Overview
Ludus Duodecim Scriptorum (“game of twelve markings”) is an ancient Roman board game similar to Backgammon. Two players race their pieces around a board of three rows of 12 spaces, trying to be the first to move all pieces off the board. The game combines luck (dice rolls) with strategic movement.
Components
- 1 Board with 3 rows of 12 spaces (36 total), each row divided into two halves
- 5 Playing pieces per player (distinguishable by colour — e.g., pennies heads/tails)
- 3 Six-sided dice
Setup
- Choose first player by rolling a die (higher number goes first).
- All pieces start off the board and must be entered into the player’s home row (middle row, 6 home spaces).
Turn Structure
On your turn:
- Roll all 3 dice.
- Move 1, 2, or 3 pieces based on the dice values.
Movement Options
Dice values can be:
- Used separately to move 3 different pieces.
- Added together to move 1 piece (or 2 stacked pieces) the combined total.
- Split in any combination (e.g., roll 1, 3, 6: move one piece 1 and another 9; or one piece 4 and another 6).
Rules:
- No die may be ignored.
- A number may not be split (only added).
- Pieces move along the 3 rows in an S-pattern from start to finish.
Actions
Entering the Board
- All pieces must enter the home row before any may advance beyond it.
- Pieces may be stacked on the same space.
- No player may enter the opponent’s home row.
Moving
- Stacked pieces (2+) of your colour are safe from capture.
- You cannot land on opponent’s stacked pieces (but may count the space and move beyond).
- Landing on a single opponent’s piece captures it — the piece must start over from the beginning.
- Captured pieces: the owning player switches to using only 1 die until the piece re-enters the board.
- If all your moves are blocked by opponent’s stacked pieces, you lose your turn.
Exiting the Board
- All your pieces must gather in the final 6 spaces before any may exit.
- Exiting requires an exact throw (a piece on the last space needs exactly a 1).
- At this stage, players switch to using only 1 die.
Scoring / Victory Conditions
The first player to move all 5 pieces off the board wins.
Special Rules & Edge Cases
- Blocked moves: If you cannot legally move, your turn is lost.
- One die for re-entry: When a captured piece needs to re-enter, switch to 1 die until it’s back.
- One die for exiting: Once bearing off, use only 1 die.
- Stacking is safe: Stacked pieces cannot be captured.
- Exact exit roll needed: Cannot overshoot the exit.
Variant Rules (to speed up play)
- Allow entire stacks to move as one if the 3-dice total allows reaching a free spot.
- Decrease number of pieces and/or dice.
- Allow exit once pieces reach the final 12 spaces (not just 6).
- Allow bearing off without waiting for all pieces to reach the final spaces.
Player Reference
Turn: Roll 3 dice → Move 1-3 pieces → Use values separately or combined
Path: Enter home (middle row) → S-pattern across 3 rows → Exit from final 6 spaces
Capture: Land on single opponent piece = send it back to start
Exit: All pieces in final 6 spaces → exact rolls to exit → use 1 die