Board Games in Ancient Fiction: Egypt, Iran, Greece

Ioannis M. Konstantakos
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Abstract

Abstract Board games are often used as a plot motif in modern genre fiction, especially in detective and adventure stories. In these types of narrative, a well-known pattern of storytelling or literary structure (e.g., the treasure hunt, the detection of serial crimes, the iniatory course, or the medieval tale collection) is reworked and adapted to the rules and phases of a board game such as chess, jeu de l’oie, or the tarot card pack. This literary practice is very ancient and may be traced back to a number of novelistic compositions of the ancient Near East, dating from the 1st millennium BC to late antiquity. In the Demotic Egyptian Tale of Setne Khaemwaset, from the Saite period, the protagonist Setne plays a board game (probably senet) with the mummy of a long dead and buried magician, in order to gain a powerful book of spells. The widespread Near-Eastern story-pattern of the magical competition is here superimposed on the procedure of a celebrated Egyptian game. In a late Hellenistic Greek novella inspired by the Odyssey (Apion of Alexandria, FGrH 616 F36) Penelope’s suitors play an elaborate game of marbles (petteia) in order to determine which one of them will marry the queen. This is a playful rewriting of the famous bow contest of the Homeric epic. A Sasanian novelistic work, the Wizārišn ī čatrang, adapts the age-old legend of the riddle contest of kings; the riddles are replaced with board games (chess and backgammon), which the opponents invent and propose to each other as difficult puzzles for solution. In all these texts the board game becomes a central symbol of the transformative and innovative power of literary narrative.
古代小说中的棋盘游戏:埃及、伊朗和希腊
桌面游戏经常被用作现代类型小说的情节主题,尤其是侦探和冒险故事。在这些类型的叙述中,一个众所周知的叙事模式或文学结构(游戏邦注:如寻宝、连环犯罪的侦查、启蒙课程或中世纪故事集)被重新设计并适应棋盘游戏(如象棋、jeu de l’oie或塔罗牌组)的规则和阶段。这种文学实践是非常古老的,可以追溯到古代近东的一些小说作品,从公元前一千年到古代晚期。在塞特时期的《塞特尼·卡姆瓦塞特的民间埃及故事》中,主人公塞特尼为了获得一本强大的咒语书,与一位早已死去并被埋葬的魔术师的木乃伊玩了一场棋盘游戏(可能是塞内特)。在这里,流传甚广的近东魔法比赛的故事模式被叠加在一项著名的埃及比赛的程序上。在一部受《奥德赛》(《亚历山德里亚的阿皮翁》,FGrH 616 F36)启发的晚期希腊中篇小说中,佩内洛普的追求者们玩了一场精心设计的弹珠游戏(petteia),以决定谁将与王后结婚。这是对荷马史诗中著名的弓箭比赛的有趣改写。萨珊人的一部小说《Wizārišn´阿特朗》改编了古老的国王猜谜比赛的传说;谜语被棋盘游戏(国际象棋和西洋双陆棋)所取代,对手发明并向对方提出难题来解决。在所有这些文本中,棋盘游戏成为文学叙事变革和创新力量的中心象征。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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