Halatafl - a strategical Viking game.

Introduction
Halatafl is a Viking game, a mixture of Arabic Alquerque and the
Viking game Hnefatafl. In Halatafl the object for both parties is to
reach any of the two corners of the board located behind the enemy forces. The
pieces move one step orthogonally, i.e. forwards and sideways, but not
backwards. However, capturing backwards is allowed.
Only orthogonal
capture is allowed. If an adjacent square is occupied by an enemy piece and the
square directly behind is vacant, then the piece must jump over it and capture
it, as in Checkers. Several pieces may be captured like this in a single turn.
Should a player put a piece in his own corner, then he loses. However, jumping
via one's own corner does not lose.
A good strategy is to gain
majority on a wing and break through to reach the enemy corner. Be prepared to
sacrifice one or more pieces in order to achieve a strong position, e.g., a
piece that threatens to reach an enemy corner.
(For the record: The
above rules are my own assumptions building on studies of different
possibilities of rule interpretation. I lack qualifications as a historian and
have not made a thorough historical research of the subject matter.)
Discussion
Halatafl is sometimes referred to as the medieval game Fox and
Geese. However, as
Firstly, we can exclude the
notion that capture can be made in any direction, including diagonals, and that
it's also allowable to jump one's own pieces. This will generate a completely
wild situation on the board that is wholly uncontrollable, even for a computer.
Moreover, the notion that winning is achieved by simply reducing the opponent's
men to five creates a dull game.
In the Spanish version of Alquerque
(a forerunner of Halatafl) there is no piece promotion. Capture can also be made
along diagonals, and the object is to reduce the opponent's men to zero. But
this ancient Arabic game is played on a smaller board (5x5), and the complexity
is further reduced by the fact that one is obliged to follow the marked lines
and diagonals. Half of the diagonals are closed. I contend that only orthogonal
movement was allowed in Halatafl. This coincides with the piece movement in
Hnefatafl which does not utilize diagonals.
Among the archaeological
artefacts there are boards with no carved squares, but only the two long
diagonals (look
here). I contend that these are
Hnefatafl boards which were also used for Halatafl. The diagonals only serve as
help for orientation and are not guides for piece movement. The fact that
neither diagonals nor squares are properly marked proves that the game did not
occur along the diagonals. On a 7x7 board it is virtually impossible to think
ahead and foresee moves along diagonals if you don't play on a properly marked
checker pattern or diagonal matrix (like on an Alquerque board). However, if you
only play orthogonally, the artefact boards will work quite well.
This
rhymes with what HJR Murray says, that during the Middle Ages, diagonal lines on
lined boards tended to be omitted, with a consequent disuse of all diagonal
moves ('A History of Boardgames', p.9, 1952).
In
Hnefatafl win is secured for the one party if a corner square is
reached. Also in Halatafl we know that the squares had a special significance as
they were left vacant. If we apply the Hnefatafl corner rule also on Halatafl
the game suddenly comes alive and makes very much sense. It then becomes a quite
functional mixture of Alquerque and Hnefatafl. Halatafl is more strategical in
character than the other two medieval games. (As a besides, if we choose to
apply the corner rule then we cannot allow diagonal movement, anyway, because it
can be shown that white will forcibly lose piece in the opening position,
regardless if we allow backwards movement of pieces or not.)
The idea
that the pieces move orthogonally until they happen upon one of the two long
diagonals whereupon they can also move diagonally, is an implausible idea. The
game is tactically complex enough. It would be quite impossible to foresee
tactical turns if such erratic piece movement was allowed.
It is
likely that the Vikings wanted to emulate a medieval battle situation. The men
must be under strict discipline and have no need of squares to guide them. They
form their ranks perfectly anyway. Each man faces an adversary in the enemy
army. It is also against this man he will strike (orthogonal capture). The men
cannot go backwards, which is consistent with Viking warfare because retreating
men could cause a catastrophe, since the lines would break up.
However, the men are allowed to capture backwards as an enemy behind your back
cannot be ignored. The explicit object of a battle is not just the killing of
men. It could be the capture of a castle, for instance. This game provides such
an objective in the two "castles" in the form of the corner squares.
So, clearly, this game emulates a medieval battle situation.
Game character
The initial position looks crammed,
but the situation soon dissolves due to many piece exchanges. The opening
position is unbalanced while white has a spatial advantage on the left wing and
vice versa. This creates a strategical tension which is missing in many games of
checker type. The crowding on the wings precludes the simplistic strategy of
immediately invoking operations there and attacking the corner squares. There
are no moves on the wings. First the position in the centre must be resolved.
In the middlegame maneuvering ensues, interspersed with tactical
combinations. Overall, the game has a less forced character than Anglo-Saxon
Checkers, for instance. Due to the relative importance of positional factors one
is not hopelessly lost if one loses a man or two. Positional factors could
compensate for this, and one can also figure out a clever tactical stroke which
conquers a piece back. This often occurs in the middle game if a lonely man
strays too far into the enemy position. Such a piece is often lost, not seldom
due to a tactical combination (actually, this is a factor which mimics reality,
too).
All in all, Halatafl is not only interesting for historical reasons.
It is attractive due to its blend of strategical and tactical aspects. Opening,
middlegame, and endgame, are all interesting in their own way. A skilled player
could often win against an inexperienced player in less than 20 moves, by
reaching the corner square by way of a combination. The endgame, too, is quite
volatile since there are fewer enemy pieces in the way of the corner square. Due
to this draws are not common in this game.
Note that there is an
alternative way of winning than reaching a corner square or capturing all the
opponent's pieces. This would be to force an enemy piece into one of his own
corner squares. This could be achieved by sacrifice of a piece, since capture is
obligatory. But this situation will occur very seldom. Analogous with the rule
that a piece can jump via his own corner square, a jump via an enemy corner will
not cause victory (as the move is not finalized).
You can download my free Halatafl program here (updated Dec 2, 2005), but you must own the software Zillions of Games to be able to run it.
Appendix
How Halatafl rules were earlier (mis)understood.
The initial set up is as can be seen above. The two sides have 22
identical men set up on the board. The centre and corner squares are left empty.
The pieces can be moved in two different ways; either they move one step at a
time either forwards, sideways or diagonally along the marked lines (the two
long diagonals) but never backward. The other way they can move is by jumping
over a neighboring piece to a vacant square behind it. They may proceed jumping
as many times as possible in any direction or even backwards. The jump can be
made over any piece - your own or your opponent's. If you jump over one or more
of your opponent's pieces they are captured and removed from the board. White
opens the game by moving a piece onto the centre square. Black takes it by
jumping over it and the game proceeds until one of the players has fewer than
five pieces left - and loses. A jumping piece may make an intermediary landing
at a corner square. However no piece is allowed to stay there.
© M. Winther 2005