Pushuang 譜雙 / 谱双
Hong Zun 洪遵 - 1151
Hong Zun 洪遵 - 1151
In Pushuang, a book in 5 chapters, Hong Zun (1120-1174) wrote : "Shuanglu 雙陸 began in Western India 西竺, and arrived in China during the Wei dynasty of the Cao family (220-265), flourishing during the Liang, Chen, Qi, Sui, and Tang dynasties (i.e from 502 to 907)."
The Pushuang notably appears in:
the Shilin Guangji (事林廣記), compiled by Chen Yuanjing in 1266
the Xinshang Bian (欣賞編), compiled by Shen Jin in 1511
It describes the regional Shuanglu variants according to 4 categories:
Northern Shuanglu 北雙陸
Guangzhou Shuanglu 廣州雙陸
Southern Barbarians Shuanglu 南蕃雙陸
Japanese Shuanglu 日本雙陸
Some of the Northern and Guangzhou Shuanglu variants used the today's Backgammon starting position yet.
Confucius said: "Are there not the games of Bo and Yi (Go) ? To play them would be better than doing nothing at all."
Generally, for men who devote themselves to work, a day's labor in the fields is tiring; it is impossible not to rest through proper leisure in order to regenerate the mind, both mental and emotional. This is why Bo games are used. Although the names of the various Bo games differ, their intention to pass the time is the same. However, Yi (Go), Qi (Chess), and Xiangqi (Chinese Chess) are known to all families. Shuanglu, Dama (the "Game of Horses"), and Yezi (the "Game of Leaves/Cards") have evolved into models. This is not achieved through malicious intent. Shuanglu seems to be the closest to antiquity; it is called the "Elegant Game." If we examine the chronicles and accounts, we find four names for him: called Wo-shuo (Seizing the Spears), called Chang-xing (Long March), called Boluosi-xi (Parcheesi/Prasena Game), and called Shuanglu.
It began in the Western Regions (Central Asia), spread under the Cao Wei, and flourished between the Liang, Chen, Wei, Qi, Sui, and Tang dynasties. Our Emperor Taizong celebrated it in poetry and took a personal interest in it in his imperial writings. Shuanglu has brilliant "horses"; over time, it has become increasingly esteemed. In the Central Plain (China), the game has become rare to see. Yet, in various regions, under different names, many know how to play it. When my father returned from the North, I carefully accompanied him; among the travelers in his entourage, I first heard of Northern Shuanglu. On my journey south to Zhenyang, I went to Panyu to observe, and there I heard of what is called Southern Shuanglu. I was secretly thinking to myself, "Of the games of the four wild borders, I now own two."
East of Xuanyuan, some say there is no difference from the South. Only the Western Shuanglu is very distant, and it is difficult to obtain details about it. This gap should be left for later. Subsequently, I extracted facts from antiquity and examined the present, compiling everything recorded in various books to gather and write it down. All the rules concerning the board and the knights (pawns), as well as the measures for placing, entering, and removing the pieces, are clearly set forth here. This is called the "Shuanglu Manual." I remember when I was an assistant magistrate in Changzhou; travelers from the North often arrived and, boarding boats, played Shuanglu for days on end, even at night without stopping. They sent messengers to inquire about it. I thought about it many times, but I understood nothing. So, the Shuanglu [interest in] the game had almost died out. This book certainly cannot be exhaustive, but it contains the essentials, about eight or nine-tenths. By reading it, [those who read it] should understand for themselves (the meaning/the pleasure of the game).
The Northern Shuanglu 北雙陸 is played in 5 different ways described in chapter 2 of the Pushuang.
Illustration of a Northern Shuanglu game 北雙陸
To set up a game: two people, one with the white pieces and the other with the black (ink) pieces, each have fifteen "horses" (pieces). Two dice are used. Depending on the dice roll (the color), the horses are moved. White horses move from right to left; black horses move from left to right. Once all the horses have passed through the "gate," players are allowed to "remove" them according to the dice roll. For example, if the white horses have passed through the gate, a roll of 6 and 2 allows a player to remove one piece from the first square in the back left and one from the fifth square in the back left. The same applies to subsequent rolls. The player whose horses are all removed first scores one unit (or one point), or if, after removing all their pieces, the opponent has not yet removed any, they score double one unit (a "double" or "gammon").
Dice are now called "shǎi shù" (color numbers).
They are all called "reference points". For example, we say "Reference 5" or "Reference 6", that sort of thing.
Placing, moving, and removing horses are done in the same way as in standard Shuanglu. There are fifteen horses in total, but twelve horses return to a single side, compared two by two. If there is an empty path (space) without a horse between them, it is called a "gap" (Jian). A point (a token) is scored for each successful move, and the scoring continues without limit on the method used. If five paths contain pairs, but one path contains a single horse, then no point is scored.
The arrangement and movement of the horses are generally similar to standard Shuanglu. However, when removing them from the board, the exact score (of the dice) is not taken into account; regardless of the number, two horses may be removed.
Two horses side by side form a "Beam" (Liang). Fourteen horses move to one side and stand in pairs on seven paths, which is why it is called [the game of] Seven Beams.
Each time you manage to form seven beams (seven pairs of pawns), you gain a point (a token).
If we succeed again, we win again; otherwise, the rules are the same as for standard Shuanglu.
Each time you move your horses to form seven beams side by side again, you win again. If there's a gap in the back beams, you move the horses again to form seven beams, and you win that too. If you finish moving your horses before your opponent has formed their seven beams, you win double your bet.
If the seven beams have not yet been formed and the horses have not all returned, and a "high roll" (a large dice roll) is obtained, only the last beam from the back can be moved; this is called the "He-tou" (Burd's Head/Brown). Three bets are then lost without being able to move down.
The horses are divided into three groups. Three dice are used to move horses according to the roll. Two or three horses can be moved together.
It is also possible to move only one piece. At the end of the game, the pieces are removed using the usual method.
The Canton or Guangzhou Shuanglu 廣州雙陸 is played in 5 different ways described in chapter 3 of the Pushuang.
Illustration of a Guangzhou Shuanglu game 廣州雙陸
Two dice are used. The horses are moved according to the roll (the color). White horses move from right to left, black horses move from left to right. The inhabitants of Panyu (Canton) play it a lot.
The southern barbarians (Nanfan) also use this method of movement on the board. The game's exit is identical to the standard style of the northern lands of Shuanglu.
Placing the horses and moving them off the board is done as in Luoying Shuanglu. Whenever you roll a double (double one, double two), you move the pieces together in groups of four. If the die roll is, for example, a double three, then all four horses advance three spaces, and you get an extra roll. The people of Panyu (Canton) play this game a lot.
Placing the horses and leaving the board is done using the usual method. Dice are not used. A person is chosen [hidden] in a dark place to announce the scores (chanting the colors), using the number seven as the base. The scores might be 2 and 5, 1 and 6, or 4 and 3. When passing over an [opponent's] piece, it is not struck; this is why it is called No-Hit Shuanglu. The inhabitants of Panyu know how to play it.
Children in the Guangdong region (Canton) play this game. Each player uses twelve horses, and there is no initial setup (the board is empty at the start). The pieces are placed as the dice are rolled.
Two horses are placed on each path (square). The game stops after placing all twelve horses on six paths. They are located at the first gate, the second gate, the third gate, the fourth gate, the "shoulder house," and the "six-headed house." The game does not extend beyond the six outer gates. Players are facing their opponent's horses, and it is no longer possible to attack (capture).
If you roll a 1 and a 5, you place the horses on paths 1 and 5. For example, if paths 2 and 4 each have a pair of horses, and you roll a 2 and a 4, then you cannot place a horse. You must roll a different number to advance. Once all twelve horses have entered the board, you roll the dice to remove them.
Two dice are used. The horses are placed in three positions (piles), as in the three-beam Shuanglu game of the Northern Lands. Moving the horses and leaving the board is done using the usual method. The inhabitants of Panyu (Canton) know how to play it.
The Southern Barbarian Shuanglu (the Nánfān) 南蕃雙陸 is played in 3 different ways described in chapter 4 of the Pushuang.
Illustration of a indonesian Shuanglu game (Sijiaba 四架八雙陸)
Illustration of an arabic Shuanglu game (Dashi 大食雙陸)
People from Srivijaya (Sanfoqi) and Cambodia (Zhenla) play it. There are also experts in Panyu (Canton). Two dice are used.
The movement of the horses and their exit from the board are identical to Luoying's Shuanglu. Only the arrangement of the pieces differs slightly. At the end of the game, three horses form a "house" (屋). The player who manages to form five houses wins what is called a "Zi-gou," which is worth two games (a double victory).
The people of Nanpi and Champa (Zhancheng) know how to play it. The layout is identical to Indonesian Shuanglu. Advancement and exit are as usual. The dice are made of wood or horn; they are long and do not have an "Ace" (1) or a "Six" (6).
A rug is used as the game board, woven with a blue background and white paths. Three dice are used. The horses are divided into seven groups, called "horses," white on the right and black on the left. The "Eight Gates" can only be passed if a double is rolled. Four of the Eight Gates are passed through. If all fifteen horses reach the six outer gates without scattering, a point is scored. A double grants an additional roll as a reward. The same applies to a "Hun-hua" (identical rolls on all three dice).
"Hun-hua" refers to combinations like a triple one or a triple two. If your pieces are played first, you win a small bet. If you have played all your pieces while your opponent has played none, you win a large bet. This is the same winning system as in the game of Go (Qi).
Le Shuanglu japonais 日本双路ou Shuanglu des Barbares de l'Est (les Dongyi) 东夷双路est décrit au chapitre 4 du Pushuang.
In Japan, boards are made with a width of about one foot (chi), a length of one and a half feet, and a thickness of three inches (cun). The "paths" (squares) are engraved directly inside the board.
Two dice are placed in a bamboo tube, shaken, and rolled onto the board. The score (the color) is used to move the horses.
The horses are made of glass (liuli) in two colors, blue and white, similar to Go game pieces in China.
The rule is that the first to bring all their horses to one place wins.
The Japanese (Wo-ren) love this game immensely. Two people compete from morning till night without stopping, while the spectators nearby also spend the entire day without leaving.
Shuanglu is generally limited to the number six. Its method consists of twelve squares (paths) to the left and right, called "Liang" (beams). Starting with Black, each player has fifteen pieces (knights). Five pieces are placed on the 6th beam (front right) and the 1st beam (back left). Two pieces are placed on the 6th beam (back right). Three pieces are placed on the 2nd beam (front left). White and Black face each other. Two dice are used, each dice moving according to its result (color/point). White pieces move from right to left, and black pieces from left to right. The sum of the two dice can be used to move a single piece, or two pieces can be moved separately. Pieces can be moved or stacked. Whenever a piece is alone, the opposing piece can capture it.
Two pieces together form a "beam". Other pieces can then no longer attack or use the same path. Any piece that is captured must wait until an empty space is available in the entry zone and the die roll matches before it can enter (place the piece).
This means, for example, that if the second beam is empty (if you roll two points on the dice), then you place the captured piece. As long as the piece that was hit hasn't been moved back down (returned to play), its other pieces cannot advance towards the last six beams. This is called "stacking the beams." When the stacks are full, if you hit an opponent's piece, you then group your own pieces on the five paths closest to the exit.
Each time the last beam is opened, it becomes enemy territory. If you do not protect your pieces, they must all be moved and returned to the starting beam.
Inside [the exit zone], with each throw, the points obtained are checked to remove two pieces. If the number is sufficient, they are removed; if it is insufficient, they cannot be removed.
If the pieces are too few to move out, they are moved together to the bottom beam. Two pieces must always be held firmly together [to avoid being hit]; they must not be separated. Moving [carelessly] breaks the head (the defense is breached). The last six beams are called the "final beams." The first player to move all their pieces out is the winner. If you win while the other pieces have not yet returned to their final zone, or are there but none have yet moved out, you win a "double bet" (double chip). As for rewards and penalties, their levels depend solely on what has been agreed upon [between the players]; there is no fixed number.
The last beam is called "Gai" (pronounced like "hai"). The first beam is called "Men" (the Gate). The "Gai-Men" area is the most crucial. Having two pieces reach "Gai" is called "Holding the Gai." Removing one is called "Breaking the Gai." If two pieces reach "Gate," it's called "Guarding the Gate." Removing one is called "Opening the Gate."
The last six beams are called "Palace". The pieces [that are] returning to these beams are said to "Enter the Palace". This is what Di Renjie meant when he said, "In Shuanglu, you cannot win if the Palace is empty".
When two pieces are together, they form a "Beam". A single passage cannot allow more than six pieces to pass through. If there are too many pieces on paths 5 and 6, it's called a "Heavy Head" to allow all fifteen pieces to pass through the Gate and exit. This is because rolling a 5 or a 6 is a "High Score" that doesn't happen often. If you roll a 2 or a 3, you cannot reach the higher positions.
The "dry" (isolated) pawns must be moved downwards from the head beam to "lighten the head". This is how they come out easily.
In Southern Shuanglu, moving out from the beginning is called "Opening the Foot." Two pawns together are called "Making Home." It is also called "One-Gate Home." The first path is the 1st Gate, the second path is the 2nd Gate, the third path is the 3rd, the fourth path is called the "Fourth Gate," the fifth path is called the "Gai House," and the sixth path is called the "Six Heads House." Collectively, these are called the "Six Inner Gates." The next six paths are called the "Six Outer Gates." The first path after these is also called the "Six Heads." Once a pawn has moved out and then re-entered, it is said to "fall." Two pawns together are said to be "bound." (Note: If a piece on the 4th path moves forward one space, it is said to "move up"; if it moves out on its own, it is said to "capture" the piece. Grouping ten pieces in one place is also possible among Southerners during a game.)
If, in a game, the signs of defeat are already visible, then one frequently strikes [the opponent] without allowing them to form "houses" (anchor points); this is called "breaking the union". (Note: This amounts to saying that one reverses the game).
In Srivijaya, Java and Champa, it is called "Zhi-cui". In Cambodia (Zhenla), it is called "Kousha".
Regarding Shuanglu, both Liu Cun and Feng Jian state that Cao Zhi (of the Wei dynasty) was the first to create it. However, an examination of the Northern History (Bei Shi) indicates that it was the king of the Hu (barbarians), whose brother created this "pointed beam game," that recently entered China. Other research (Zhu) asserts that Shuanglu originated in Tianzhu (India).
Its name is the Boluosai game (a transcription of the Sanskrit Prasaka). Thus, this game existed abroad for a very long time before spreading to central China, so the idea that Cao Zhi started it is a misinterpretation. (Note: Zhou Wangji's collection mentions that the terms "color" and "King Cao's game" refer to this.)
The North Shuanglu plateau resembles half of a Go board, but longer. Both gates and all twenty-four roads are engraved.
They are inlaid with ivory. Catalpa wood from the Bohai Sea is used to make them heavy; thus, they do not need to be lacquered, and dust or dirt cannot damage them. Some are decorated with mosaics of colored stones supported by wood. Light wood is used for white pawns, and ebony for black pawns. The wealthy use rhinoceros horn or ivory. The base of the pawns is round and flat, tapering towards the top. They are three inches and two fen long. The top diameter is four fen, the bottom diameter one inch and one fen. They are roughly similar to those that families use today as laundry beaters.
The people of Panyu (Canton) use a board for a game, drawing the roads in black and lacquering them, or they draw the squares on the ground. They use boxwood for the white pieces and bixun wood for the black pieces. The base is short, like a cut persimmon, and the shape resembles a pagoda (stupa).
In Srivijaya, Java, Champa, and Cambodia (Zhenla), in the south, rosewood (Huali) is used for the game board. The paths are carved with a knife. The board is often placed directly on the ground on a mat. Barbarian kings had copper springs installed under the board, like sounding plates. Thus, when the pieces are moved, it produces a melodious metallic clicking sound.
This serves as entertainment. Ivory is used for the white pieces and ebony (black plum wood) for the black ones, or sometimes ivory dyed red for the black pieces.
In the land of the Arabs (Dashi), woven carpets are used as game boards. The black and white pieces are similar to those in other countries.
In Srivijaya, Java, Cambodia and among the Arabs, wood is used to make six-sided dice.
In Nanpi (Malabar) and Champa they are made of ebony or horn. They measure about two inches long and do not have "one" or "six" faces.
In Srivijaya, Java, in Champa, dice are called Huchan. One is called "Sa", two is called "Tuda", three is called "Dijia", four is called "An", five is called "Banzi", six is called "Nan".
In Cambodia (Zhenla), for dice, one is called "Weitu" or "Me", two is called "Meipi", three is called "Lin", four is called "Bulinpi", five is called "Jia", six is called "Xin".
Among the Arabs, one is called "Yi", two is called "Tuda", three is called "Yada", four is called "Chazhe", five is called "Banda", six is called "Shida".
Northerners wager gold, silver, slaves, sheep, or horses. (Note: Captured men and women or ransomed poor people are what Liu's people call slaves.)
Elsewhere, the game is played for a cup of wine; victory or defeat doesn't depend on the number of rounds, but a limit of fifteen tokens is generally set. The first to reach this limit wins. Sometimes the limit is set at ten tokens, or seven or eight, depending on what is agreed upon at the beginning of the game. If a player is much stronger, they are given a handicap of one, three, or four tokens.
There is also the "Minggui" rule: before even rolling the dice, the "leading black token" is moved to the third beam. This is called "drawing the third beam," and it allows you to roll the dice first.
The people of Panyu (Canton) bet from one hundred to two or three hundred ligatures of currency. A set of three parts is agreed upon for a bet of up to ten ligatures. The poorest bet a few silver coins, the richest up to several tens of ounces of gold.
A handicap of one pawn, or an advance of one point (one point equals one square) up to six points, or even the first roll of the dice can be granted.
In Srivijaya and Java, in Champa, Cambodia, and Nanpi, gold, silver, or thousands of ligatures are used. Sets of three or five rounds are generally played.
Among the Arabs (Dashi), gold coins from their own country are used for betting; the inscriptions on the faces of their coins are pictograms (象形).
People from the North, to say "playing Shuanglu", say "hitting the double board" (Da Shuangpan), or "double board horses", or "double horses".
In Panyu, they say "to strike the double lu". They also say "Shuanglu board", "Shuanglu board pieces" or "Shuanglu son".
In Srivijaya and Java in Champa, playing Shuanglu is called Ba-seng, the board is called Ba-ban, the pieces are called Gu-cha, and a game is called Sa.
In Cambodia (Zhenla), playing Shuanglu is called Chu-di, the board is called Ge, the pieces are called Sai, and a game is called Mei.
Among the Arabs (Dashi), playing Shuanglu is called Ba-duo, the board is called Tan (carpet), the pieces are called Wo, and a game is called Yi.
Northern Shuanglu has five variants: Standard Shuanglu, Three-Beam, Seven-Beam, Dajian, and Huihui.
The standard Shuanglu is mastered by most people in the North. As for the "Three-Beam" version, only about one player in ten is capable of excelling at it.
The Dajian variants are grouped under the term "gapped games."
In teahouses in the Yan region (Beijing), numerous boards are often set up, sometimes five or six, and even more than ten. Players pay a fee to rent the board, just as Go (Qi) sets are made available in inns in central China. Thus, the Han and Khitan (Liao) families set up game boards. When they travel, they even order their servants to carry the equipment for them so that they can throw the dice [anywhere] in a "Habo" (Note: Habo refers to a box or a leather case).
In Panyu (Canton), there are five names for the Shuanglu: the Xiapen, the Sandui (Three piles), the Luoying, the Budia (No-Hit) and the Buddhist Shuanglu.
Xiapen and Sandui are difficult, while Luoying and Budia are easy. Buddhist Shuanglu is reserved for young children. Generally speaking, even common people and low-ranking servants are proficient in this game. As for scholars and high-ranking officials, they do not play it as much. In the four prefectures of Duankang and Lianhui, one can also find very good players.
In the South, among the barbarians, there are three names: Sijiaba, Nanpi, and Dashi (Arabic). Only Sijiaba is mastered by the people of Panyu.