. Each player controls 15 pieces and uses three cubic dice to advance them around the board, aiming to move every piece safely home before the opponent does. The combination of dice luck, positional blocking, and the risk of sending lone pieces back to the start gives the game a satisfying tension that keeps both players engaged throughout.
The game is typically played on a purpose-made board, often a wooden box whose lid doubles as the playing surface. It appeals to adults and older children who enjoy the same broad family of race games as backgammon, and it works well as a quiet two-player table game for home or travel.
A little history
Ludus Duodecim Scriptorum is attested in Roman sources and archaeological finds dating roughly from the first century BCE through the fourth century CE. Game boards inscribed into stone pavements have been found across the Roman world, from Rome itself to Britain and North Africa, and several actual boards and playing pieces survive in museum collections. It is widely regarded as a forerunner of, or close relative to, backgammon and the medieval game Tables, though the precise line of descent between these games is a matter of scholarly debate. Its origins before the Roman period are unclear.
Setting up
- Place the board between the two players so that the three rows run horizontally, creating a grid of 36 points.
- Agree on the direction of travel. Pieces move from left to right along the first row, then right to left along the second row, then left to right along the third row, forming a continuous S-shaped path of 36 points.
- Each player stacks all 15 of their pieces on the first point of their starting row (the entry point at the beginning of the S-path). Both players use the same entry point, so pieces from both sides begin piled together at point 1.
- Place the three dice within easy reach of both players. No doubling cube is used in the standard game.
- Decide who goes first by each player rolling all three dice; the higher total takes the opening turn. Re-roll any tie.
How to play
- On your turn, roll all three dice. You must use each die value separately; you cannot combine them into a single large move.
- Move one or more of your pieces forward along the S-path according to the values shown. You may apply all three values to a single piece, split them across two pieces, or use each value for a different piece, provided every move is legal.
- A point occupied by two or more of your own pieces is a block. Your opponent cannot land on or pass through a blocked point. You may build blocks freely as a defensive or obstructive strategy.
- A point occupied by exactly one enemy piece is a blot. If you land on a blot you hit it: remove the enemy piece from the board and place it on the bar (the edge of the board, outside play).
- A player with one or more pieces on the bar must re-enter those pieces before moving any other piece. A piece re-enters on the first row at point 1, using one die value to land on that point. If point 1 is blocked by two or more enemy pieces, the player cannot enter and their turn is forfeited.
- If a legal move exists for at least one die, you must make it. You may not voluntarily pass. If no legal move exists for any die, you forfeit your entire turn.
- When all 15 of your pieces have passed beyond point 36 (the final point of the S-path), you begin bearing off. Use each die value to remove a piece from the exact numbered point corresponding to that value, counting backwards from point 36. If no piece sits on that exact point, you must move a piece from a higher point if one exists; if all remaining pieces are on points lower than the die value, you may bear off from the highest occupied point.
- Continue taking turns, rolling and moving, until one player has borne off all 15 pieces.
Winning and scoring
The first player to bear all 15 pieces off the board wins the game. No points are scored for margin of victory in the standard rules. If playing a match of several games, the players agree a target number of wins beforehand, and the first to reach that target wins the match. A player who wins before the opponent has borne off any piece at all wins a double game (sometimes called a gammon), which counts as two wins in a match if that scoring convention has been agreed before play begins.
The fine points
The most common dispute concerns the obligation to play. If a player can legally use one die but not the others, they must use whichever die or dice can legally be played; they cannot decline a partial move simply because it is disadvantageous. Where a choice exists between using a higher or lower die value, the higher value must be preferred if only one of the two can be used. This rule is standard across the Tables family of games and should be agreed explicitly before play begins.
A second recurring question concerns re-entry when point 1 is partially occupied by a single enemy piece. A lone enemy piece on point 1 is a blot; the entering player may land on it and send it to the bar, re-entering their own piece on point 1. Only a point covered by two or more enemy pieces constitutes a true block and prevents re-entry. Clarifying this before the first hit occurs saves arguments later in the game.
How to win more often
- Build blocks early on the second and third rows to cut off the path your opponent must travel; two adjacent blocked points create a wall that is very hard to pass.
- Never leave a blot on a point you cannot cover on your next turn unless the risk of being hit is low and the positional gain is worth it.
- Keep your own entry point (point 1) lightly defended at the start; pouring too many pieces into a stack there slows your own race significantly.
- When you have a strong lead in the race, shift from a blocking game to a pure racing game: spread your pieces and move them forward rather than anchoring them as blocks.
- Track how many pieces your opponent has in their home rows versus still on the path; this tells you whether to prioritise speed or disruption for the rest of the game.
Variations
Alea (Three-Dice Backgammon Rules)
Some reconstructions of the Roman game apply backgammon-style bearing-off rules, where pieces enter spread across the first six points rather than stacking at point 1. This version produces a longer mid-game with more opportunities for blocking and creates a clearer distinction between the opening, middle, and bearing-off phases. It is a reasonable modern adaptation for players already familiar with backgammon.
Two-Dice Version
A simplified variant uses only two dice rather than three, reducing the number of choices per turn and shortening the game considerably. This makes the game more accessible for younger or newer players. The re-entry rule is adjusted so that a player must re-enter using one die value landing on point 1, with the second die applied to any legal piece once re-entry is complete.
No-Hit Variant
In this gentler version, hitting is not permitted; players may not land on an enemy blot. The game becomes a pure race and blocking contest, with no pieces ever returning to the bar. This variant suits younger players or situations where a shorter, lower-conflict game is preferred, and it shifts strategy firmly towards building chains of blocks across the board.
Scored Match Play
Players agree to a match of a fixed number of points, typically five or seven. A standard win scores one point; a double game (winning before the opponent bears off any piece) scores two points. The first player to reach the agreed points total wins the match. This format is well suited to an evening of play between two evenly matched opponents and gives each individual game added meaning.
Ludus Duodecim Scriptorum: frequently asked questions
Can both players enter pieces from the same point at the start?
Yes. In the standard reconstruction both players begin at point 1 of the same S-path, so pieces from both sides start mixed together. The first several turns are often spent simply moving out of the pile before blocking becomes possible.
What happens if I cannot use any of my three dice?
If no legal move exists for any die value, you forfeit your entire turn and pass the dice to your opponent. This is rare once pieces are spread across the board but can happen when you are heavily blocked near the entry point.
Do I have to move if every move would leave a blot?
Yes. You must use every die for which a legal move exists, even if every available move leaves a piece exposed. Choosing not to move because a move is risky is not permitted.
Is Ludus Duodecim Scriptorum the same as backgammon?
It is not the same game, though both belong to the same broad family of race-and-blocking games using dice and 15 pieces per player. The most obvious difference is that Ludus uses three dice, not two, and the board layout is a three-row grid rather than backgammon's two-row point system.
How long does a typical game last?
Most games between two players of similar experience last between 20 and 45 minutes. Games can be shorter if one player opens up a large race lead early or if hitting is frequent, and longer if both players build strong blocking structures.
What age is the game suitable for?
The game is generally suitable for age 10 and above. Younger children can play the no-hit variant successfully from around age 7 or 8, but the full game involves enough strategic planning that it is most satisfying for older players.
Can more than two people play?
Ludus Duodecim Scriptorum is designed strictly for two players. There is no standard multi-player variant and the board geometry does not lend itself to adaption for three or more players without fundamentally changing the game.
What should I do if my opponent and I disagree about whether a move was legal?
If possible, reconstruct the position before the disputed move and check it against the rules, particularly the obligation to use the higher die when only one die can be played. If the position cannot be reconstructed, the standard practice is to replay the turn from a position both players agree on rather than awarding the point to either side.