During the summer of 2020, archaeologist Walter Crist visited Het Romeins Museum in Heerlen, Netherlands. While exploring, he spotted an interesting artifact: a piece of white Jurassic limestone, about eight inches wide. It was labeled as a possible board game, but Crist, an expert in ancient games, didn’t recognize its unusual design.
Crist was intrigued by the stone’s geometric patterns. They didn’t match any known Roman games. This piqued his curiosity and set off a fascinating detective journey that combined advanced techniques like microscopic analysis and artificial intelligence. The results, published in Antiquity, revealed that the stone was part of a “blocking game,” similar to tic-tac-toe.
The limestone piece was not just an ordinary rock; it was repurposed from construction rubble, likely imported from France. Over the years, the artifact had been kept in the museum’s collections without much attention. Without context from an excavation, its origins and purpose remained unclear until now.
Crist’s team began examining the stone closely. They found smooth patches where game pieces had slid over time, revealing wear patterns. The marks provided clues that suggested it was indeed a gaming artifact.
Using AI from the Digital Ludeme Project, the researchers tested various game scenarios. They programmed the AI to simulate different games on the board, exploring traditional European games that fit the size. The investigation focused on games with 20 or so spots, including both alignment and blocking games.
After thousands of AI simulations, they discovered that the evidence pointed to a blocking game—specifically, a game called Ludus Coriovalli, meaning “Game of Coriovallum.” The game involved two players: one controlling four “dogs” and the other controlling two “hares.” The goal was for the dogs to cut off the hares, who needed to evade capture.
This finding is significant. Until now, historians believed that blocking games began in the Middle Ages. Crist’s research shifts that timeline back several centuries, indicating that these types of games were played during Roman times.
What Crist and his team accomplished is more than just understanding a game; they opened a window into Roman leisure activities. The study also highlights a new approach in archaeology—using AI not only for data analysis but to simulate human interaction with artifacts.
These findings bridge a gap in our knowledge of ancient games. It suggests that the Romans enjoyed more folk games alongside documented strategy games like Latrunculi and Duodecim Scripta.
As we reflect on the Roman pastime of Ludus Coriovalli, we can visualize a scene from centuries ago—friends gathered around a table, strategizing and sliding their pieces across the rough surface of limestone. Crist emphasized the importance of understanding these ancient games, stating, “Insights into how people in the past enjoyed themselves can transform our perception of their lives today.” The drive to play is timeless, connecting us across the ages.
For more detailed information about this fascinating study and its implications, you can check out articles from trusted sources like Scientific American and Science News.
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