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How to Play Royal Game of Ur

The quick answer: Race all seven of your pieces from start to finish before your opponent does. On each turn you roll four binary dice, move one piece the resulting number of spaces along the shared track, land on rosettes to earn extra rolls, and knock opponent pieces off shared squares.

The Royal Game of Ur is a two-player race and strategy board game played on a distinctive asymmetric board of twenty squares. Each player controls seven pieces and tries to move them all along a fixed track and off the board before their opponent does. Simple to learn but with genuine tactical depth, it rewards bold risk-taking as much as careful calculation.

It is typically played on a kitchen table or as a travel game, and its short playing time makes it ideal for a quick competitive session between two players of any age. The combination of dice luck and positional decisions keeps games close and exciting right to the end.

Players2
Ages6+
Time15-30 minutes
EquipmentA 20-square Royal Game of Ur board, 7 light pieces and 7 dark pieces, 4 tetrahedral (four-sided) binary dice

A little history

The game is named after the ancient city of Ur in Mesopotamia, now southern Iraq. Two well-preserved boards and sets of pieces were excavated from the Royal Cemetery at Ur by Sir Leonard Woolley in the 1920s and are now held at the British Museum. They date to approximately 2600 to 2400 BCE, making this one of the oldest known board games in the world. A cuneiform tablet from Babylon, dated to around 177 BCE and translated by Irving Finkel of the British Museum, records a set of rules for the game, though it is unclear how closely those rules match those played during the earlier Sumerian period. The game spread widely across the ancient Near East and beyond; its precise origins before the Ur finds are unclear.

Setting up

  1. Place the board between both players so that each player's five-square starting column is directly in front of them.
  2. Each player takes seven pieces in their own colour and places them all off the board in their personal reserve area.
  3. Each player takes two of the four tetrahedral dice. Alternatively, all four dice are shared and rolled together by the active player.
  4. Decide who goes first by each player rolling the dice; the higher roll goes first. Re-roll on a tie.

How to play

  1. On your turn, roll all four binary tetrahedral dice. Each die shows either a marked corner (count as 1) or an unmarked corner (count as 0). Sum the marked corners to get a result of 0, 1, 2, 3, or 4.
  2. If you roll 0, your turn ends immediately and play passes to your opponent.
  3. Choose one of your pieces to move. You may move a piece from your reserve onto the board, or advance a piece already on the board. You must move the exact number shown; you cannot split the roll or skip a piece.
  4. Each player's route runs: five squares along their own starting column (squares 1-5), then four squares along the central shared row (squares 6-9 in standard notation), then six squares along their own finishing column (squares 10-15), and finally off the board.
  5. If you land on a rosette square (there are three: one in each starting column and one in the middle of the shared row), you take an additional roll immediately and may move again.
  6. The central shared row is contested territory. If you land on a square in the shared row that is already occupied by one of your opponent's pieces, that opponent piece is knocked off the board and returned to their reserve; they must re-enter it from the start.
  7. You cannot knock your opponent's piece off the shared rosette square. A piece resting on the shared rosette is safe and cannot be captured.
  8. You cannot land on a square already occupied by one of your own pieces.
  9. To bear a piece off the board, you must roll the exact number needed to move it from its current square to one step beyond the final square of your track. If the roll is too high, you cannot move that piece this turn.
  10. If you have no legal move with any piece, your turn is lost and play passes to your opponent.

Winning and scoring

The first player to move all seven of their pieces along the full track and off the board wins. There is no points scoring in the standard game; the win is outright and immediate the moment the seventh piece exits the board.

The fine points

The most common dispute concerns the shared rosette. The rule is unambiguous: a piece sitting on the shared central rosette cannot be captured by either player. If your piece is there and your opponent would otherwise land on it, their piece cannot complete that move and they must choose a different piece to move or lose their turn if no other legal move exists. This is not optional.

A second frequent question concerns bearing off. You must roll exactly the right number to exit. You cannot use an excess roll, nor may you 'waste' spare points to exit early. If every one of your remaining pieces requires a number higher than your roll, your turn passes even if you have pieces on the board. The re-roll granted by landing on a rosette is a full new roll of all four dice and is not carried over if unused.

How to win more often

Variations

Finkel Rules (British Museum Reconstruction)

Irving Finkel's reconstruction based on the Babylonian cuneiform tablet introduces a scoring system where each square on the track has a symbolic value, and certain squares trigger additional fortune or hazard effects. This version is more complex and suits players who have already mastered the standard race game. The cuneiform rules also suggest that wagers on the outcome were traditional.

Five-Piece Game

A shorter variant in which each player starts with five pieces instead of seven. The board, route, and all other rules remain identical. This cuts playing time noticeably and is a good introduction for younger children or for players who want a faster session.

Blocking Variant

In this variant, pieces in your own starting column are also considered 'safe' from capture but can still be blocked. An opponent piece that would land on an occupied square in your home column cannot move there; instead that move is simply illegal. This creates more deliberate blocking play and slows the early game down considerably.

Two-Board Game

Traditionally the game may have been played as a series of rounds rather than a single race. In this variant, players agree on a set number of rounds (typically five or seven) and score one point per round won. The player with the most points at the end of the series wins overall. This format rewards consistency and reduces the impact of a single lucky roll sequence.

Royal Game of Ur: frequently asked questions

What happens if I roll a zero?

Your turn ends immediately. You do not move any piece. Play passes to your opponent.

Can I capture my opponent's piece on the shared rosette square?

No. The shared rosette is a safe haven. A piece resting there cannot be captured by either player, and your piece cannot land on that square while an opponent piece occupies it.

Do I have to move? What if I have no legal move?

You must move if any legal move exists. If your roll produces no possible legal move for any of your pieces, your turn is simply lost and play passes to your opponent.

Can I move a piece past the end of the board to bear it off?

No. You must roll the exact number required to move a piece one step off the end of the track. A higher roll cannot be used; you would need to move a different piece or lose your turn.

Is the Royal Game of Ur suitable for young children?

Yes. The rules are straightforward enough for children aged six and upward to grasp quickly. The dice element keeps outcomes variable enough that younger players can beat experienced ones, which helps engagement.

Can more than two players play?

The Royal Game of Ur is designed strictly for two players. There is no standard multi-player variant; the board layout and shared track only accommodate two competing sides.

What if two of my own pieces land on the same square?

You cannot stack your own pieces. Landing on a square already occupied by your own piece is an illegal move. You must choose a different piece to move or lose your turn.

Does a rosette roll bonus chain? That is, if I land on a rosette with my bonus roll, do I get yet another roll?

Yes. If your bonus roll moves a piece onto another rosette, you earn another additional roll. Rosette bonuses chain for as long as you keep landing on rosette squares.

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