Egyptian Siga ~ mother of all board
games

Introduction
Egyptian Siga (Seega) is a quite original game. In
the first stage stones are dropped on the board, two by two. The central square
must be left empty. When all stones are dropped they may move one step
orthogonally in all directions. An enemy stone is captured by surrounding the
stone with two of one's own, either horizontally or vertically (so called interception-capture
or custodian capture). If the piece with which one began capture has
more possibilities of capture then one may continue capturing. Win is achieved
by capturing all (or a majority) of the opponent's pieces. If a party cannot
move a piece then his turn is passed and the opponent must remove one of his own
pieces so that the other party can move. When dropping stones, try to drop them
so they are safe from multiple capture (which is easier said than done). The
following discussion builds on the information in Parker's book and the rest are
my own assumptions.
Discussion
Several game designs are cut on the great slabs which roofed part
of the temple at Kurna, in Upper Egypt, on the western side of the Nile valley.
This temple was begun by
Parker, who gives the above rules, calls this game Arabic/African Siga to
differentiate it from other games by the name Siga. However, the name "Egyptian
Siga" is more catchy, and it's appropriate too since the oldest depictions
derive from Egypt. Parker gives three board variants, of 25, 49, and 81 squares,
which have all been implemented in the below program. Keep in mind that Parker's
account of the rules builds on the game that was still played in his own time,
and we cannot be certain that the games appearing on the temple slabs were
exactly the same.
The title "mother of all games" is, of
course, somewhat overbearing. At least, I'd argue that this game is the
forefather of Alquerque, while we here find the prototype of the crammed
Alquerque board with its singular vacant central square. Furthermore, it is
possible to argue that this is the precursor of Ancient Greek
petteia and Roman latrunculi. Plato tells us that petteia
originally came from Egypt. If so, he was perhaps referring to Egyptian Siga.
However, we don't really know what Plato meant by petteia because it was
evidently a generic term for board games. Anyway, since these games employ
interception-capture a historical link between them is quite probable. There is
an obvious kinship with
Although I am uninformed of the history of Go,
an interesting hypothesis of mine is that this noble game has its precursor in
Egyptian Siga (but the Chinese would probably say it's the reverse). When
studying Siga one is struck by a curious similarity with Go, at least in an
intuitive sense. China had extensive trading contacts with the outside world
during the Tang dynasty (618-906), and from 1405 onwards mighty Chinese trading
armadas began to visit ports in Arabia and eastern Africa. So it's not
unthinkable that the Chinese imported Siga along with so many other curious
things from the African continent, like giraffes.
Game
Characteristics
During the dropping phase one cannot expect to foresee the
consequences of all one's drops. It incorporates an element of chance into this
game which only adds to its attraction. On the 5x5 board the game ends when
enemy stones are reduced to zero (or stalemate occurs). It works quite well,
although a one stone majority is not always sufficient to reducing the enemy
stones to zero. In this type of game it's common practice to adjudicate the game
when it's obvious that nothing more is going to happen. The party with the stone
majority wins. Especially on the bigger boards the weaker party can sometimes
succeed in building a "fortress," like in the bottom left corner of
the 9x9 board below. Inside the fortress the defender can go back and forth with
one stone and the attacker cannot make any progress. Thus the game ends and
stones are counted. Presumably, the difference in the number of stones was
important to determine the score. There is no function to adjudicate games built
into this program.
One would expect the 5x5 game to be simplistic, but
it's not. It's a game of great sophistication. In order to avoid tedious
endgames, in the 7x7 game I have set win-condition to the reduction of enemy
stones to 7. In the 9x9 game I have set win-condition to the reduction of enemy
stones to 11. I am not certain if these are the best figures, but they can be
easily altered.

References
Murray, HJR. (1952). A History of Board-games other than Chess. Oxford
University Press.
Parker, H. (1909). Ancient Ceylon - An
Account of the Aborigines and of Part of the Early Civilisation. London: Luzac &
Co. Publishers.
Schädler, U. (1994). 'Latrunculi, ein verlorenes
strategisches Brettspiel der Römer,' Homo Ludens IV, 1994, 47-67 (also
discussed in Abstract Games Magazine 7, 2001).
You can download my free Egyptian Siga program here, (updated 2008-06-22) but you must own the software Zillions of Games to be able to run it.
© M. Winther 2005