The Boardgame Mandala
Mats Winther
http://www.two-paths.com/boardgam1.htm
1. Pretwa (traditional war game from
Behar, India)
A b s tr a c t :
In the evolution of game diagrams and rules boardgames have come to mirror not
only cultural aspects but also the transformations in the collective psyche. The
boardgame portrays the collective psyche in the form of mandala shapes pertaining
to the whole numbers, such as three and four. The symbolic values of the different
geometries and numbers are recurrent themes in cultural history, and denote
different stages in the progression of consciousness. In particular, the boardgame
can be understood as an equivalent of the vessel in medieval alchemy.
Keywords: mandala, quaternity, trinitarian, Self, alchemy, sacred game, psychic
structure, divination.
Introduction
Ancient and medieval people viewed boardgames as doorways to the spiritual sphere.
They notoriously carved them into temple walls and roofs. In the ancient temple at
Kurna in Egypt (c. 1400 B.C.) there are more than 70 board games painstakingly
carved into the roofing slabs, dating from different epochs in history. In Gloucester
Cathedral many Fox and Geese boards (fig. 22) are incised on the stone seats. This
cross-shaped diagram also occurs inside and on the outside walls of the cloisters of
San Paolo, Rome. Boardgame patterns, especially nine-mens Morris (see fig. 2), were
often built into the walls of churches and monasteries (Murray, 1951, p.44 & p.102).
In ancient India game diagrams were depicted in murals, built into roofing slabs and
the floor of temples. In the game the devotee and the deity met, and boards and
gaming pieces were often used in divination, as a means of consulting God
(Vasantha, 2005).
2. Morris, nine-mens
Different forms of Morris (Merels) patterns are common among the chisellings on
historical buildings and rocks at many places in the world. Several types appear in the
temple at Kurna. In Morris the goal is to get three men in a row. By 1997, in a project
that was prematurely discontinued, researchers had documented over one thousand
morris boards in an historical and archaeological context. They also occur on vertical
surfaces, as on a roman marble slab that is part of the throne of Charlemagne,
Aix-la-Chapelle (Berger, 2004).
3. Fanorona
The boardgame Fanorona played an interesting part in the rituals in Madagascan
culture. At the storming of the capital by the French in 1895, the Queen and people
relied far more on the outcome of the official game that was being played by the
ritual professionals for victory, than they did on their armed forces (Murray, 1951,
p.88). Since it consists of two conjoined Alquerque boards, the Fanorona board has
unequal sides, and therefore the number two is present. Fanorona employed
withdrawal capture, a unique move where an enemy man is taken by withdrawing
from it. To this day, playing cards are similarly used for divination as well as for a
great multitude of games. Alquerque is very important, probably deriving from the
roman era. It is the forefather of many games, including checkers.
4. Surakarta
Games cannot formally be distinguished from the temple or the magic circle, that is,
the mandala or the temenos (sacred, protected space). According to Pennick, the
curves drawn out from the square grid, in the Indonesian game Surakarta, is similar
to a description in a Norse saga of a grid drawn by a magician to call up spirits.
Surakarta involves a board and a mode of play that relates it to protective designs
which are found throughout Asia and as far away as northern Europe. The Surakarta
plan also relates to a variant of labyrinth design found in France and England, for
example, Saffron Walden, Essex (Pennick, 1998, p.217 & p.229).
5. Cows and Leopards
In this board from southern Asia triangular patterns have grown out of the original
Alquerque board (Parker, 2001, p.582).
Sacred Games
Historian Johan Huizinga, who wrote a book on the culture of play, says that the
game playing element was once extremely important, especially in Chinese
civilization. In ancient China almost everything took the form of a ceremonial contest:
the crossing of a river, the climbing of a mountain, cutting wood or picking flowers.
These ritual contests were indispensable for the smooth running of the seasons, the
ripening of crops, the prosperity of the whole year. Every victory represents the
triumph of the good powers over the bad, and at the same time the salvation of the
group that effects it. The agonistic principle is foundational in the development of
Chinese civilization (Huizinga, 1971, pp.75-77). He notes:
It has not been difficult to show that a certain play-factor was
extremely active all through the cultural process and that it
produces many of the fundamental forms of social life. The
spirit of playful competition is, as a social impulse, older than
culture itself and pervades all life like a veritable ferment. Ritual
grew up in sacred play; poetry was born in play and nourished
on play; music and dancing were pure play. Wisdom and
philosophy found expression in words and forms derived from
religious contests. The rules of warfare, the conventions of
noble living were built up on play-patterns. We have to
conclude, therefore, that civilization is, in its earliest phases,
played... Does civilization in fact never leave the play-sphere?
How far can we detect the play-element in later periods of
culture which are more developed, refined, and sophisticated
than the early ages and stages we have, in the main, been
dealing with hitherto? (p.198)
The sacramental ball games, as played by the Maya and the Aztec, are well-known in
religious history. An intermediate of spectator sports and boardgames is the living
boardgame.
6. Pachisi
The Mogul emperors of India had the courtyard of their palaces laid out as crossshaped Pachisi boards, upon which slave girls acted as pieces (Pennick, 1998,
p.205f). Ludo is a modern version of Pachisi. It is a race game in which the men must
circumambulate the board before they are allowed to enter the center, as symbolic of
the holy place. This position can also be understood as the Self, the archetype of
wholeness and the regulating centre of the psyche. A very similar game, Patolli, was
popular in Aztec civilization. Concerning the quaternity and the ritual of
circumambulation, Daryl Sharp says:
From the circle and quaternity motif is derived the symbol of
the geometrically formed crystal and the wonder-working
stone. From here analogy formation leads on to the city, castle,
church, house, and vessel. Another variant is the wheel (rota).
The former motif emphasizes the ego s containment in the
greater dimension of the self; the latter emphasizes the
rotation which also appears as a ritual circumambulation.
Psychologically, it denotes concentration on and preoccupation
with a centre... Jung believed that the spontaneous production
of quaternary images (including mandalas), whether
consciously or in dreams and fantasies, can indicate the ego s
capacity to assimilate unconscious material. But they may also
be essentially apotropaic, an attempt by the psyche to prevent
itself from disintegrating (Sharp, 1991).
In Tablut the centre is still holy, but the goal is to enclose the absolute piece initially
positioned on the centre square.
7. Tablut (Hnefatafl, Tafl)
In Völuspa, the prophetic text of the Norse, it is told that the gods will one day
recover the golden tafl game, which had been lost at the dawn of the current era.
In wondrous beauty
once again
Shall the golden tables
stand mid the grass,
Which the gods had owned in the days of old
Tafl (Hnefatafl, Tablut) was immensely popular in Scandinavia during the Viking era
(Bell, 1979, p.77f). The game s Gaelic descendants, namely the British Gwyddbwyll
and the Irish Fidhchell, figure in many stories in the Celtic tradition. The corner
squares were regarded as the four Otherworldly cities to which the Tuatha de Danaan
arrive, a godlike people around which many heroic stories revolve. On the gaming
board, which also represented the land, the centre is regarded as sacred and called
Tara, the seat of High Kings. As the mystical fifth dimension it represented the
Otherworld itself, which was always proximate, overlying reality. The holy corner and
middle squares can be accessed only by the king, which was an absolute piece
(Matthews, 1996, pp.9-10).
8. Alea Evangelii
In 10th century England Tablut evolved into Alea Evangelii (The Evangelical game). It
was viewed as an allegory of the Evangelists. The king, initially positioned in the
middle, was called primarius vir, and symbolized the unity of the Trinity (Murray,
1951, p.61).
Games as Preoccupations of Gods and Spirits
In a book on Chinese Chess from 1632 by Jin-zhen Zhu, named The Secret Inside the
Orange, it is said that the title of the book was derived from a legend:
There was an orange field in which an enormous orange was
grown. When the orange was peeled, it was found that inside
two old men were sitting facing each other, playing chess (Lau,
1985, p.10).
In her essay on the dreams of Descartes, M-L von Franz discusses the round fruit as
a rotundum and a symbol of the Self as something that has grown naturally, the
result of a quiet process of ripening. It is a symbol of a new conscious order which
ripens in the darkness of natural creation (von Franz, 1998, p.142ff). Comparatively,
in the alchemical rotundum (receptacle) were enclosed the warring elements, often
symbolized by two dragons, while a slow process transformed them into gold.
9. Wall drawing from a tomb at Benihassan, c.2000 B.C.
(After Bell 1979, Dover Publications, Inc.)
According to M-L von Franz, at the base of existence there is a spiritual objective
order, expressed in the seemingly abstract and impersonal order of numbers. The
spirits of the dead, according to many people s beliefs, concern themselves with this
inexorable objective order behind all existence. One common mythologem pictures
them literally killing time in the Beyond at number games. In many an Egyptian
burial chamber the deceased is portrayed playing a halma-type board game. Besides
this square game, a round snake game is also found among Egyptian artifacts.
Horus and Set were said to have competed in this snake game once against each
other. Similar boards have been found in the Sumerian tombs of Ur (2500 B.C.). Also
in China, inside tombs of the Han period (207B.C. - A.D.220), pictures or figures of
the dead have been uncovered which portray their occupation with various forms of
boardgames (von Franz, 1974, pp.293-96). von Franz says:
Here again we find a connection between psychic energy and
the game of dice. Indeed, when God, the spirit of the
unconscious, plays, he creates fate, a unique fate occurring but
once, namely, the creatio of a synchronistic phenomenon.
When, on the other hand, man, imitating God, plays, his
individual mind reconstructs rational possibilities which inspire
him with the feeling that he is tracking down the mystery of the
objectively unknown, since the numerical laws of his gambling
seem identical with the numerical laws of God s
game....Gradually, however, this bit of spirit has come into
possession of his subjective consciousness. By contrast, the use
of a divinatory oracle represents an attempt to induce a
spontaneous manifestation of the remaining autonomous spirit
by offering him his speech, in terms of certain archaic
numerical sequences, as a medium of expression. By means of
the chance throw of coins or twigs, a hole is introduced into
the field of consciousness through which the autonomous
dynamism of the collective unconscious can break in....In China
the original connection between play,
gambling, and
arithmetic was well established (von Franz, 1974, pp.226-7).
In playing their boardgames, the dead occupy themselves with the primal ordering of
existence, in which all things lie in their natural order, beyond the realm of the
wishes and desires haunting our ego. The natural order is the grounds for the
widespread use of boardgames for divinatory purposes. Numbers and boardgames
provide a way of circumventing the shortsightedness of the ego, thus opening the
doorway to the spiritual sphere where the intricate weave of objective order is
continually begotten. Today, however, numbers and boardgames tend to be viewed
only in their quantitative aspect, as an intellectual capability of the subjective
consciousness.
Evolution of Boardgames
The works of game historians can help us draw a picture of how the evolution of
boardgames relates to developments in consciousness and culture. When a
boardgame migrates to a new culture the game rules are altered correspondingly. In
Persia the Shah was worshipped almost as a God. In this country also emerged the
rule of the absolute piece, which cannot be lost without losing the game. The Chinese
emperor spent his whole life within the confines of the palace walls, and so the ruler
of the Chinese chessboard came to be confined within its palace of 3x3 squares.
10. Byzantine chess
Chess in medieval Byzantium took on the round shape, perhaps having to do with a
worldview that is theocratic, and focused on spirit, which is circular (Bell, 1979,
p.61f). This variant of the chessboard has been revived in recent years, a yearly
tournament being held at Lincoln castle, England.
From the prototype of Chaturanga, Europeans have increased the powers of the
pieces, whereas the Chinese and East Asians have decreased the powers of several
pieces. When the game migrated from the Arabic world to Europe it encountered a
world where woman not seldom held the highest office, either as a reigning queen,
consors regni (co-ruler), or as temporary ruler in her capacity of mother to the
juvenile king. Interestingly, during a period in the 980s, Western Europe had a
majority of female rulers (Yalom, 2004, p.26). The relatively high status of women in
Europe had its ground in the pagan era. Accordingly, in medieval times the Virgin
Mary came to play quite an important role in the church s teachings.
For obvious reasons, then, this was the place and time when the powerful Queen first
appeared on the chessboard, when the weak Fers (General) was ousted from its
elevated position beside the king (Yalom, 2004, ch.11).
Mirrors of Psychic Structure
Boardgames employ diverse mandala structures, including quadratic, circular, crossshaped, and triangular. These shapes correspond to the different shapes of mandala
paintings in religious practice (and also the work of patients in therapy). In Gala, from
medieval Europe, the four central squares are regarded as holy, and special rules
apply to them (Pennick 1998, pp.217-21; Glonnegger, 1988, pp.186-7). When pieces
enter the central cross, the movement capability is altered into a mirror-image of the
outside movement.
11. Gala
Medieval dwellers would undoubtedly have associated the different areas with
regions of the sacred and the profane. The quaternity is also reflected in the four
absolute pieces, the Galas, initially positioned in the corners. If this game is
compared with Tablut (fig. 7), a further differentiation has occurred in that there are
now four different piece types and the rules are more complex. This change probably
mirrors corresponding changes in consciousness.
12. Demala Diviyan Keliya
Leopard games from Asia represent hunt games, similar to Fox and Geese, but
adapted to triangular boards (Parker, 2001, pp.581-83; Murray, 1951, pp.106-7). As
is typical of hunt games the holy piece ( Tiger ) cannot be captured. In the more
advanced variants there are three such pieces. The object of the white player is to
enclose the red stones so they cannot move. Here the white player has only begun to
place his pieces, which are 15 in number.
The triangular boards emphasize the number three. Arguably, the threesome of
absolute pieces would be symbolically equivalent to the primarius vir, the unity of the
Trinity, in Alea Evangelii (fig. 8). This game represents a trinitarian counterpart of the
quaternarian Gala (fig. 11). In alchemical terms and in analytical psychology the
number three promotes the emancipation and expansion of consciousness. Viewed
as a masculine number it relates to the fatherly principle, e.g. scientific
understanding, societal mores and orderliness. However, it could also signify the
chtonic, underworldly, trinity. Emphasis on the number three could portray the ideal
of consciousness. Alternatively, it follows the principle of compensation and points at
the requirement of conscious or spiritual emancipation. The unconscious exerts a
power of compensation, consonant with the necessities and laws of man s inner life
(Jacobi, 1973, p.10).
The number four, according to C.G. Jung, stands for the concretization of the spirit as
it is cast in the subjective mould. It represents the integration of the advancing
consciousness with the unconscious and instinctual roots of man. As such the
quaternity expresses a directionality of wholeness. The significance of numbers, and
concepts of the the trinitarian and the quaternarian, are treated in von Franz (1974),
Jung (1980), Lindorff (2004).
13. Pulijudam
In the popular game of Pulijdam two arms have grown out of the central triangle,
creating a structure more similar to a cross. (In this image the 15 white pieces have
not yet been dropped.) The migration from three to four indicates perhaps a higher
consciousness that has grown stale, but now preparing to be reintegrated in life. This
theme is common in dreams and myths. In medieval alchemy it is represented by the
Axiom of Maria wherein one becomes two, two becomes three, and out of the third
comes the one as the fourth. Jung used the axiom of Maria as a metaphor for the
whole process of individuation. One is the original state of unconscious wholeness;
two signifies the conflict between opposites; three points to a potential resolution;
the third is the transcendent function; and the one as the fourth is a transformed
state of consciousness, relatively whole and at peace. (The transcendent function
supports the union of consciousness and the unconscious.) (Sharp, 1991).
14. Bear game
The Bear game (Bear hunt) is still known among elderly people in Piemonte, Italy,
where it is found among rock carvings (Depaulis, 1999). In this hunt game, which
functions finely, three hunters are following a bear, trying to enclose it. Men follow
the lines and must stop on the intersections. Bear games probably derive from the
roman era. Functional sandstone boards from the third century have been found in
Augst, Switzerland (Schädler, 2002). The recovered games are more demanding.
15. Hare game
European hare games, deriving from medieval times, seem to portray the archetypal
conflict between three and four, as in the Christian Trinity vs. the adversary, or a
trinitarian consciousness contra the inferior function. The inferior function (fourth
function) is the least differentiated of the four psychological functions (thinking,
feeling, intuition, sensation) and practically identical with the dark side of the human
personality (Sharp, 1991).
This type of game seems to have had the alternative name of The Devil among the
tailors (Glonnegger, 1988, p.151). They vary in design and size, but seem uniformly
to be three against one in theme. This one (fig. 15) is a small variant from around
1300, found in Riga, Latvia (Caune, 1993). It was revived in the 19th century as the
Soldiers Game (Schuh, 1968, pp.239-44). The light stones can only move
downwards or sideways and must try to surround the dark stone, which is victorious
if it avoids being surrounded and reaches the apex. The dark stone can be dropped
on any empty square in the first move or, alternatively, it can be positioned on a
standard initial square. There are no captures. This type of game is almost ritual in
character, since it aims at enclosing the elusive and ambivalent fourth principle.
16. Haretavl
Haretavl is a circular hare game from Fyn, Denmark (Michaelsen, 1998). The game
seems to combine the alchemical motto of the squaring of the circle with the
traditional hare game principle, namely the enclosement of the mercurial element
(see below) symbolized by the singular piece. In traditional mandala design, circle
and square together combine heaven and earth, thus representing the total world.
This geometric combination is common also in morris mandalas. The rules of this
particular variant seem to have been different, however.
17. Roman wheel pattern
Wheel patterns occur frequently at historical roman sites. They are often placed at an
entrance or a threshold, and sometimes on vertical surfaces, probably as protective
charms. Wheel patterns are common in Ephesus, known in antiquity for its sacred
shrines. Earlier these were thought to be merels game boards, but it seems like the
topology is proper only for bear games. This particular pattern is a mechanical win,
however, but it could have been attractive to ancient man anyway.
Wheel patterns were probably bear games originally, but certain of them became
stylized and less functional. They work as protective charms and tend to be ritualistic
in character. The fact that the game is functional means that there is a spirit trapped
in the diagram, i.e. an idea of three hunters capturing the elusive fourth bear spirit.
To me, it invokes the idea of a game of transcendency, or a mandala proper. Even if
humans won t play on it, the spirits will, using spiritual rules.
Interestingly, the theme of the bear hunt is known as the Cosmic Hunt among
anthropologists. Over the whole of the Eurasian continent and the two Americas this
myth returns in different forms, but always revolving around three hunters following
foremostly a bear, or an elk. The hunters are the three stars in the handle of the Big
Dipper (Berezkin, 2005).
18. Jeux des gendarmes et du voleur
Policemen and thief is a bear game from Sologne, France (Depaulis, 1999). I think the
thief , as the fourth piece, symbolizes Mercurius, god of the unconscious. I have the
feeling that C.G. Jung would have delighted in a mandala-shaped boardgame where
wholeness is created by a trinity of pieces enveloping a fourth piece, thereby
attaining a quaternity.
19. Round bear game
This diagram derives from Didyma, Turkey, where it is clumsily depicted in the
temple of Apollo (Depaulis, 1999). It functions as a bear game, but we don t know if
it was ever used as such. There are also quadratic and rectangular forms of bear
games.
The Alchemical Vessel
The focal point in alchemy was the vas hermeticum, the alembic, or the alchemical
retort - all different names for the alchemist s flask where the warring elements were
subjected to heat and underwent circular distillation (circumambulation). From the
chaos, the prima materia of crude material substances, would arise the spiritual
Stone of the Philosophers, which had wonder-working properties. The boardgame is
the equivalent of the hermetic vessel; in it, the warring elements are added and
sealed off from the outside world. The 16th century alchemist Gerhard Dorn says:
Our vessel ... should be made according to true geometrical proportion and
measure, and by a kind of squaring of the circle (Theat. Chem. I, 1659). Jung (1980)
says:
[The vessel] is a kind of matrix or uterus from which the filius
philosophorum, the miraculous stone, is to be born [lit. son of
the philosophers ]. Hence it is required that the vessel be not
only round but egg shaped [says Ripley]. One naturally thinks
of this vessel as a sort of vessel or flask; but one soon learns
that this is an inadequate conception since the vessel is more a
mystical idea, a true symbol like all the central ideas of alchemy
(p.237f).
In my understanding, the Chinese game of Sixteen rebels reflects upon the
alchemical quintessential element represented by the holy stone in the centre
(Winther, 2005). Because it employs intervention capture (capture by stepping
between two pieces), this game is believed to be quite old.
20. Sixteen rebels
The board looks like a flask, where the elusive spiritus mercurialis, a most holy spirit,
is held captive. In keeping with the Chinese preference for the number five, the fourcornered Alquerque board was complemented with an extra structure to introduce
the number five. When a triangle emerges out of a square, it seems to signify spirit
over matter, possibly compensating an earthbound attitude. As in all hunt games the
dark stone, which cannot be captured, must be surrounded by the light stones.
A notorious problem in alchemy was the evaporative nature of the spirit Mercurius.
He is the prototype of the fairytale s spirit in the bottle, who would take any chance
to escape from his prison. In Sixteen rebels, the red stone is victorious if it can reach
the apex of the upper triangle. This is the same situation as in the Hare game
(fig. 15). In the mean time, the forces of consciousness (alternatively, the principle of
spirit), represented by the light stones, will encroach upon the red stone. In Sixteen
rebels, several white stones must be sacrificed on the way. Such a sacrificial theme
coincides with a well-known psychological fact; attempts at assimilating the
unconscious self are usually accompanied by a deterioration in the primary function
of consciousness (von Franz, 1974, p.93). The game can also be said to express the
demonic force in conflict with the celestial spirit, as the archetypal tug of war
underlying all psychic phenomena.
Players in their gaming activity follow the alchemical procedure when they become
absorbed by the transformations in their vessel, which is the gaming board. This is
similar to the alchemist s labourings with his chemicals. The player is seemingly
trying to synthesize the most holy substance from the game. Involved in this work is
a phantasy of the perfect game, such as the creations of the 19th century
chessmaster Adolf Anderssen, whose creations have been named The Immortal
Game, and The Evergreen Game.
21. Egyptian Siga
Siga (Seega) is depicted among the original chisellings at Kurna (Parker, 2001, p.603;
Murray, 1951, pp.54-5). Possibly it was played by the Old Kingdom pharaos. The
archaic interception capture bears witness to its antiquity. In order to make a capture
one must surround an enemy piece with two of one s own. The capture method of
the short leap, as in modern checkers, is of later date. In Siga the men ( dogs ) are
not positioned in a battle line. Before play begins stones are dropped one by one on
the board. To me, this relates the image of a less organized psychic structure. In
ancient times, spirits of the unconscious existed everywhere around. They had not
yet been located in a particular region called the unconscious. Similarly, demons and
gods were still circulating among humans and had not yet been permanently
relegated to a heavenly region and a demonic underworld.
22. Fox and Geese
Fox and Geese (originally named Fox and Hounds) was obsessively played by the
medievals (Murray, 1951, p.102f). In this we see a more orderly setup. The game
originated with 13 men (Geese), trying to surround the lonely Fox, initially positioned
in the centre of the cross-shaped board. A medieval alchemist would probably have
understood the red Fox as the elusive Mercurius. A Christian complentative would
perhaps see it as the Christ. In terms of Jungian psychology the Christ is also a
symbol of the Self. The light-coloured Geese can then be understood as the celestial
forces, or more prosaically, the combined forces of consciousness, attempting to
enclose the precious divinity. Again, the interpretation of the central piece as the
divine entity finds it counterpart in Alea Evangelii (fig. 8). Also here the goal is to
surround the primarius vir as the manifest symbol of the godhead.
23. Fifteen geese
Fox and Geese underwent an interesting development. Historically the number of
Geese increased, first to 15, and then to 17. But this also implied that their
movement was restricted, while on the contrary the Fox retained its free movement.
With 15 Geese backward movement is prohibited, and with 17 Geese also diagonal
movement is prohibited.
24. Seventeen geese
The development seems to mirror an increase in the powers of consciousness, and in
spiritual discipline, which coincides with the era. Increased in number, the Geese
could no longer retreat. Consciousness was not allowed to regress, but must
relentlessly press forward to achieve its goal. This goal-oriented attitude coincides
with the continual strengthening of consciousness, but also the advanced methods of
contemplation in Catholic mysticism, occurring during the Late Middle Ages and the
Renaissance, up to the Age of Enlightenment.
25. Asalto
In the latter era emerged the final version of this game, now commonly known as
Asalto (in some countries Foxes and Sheep). Now the light pieces were radically
increased to 24, and the lonely Fox became two in number. This is how the setup is
typically represented although 20 light pieces would make a more balanced game
(Bell, 1979, vol.II: p.46; Glonnegger, 1988, p.190).
It is a radical increase. Consciousness has again broadened, and with the two foxes
the number two has appeared, signifying a stronger division between conscious and
unconscious. von Franz (1974) says: Whenever a latent unconscious content pushes
up into consciousness, it appears first as a twofold oneness (p.93). Consciousness, it
seems, has now obtained the two auxiliary psychic functions implied by the two
arms, which were only little occupied in the initial version of the game. An auxiliary
function is a helpful second or third function (thinking, feeling, intuition, or
sensation) that has a codetermining influence on consciousness (Sharp, 1991).
Notably, in Asalto, unlike in Fox and Geese and similar hunt games, the goal is no
longer to attain the holy stone positioned in the centre. The mission is not anymore
aimed at realizing the Self by direct means, in the way of medieval Christian mystics,
or Asian spiritual techniques.
How can we explain these changes? The stronger light of consciousness had brought
with it a marked division in the psyche, and the naive wholeness of medieval man was
lost. As a consequence the Self definitely split into a lighter and a shadier part. The
ambivalent Fox disunited and became two. In religious history a corresponding
development occurred in the division of the ambivalent Old Testamental God into a
light aspect and a dark adversary. This occurrence anticipated the corresponding
development in the psyche of the individual. The change in collective consciousness
is reflected in the new rules of the game. The task of the Geese (Soldiers) is to occupy
the fort or the castle, which is the nethermost square of the board. I think it
signifies the unconscious (or divine) realm, including the fourth unconscious
function. Although the rules still admit to winning by enclosing the holy pieces, this
is practically impossible. The fort consists of nine squares, a number which is
significant, in itself. von Franz (1997) has shown that in fairytales the number nine is
found in the symbolism of hell, the underworld and the realm of the dead (p.135).
To the mythic consciousness, such a symbol portrays the battle between demons and
gods, as in Hindu mythology. The agonistic mythologem is archetypal. The conflict
motif portrays the psychic economy of unconscious integration. The remarkable
phenomenon of consciousness is a product of this ongoing battle. The two guardian
stones, as two Sphinxes guarding the gate, must try to ward off the forces of light.
When the nether square, the fort, is filled with light stones, the unconscious fourth
function will be conquered and the goal obtained. von Franz (1974) says:
The great Egyptian primal god Atum was also considered a lion
who engendered the two lions (Shu and Tefnut), signifying
eternity and infinite time, respectively. This double lion (ShuTefnut) is clearly Atum himself. Constant de Wit says: The
double lion, the two horizons, the two world mountains, are
different images symbolizing the crossing from life to death,
from day to night and vice versa. They are the guardians, the
gates, the threshold to the Beyond (p.93).
Historically, it s as if the unconscious function, because of a contrast effect, appears
in company with an emancipation of consciousness. The last evolution of the game
coincides with our modern view of the spiritual path, namely to view the unconscious
as a psychic region, and then to grapple with the forces of the unconscious, before
we can attain the wholeness when all the four functions of the psyche are integrated.
26. Stratego
The modern game Stratego is likely the descendant of the French game L'Attaque by
Mademoiselle Hermance Edan, who filed a patent for this game in 1908. Concurrently
with the rise of psychoanalysis and the new notion of the unconscious, the pieces
opposing the conscious forces are turned away and effectively become unconscious
to the player of the red pieces. The physical pieces are illustrated as soldiers of
different rank, decided by their number. Low number stands for high rank. The player
does not know what rank the enemy pieces have, and whether in confronting them he
is going to lose or win a piece. The unconscious, as it were, is differentiated into
several piece types, mirroring the increased knowledge of unconscious entities and
complexes. The absolute piece, which must be protected at any cost, is retained in
the form of the Flag ( Stratego , 2009).
Conclusion
The boardgame represents a spiritual mystery, a vessel in which the spirit is captive.
It is a dynamic form of mandala, an image of psychic wholeness. In its impersonal
numerical aspect it represents a hole through which the Beyond can break in. The
transformations in the collective psyche are mirrored in the evolution of diagrams
and rules.
N ot e
See also examples of coloured boardgame images here.
R e f e r e n ce s
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Dover.
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Altstadt . Archäologie des Mittelalters und Bauforschung im Hanseraum. Rostock:
Konrad Reich Verlag.
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September 10, 2009, from http://www.folklore.ee/Folklore/vol31/)
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interpretation for some petroglyphs of merels boards . [Electronic version] Rock Art
Research, 2004, Vol 21; Part 1, pp.11-26.
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no.4, Oct.1999, p.46-50.
Franz, M-L. von (1974). Number and Time. London: Rider & Company.
Franz, M-L. von (1997). Archetypal Patterns in Fairy Tales. Inner City Books,
University of Toronto Press.
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Glonnegger, E. (1988). Das Spiele-Buch. Ravensburg.
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Jung, C.G. (1980). Psychology and Alchemy. Princeton Univeristy Press.
Lau, H.T. (1985). Chinese Chess. Tuttle Publishing.
Lindorff, D. (2004). Pauli and Jung - The Meeting of Two Great Minds. Quest Books:
Wheaton, Illinois.
Matthews, C. (1996). The Celtic Tradition. Element.
Michaelsen, P. (1998). Somme trak også tavl . Ord og Sag 18, 1998. Aarhus
Universitet.
Murray, H.J.R. (1951). A History of Board-games other than Chess. Oxford University
Press.
Parker, H. (2001). Ancient Ceylon - An Account of the Aborigines and of Part of the
Early Civilisation. New Delhi, Madras: Asian Educational Services.
Pennick, N. (1998). Games of the Gods: The origin of board games in magic and
divination. Rider.
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Raurica, Hauszeitschrift 1. Halbjahr 2002.
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Stratego (2009). In Wikipedia online. (Retrieved September 15, 2009, from
http://en.wikipedia.org)
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Depicted as Murals in Scientific Research on the Pictorial Arts of Asia, Jett, P. (ed.).
Archetype Books.
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© Mats Winther 2007 (article revised 2009), text and images by me (except fig. 9).
Addendum
The mandala as temenos
In my own dreams, the act of playing a board is the most notorious of all the
repetitive patterns. It signifies the conscious focusing on the little world. It implies
forgetting about the rest of the world, including conscious preoccupations, such as
the Jungian concepts. We enter the temenos and thrive there, fully contented with the
small energies in the desiccated little world. Arguably, this is why people have always
depicted mandalas and also why they have become obsessed with board games and
sports generally. Board game patterns appear everywhere, especially in sacred
shrines. To paint a mandala is essentially the same as playing a board game. The
depiction of mandala patterns follows historically from man s obsession with board
games. Crete is littered with Mancala patterns carved into the rock. At the ancient site
of Ephesus there is an abundance of roman wheel patterns depicted everywhere, also
on vertical surfaces. Fig.17 is a typical example (see above). But these are actually
board games of the bear game type, although they have tended towards
simplification. Fig.18 is a French version and fig.14 is Italian. (I have actually created
a program that plays these bear games, here.)
1], that is, it symbolizes the little
I hold that the mandala represents the temenos[1
world . In so far as mandala painting (or normal painting) leads to a better
comprehension of the symbol, it is wholesome. It allows personality to seek refuge in
2]. But it is neither a map of the cosmos
the little world during a time of incubation[2
nor a map of the self. Such an overblown notion impedes our longing to dwell in the
little world, which is modest and unassuming, remote from the grand notions of Self,
Completeness and Advancement. During incubation we listen to the faint energies
that shine like a fish s eye at the desiccation of the sea (George Ripley). The
mandala symbolizes the time of dwelling in the little inconspicuous world, remote
from notions of advancement of any kind. In this condition, one can paint in colour or
in words, the result of which is completely unassuming and which does not coincide
with any Jungian tenets nor any artistic ideals. The smallest of sparks that are being
gathered, is the spirit proper.
The conclusion is that mandalas are board games, that is, they depict little arenas on
which we focus our attention. They signify the temenos, that is, the little
inconspicious refuge from the world. That explains why people have always seen
them as wholesome, and why they have depicted them everywhere. In case of
sickness or sorrow, you typically visited a temenos or a sacred grove, as a token of
introversion and withdrawal into yourself. There is no evidence that the mandala
portrays the architecture of the psyche or that it denotes the totality of psychic life. In
fact, I think it symbolizes the escape from life s encumbrance; a loophole into
another world, as it were. To Carl Jung, it symbolizes the encompassment of life s
phenomena in toto, including the forging of them into a wholeness. But the mandala
really means escape from our conscious obsessions. I think this was also its function
during Jung s own crisis, regardless of his conscious misconception. While painting a
mandala or a regular painting, concentrate on painting absolutely anything which
keeps you focused on the little world. One should completely disregard the
psychological or the artistic qualities of the result, which is not interpretable in
Jungian terms or in art historian terms. Such over-interpretation destroys the
wholesome effect of the mandala and takes away the lust to paint them.
If Jung says that the quaternity is superior to the trinity, denoting a higher level of
self, guess what kind of mandala a Jungian will draw: a threefold or a fourfold
symmetry? So the very notion that the mandala is a map of the psyche will cancel out
any attempts to create a mandala that represents an individual map of the psyche.
Jung s notion of attainment and progress through stages along a path of
individuation, derives from Neoplatonism and the antique mystery cults, such as the
Mithras cult. It involves initiations into yet greater and greater gnosis , that is,
insights into the spiritual mysteries. This principle is also practiced in freemasonry,
which foremostly attracts people lacking the capacity for individual self-fulfillment. In
this way, they can play at personal growth, thus evading the cumbersome and lonely
path of listening to the unconscious, which would lead to true maturity by the
attainment of a higher level of consciousness. Of course, the advancement theme is
fiction. There is no sign that a freemason, having advanced to the higher levels , has
attained a greater level of humaneness and insight. It is merely an evasion.
Nevertheless, it has a therapeutic effect, like all religion, as the individual has
something to strive after and may attain a high social stature among his peers. But he
could equally well join a chess club and advance through the grades there.
Likewise, a Jungian patient who successively produces yet more advanced mandala
paintings, has merely achieved a higher level in fantasy. It is like building castles in
the air. To become absorbed in mandala painting is essentially the same as becoming
absorbed in artistic painting or the playing of board games. It is not an esoteric
3]
practice with pronounced effects on personality, nor will it have a synchronistic[3
impact. Of course, Jung s anima compensated Jung s standpoint, saying that those
mandalas you draw are art (cf. Jung s autobiography).
I am disheartened by the course away from psychology into what I identify as New
Age spirituality. It is spiritual hunger that drives this. However, I am advocating an
alternative spirituality of a kind that Jung dismissed in theory, although he was
practically involved with it (see my writings, elsewhere). Artwork (whether or not in
the therapeutic setting) needn't revolve around the inner complexes. However, if it in
fact does, then it should be interpreted properly and land on a personal level. It is the
question of strengthening consciousness and integrating the shadow, acquiring
wisdom. But after this has been achieved, one cannot go on forever integrating the
unconscious. The integration of the anima translates to a withdrawal of one s
projections of longing on the outer world and the Platonic otherworld . But the latter
step never occurs if one keeps mythologizing the unconscious.
The Jungian method of interpretation has given rise to a degenerate form that follows
the formula of the school of Archetypal Psychology. M-L von Franz criticizes this
method and says that the interpreter goes around in circles by way of
contextualization. More specifically, she mentions that Mircea Eliade endlessly and
somewhat arbitrarily associates a symbol with another symbol. One can always take
an oblong object, for instance, and associate it with the phallus, and then with the
tree trunk, and then on to the mother archetype, etc.; a process that leads on and on
to yet more mythological associations. But the interpretation never lands in a
personal understanding relevant to the patient or the artist himself.
By way of the mythologization of the unconscious symbol it stays on a nebulous
collective level. The method only degrades understanding, making the subject even
more unconscious. It is akin to a cultic theological practice on lines of New Age.
What s worse, the dreamer/artist risks projecting his/hers conscious preconceptions
on the content, since there is ample opportunity for this in the unearthed
mythological material. It will always be possible to find some verification of one s
conscious preconceptions. In the end, something will seem to fit.
What lies behind this current of mythologization and over-interpretation is a personal
problem of Jung s, which has propagated and grown to a strong gale. Jung was very
ambivalent about art. Concerning modern art, he says in a letter to Esther Harding, I
am only prejudiced against all forms of modern art. It is mostly morbid and evil on
top [of that] . On the other hand, he could give traditional art a hugely unrealistic
evaluation: Art represents the process of self-regulation in the life of nations and
epochs . He evaluated the artistic work as a primordial experience . [The artist] has
plunged into the healing and redeeming depths of the collective psyche ( On the
relation of anal. ps. to poetry ).
To put it frankly, the above is nonsense, which makes it evident that he is torn
between the opposites. He never arrived at an objective evaluation of art since he
suffered from an art complex . Jungian analyst Sylvester Wojtkowski sheds light on
this, here.
Nevertheless, Jung himself had a thoroughgoing experience of the true spirit of art,
which is the incubation in the temenos, that is, the little paradise, void of ambition.
He was drawn to play childish games . He built a miniature stone village with a castle
and a church (cf. Memories, Dreams, Reflections). But he kept psychologizing these
recurrent experiences as discovering his own myth and as confrontations with the
unconscious as a scientific experiment . He always viewed artistic creations as
symbolical pictures revealing the architecture of the psyche. Thus, he refused to
give ground to a trinitarian intepretation of works of art, mandalas, and the
laboratory work of the alchemists.
Jung had a beef with the trinitarian standpoint, that is, the notion of standing aside
from all our material and conceptual obsessions. Jung said that one must always be
morally or intellectually involved. Arguably, that s why he rejected modern art, which
represents arts for its own sake and not for portraying some supramundane
principle. Henri Matisse said that, from Le bonheur de vivre (1905-6), he always
kept painting the same picture:
Le bonheur de vivre
La Dance (I)
La Musique
Familie Matisse
Jeu de boules
Matisse had found the temenos and he kept repeating this very motif. He felt
disappointed when people, much like Jung, could not understand his work. He used
to ask visitors to his studio whether they had noticed the violet thistles that grew by
the wayside. Of course, they had not (cf. Matisse on Art).
Picasso had his own way of expressing the very same trinitarian mystery. The
following picture is a mandala expressing the condition of aridity inside the temenos,
but where there still exists a life-source. We can feel this, because his paintings have
a strange power, a different energy than the grand powers that Jung was obsessed
with. Below image expresses a little but sublime power, which one can feed on. It is
the little sun inside the egg.
Still Life With Chair Caning
It is remarkable that Jung could not connect this with alchemy, although he wrote
about the alchemical vessel as an egg in which resides the prima materia ( massa
confusa ) , that is, the most commonplace and trivial matter.
Notes
(1) Temenos: a piece of land marked off from common uses and dedicated to a god;
a sanctuary, holy grove or holy precinct (cf. Wikipedia).
(2) Incubation: a religious practice (ritual) of sleeping in a sacred area with the
intention of experiencing a divinely inspired dream or cure (cf. Wikipedia).
(3) Synchronicity: the coincidental occurrence of events and esp. psychic events (as
similar thoughts in widely separated persons or a mental image of an unexpected
event before it happens) that seem related but are not explained by conventional
mechanisms of causality
used esp. in the psychology of C.G. Jung (Webster s
Dictionary).
© Mats Winther 2007-2013.