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SCHOOL OF EVERSHADE · THE GAMES ROOM

Hnefatafl

the king's table · the game the Vikings carried across the sea

THE NORSE WORLD · VIKING AGE

The rules are rebuilt from evidence · Reconstructed
A king and his defenders hold the center of the board against a ring of attackers — the king wins by reaching a corner; the attackers win by trapping him on all four sides.

The history

The game of the Norse world

Say it NEF-uh-tafl — the H is silent. In Old Norse the name means the king's board, and for three hundred years it was THE board game of the Norse world: played in Norway, Iceland, Sweden, and Denmark, and carried everywhere the longships went. Around the year 890 a great ship was buried at Gokstad in Vestfold, in the south of Norway, loaded with goods for a voyage into the next world. Among them lay a carved wooden gaming board — hnefatafl on one face, and on the other, nine men's morris. Gaming pieces turn up in graves all across Norway: nobody of standing travelled without a game.

A siege on a board

Hnefatafl is not a fair fight, and that is the point of it. One king, guarded by twelve defenders, stands besieged at the centre of the board while twenty-four attackers close in from every edge — two armies of different sizes with different victories: the attackers win by taking the king, the king wins by escaping to a corner. In the sagas kings play hnefatafl, boast over hnefatafl, and quarrel over hnefatafl — more than one game in the old stories ends with the board overturned. Men took this game seriously.

What happened to it

When chess reached the North, around the 1100s, the old game slowly gave way to the new one, and by the later Middle Ages hnefatafl was forgotten across most of Scandinavia. It held on longest in the far north: in 1732 the naturalist Linnaeus, travelling in Lapland, watched the Sami playing a tafl game called tablut and wrote the game down — the fullest account of any tafl game to survive.

The honest footnote

Nobody in the Viking age wrote the rules down, so the rules overleaf are the standard modern reconstruction, pieced together from Linnaeus's account, the saga mentions, and a Welsh cousin-game written down in 1587. The board is history; the rules are our best careful guess — which makes every game you play a small act of rescue. The Games Room's living board for hnefatafl is still being built; the printed board below is the game in full.

The rules, plainly

One king, twelve defenders, twenty-four attackers · the attackers move first · keep our rules: the king fights

Setting up

A game for TWO players. One of you commands the king and his twelve defenders; the other commands all twenty-four attackers — the men on the four edges are one army with one general. Set the pieces exactly as the printed board shows them: the gold diamond at the centre is the throne, and the corner diamonds are the king's escape. The attackers move first.

The two victories

The king's side wins if the king escapes to any corner. The attackers win if they take the king. Nobody wins by counting captured pieces — it is the king's fate, and only the king's, that decides the game.

Moving

On your turn, move ONE piece as far as you like along its row or column — one square or ten — like a rook in chess. Never diagonally, never through another piece, and never onto an occupied square. The king moves exactly like every other piece. There is no staying put: if you can move, you must.

The throne and the corners

Only the king may stop on the throne or on a corner. Any other piece may pass over the empty throne on its way somewhere else, but may not rest there. The corners are the king's alone.

Capturing

A piece is captured when two enemies close on it from opposite sides — a sandwich. Take it off the board. The throne and every corner count as an enemy for this: trap a piece between your piece and the empty throne or a corner and it is taken, whichever side you play. The king fights too — he can be one of the two pieces that make a capture, which is the school's standing rule. But a piece that moves INTO a sandwich on its own turn is safe: you can only be taken when the enemy closes the trap on theirs.

Taking the king

The king is not taken by an ordinary sandwich. The attackers must stand on all four sides of him at once — or on three sides, with the throne as the fourth. Surround him any other way and he still stands.

Winning, and honest endings

The defenders win the moment the king steps onto any corner. The attackers win the moment they take him. A player whose pieces cannot move at all on their turn loses. And if the same position comes round three times with nobody winning, call it an honourable draw and set the board again — the sagas would have overturned it long before.

Play it here

Play against the school, at Apprentice, Journeyman, or Master strength — or pass the screen and play a friend.

Your move.
Attackers
Defenders

THE RULES, PLAINLY

The siege. The king and his twelve defenders start ringed at the centre; twenty-four attackers hold the edges. The attackers move first. The defenders win if the king reaches any corner; the attackers win by taking him.

Moving. Every piece moves like a rook in chess — any distance along its row or column, never diagonally, never through another piece. Only the king may rest on the throne (the gold diamond at the centre) or on a corner; any other piece may pass over the empty throne but not stop there.

Capturing. A piece is taken when two enemies close on it from opposite sides — a sandwich. The throne and the corners count as an enemy for this, and the king fights: he can be one of the two pieces that make a capture. A piece that steps into a sandwich on its own turn is safe.

Taking the king. The king is not taken by an ordinary sandwich: the attackers must stand on all four sides of him at once — or three sides with the throne (or a corner) as the fourth.

Endings. A side with no legal move loses. The same position three times, or two hundred turns without a capture, is honours even.

The board is Viking-age history; the rules are the standard modern reconstruction, the same ones printed on the school's Hnefatafl card.

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