Ashtapada is an ancient Indian race game dating to approximately the 5th-6th century BC. The name means “eight-footed” in Sanskrit, referring to the 8x8 board. Players race pieces along a spiral path from the outer edge to the center of the board, using cowrie shells to determine movement. The first player to get all pieces to the center wins. It is historically significant as the predecessor to the board used for chess/chaturanga.
Components
1 Ashtapada board (8x8 grid of same-colored squares with marked “castle” squares)
2-4 game pieces per player (traditionally 2 per player in a 2-player game)
4 cowrie shells (used as dice)
Setup
Place the board between players.
Each player receives their pieces (number depends on variant; typically 2 per player).
Players determine turn order by rolling the cowrie shells; highest roll goes first.
Pieces begin off the board and enter on a player’s designated starting square (a marked castle square on the outer edge).
Turn Structure
On your turn:
Throw cowrie shells to determine movement value.
Move one piece the indicated number of squares along the path, or enter a new piece onto the board (requires a “grace” throw).
Actions
Cowrie Shell Throws:
Mouths Face-Up
Movement Value
Notes
0
8
Grace throw (can enter/exit pieces)
1
1
Regular move
2
2
Regular move
3
3
Grace throw (can split as 3+1 for two pieces)
4
8
Grace throw (can enter/exit pieces, or split as 4 for two pieces)
Moving Pieces:
Pieces travel counterclockwise along the outer edge, then clockwise around inner squares, spiraling toward the center.
A “grace” throw (0 or 3+ mouths up) is required to enter a piece onto the board or to exit a piece at the center.
Capturing:
Landing on a square occupied by an opponent’s piece captures it; the captured piece is removed from the board and must re-enter.
Pieces on “castle” (crosscut/marked) squares are safe and cannot be captured.
If two friendly pieces occupy the same square, they form a “double” that blocks passage and can only be captured by another double.
Scoring / Victory Conditions
The first player to move all of their pieces to the central square wins. An exact throw is required to reach the center; if the throw exceeds the remaining distance, the player must move another piece or forfeit the turn.
Special Rules & Edge Cases
Castle Squares: The 16 specially marked squares (4 corners, 4 central squares, and 2 center squares on each side) are safe havens where pieces cannot be captured.
Doubles: Two of your own pieces on the same square form a double. Doubles cannot be passed over by single pieces and can only be captured by opposing doubles.
Grace Requirement: Entry and exit from the board requires a grace throw (0 or 3+ mouths showing).
Split Moves: On a grace throw, the movement value can be split between two pieces (e.g., a throw of 3 can be split as 2+1 for two different pieces).
Historical Note: The exact original rules are debated by historians. Multiple reconstructions exist with slight variations. This summary follows the most commonly accepted modern reconstruction.
Player Reference
Cowrie Throw
Value
Grace?
0 mouths up
8
Yes
1 mouth up
1
No
2 mouths up
2
No
3 mouths up
3
Yes
4 mouths up
8
Yes
Key Rules
Path
Outer edge counterclockwise, then inner clockwise to center