Educate, but Criminalize? Dice in Medieval Spain

Alfonso X and His Love of Games

Enter Alfonso the Wise (1221-1284), who ascended to the throne of Castile and León after his father passed in 1252. He tried to foster a cosmopolitan court with an eye toward intellectualism. He employed scholars from the Jewish and Muslim faiths, as well as Christian.

Interestingly, he also seemed to favor making knowledge more accessible, as he tasked them with translating works from Hebrew, Arabic, and Latin into vernacular Castilian. Additionally, he decreed that Castilian would be the preferred language for legal purposes, rather than Latin. This lowered the bar somewhat for the public to educate themselves, provided they could at least read their native language. Speaking of which, one of his legal writings, Las Siete Partidas, is part of the founding principles of law in the US today.

Unfortunately, his rule was also steeped in conflict with the nobility, mostly for economic reasons. Eventually, it led to civil war, and the nobility helped his son Sancho IV to claim the right to the throne in 1282 over the son of his elder brother Ferdinand. Sancho ascended to the crown in 1284 after Alfonso X died.

Shall We Play?

Fortunately, we’re under no such restrictions, so let’s take a look at the games presented in the Libro de los Dados. I’m not presenting them in the written order, but rather grouping them by complexity and general style of play. In all but one case, players use three dice to make their rolls, and the text always assumes two players. Some of these games could likely accommodate more players, but they may require some modification to the rules.

These first five games are the most simple to play. Two players take turns rolling three dice. The first person to succeed at the goal wins whatever bet was at stake. For clarity, I’ll show 6 dice where players must compare their rolls, but only 3 dice when I just need an example of a winning roll.

Mayores (and Menores)

Players each roll one time. Whoever rolled highest wins, if playing Mayores. If you’re playing Menores, the lowest roll wins instead.

To add more players, the best option would be to do so tournament-style. Randomly group players into pairs, with the winner of each match moving on to the next bracket. Continue until the final pair determines a winner.

Par con As (“Pair with an Ace”)

This game is exactly what it says on the package – the first player to roll a pair on two dice accompanied by an Ace (1 pip) on the third wins.

Expanding players for Par con As should be done in a manner similar to sudden death. Players each roll their own set of 3 dice simultaneously. After each roll, check to see if anyone won. If more than one player succeeds, only those players continue rolling until a single player remains.

Tanto en Uno Como en Dos
(“As Much on One as on Two”)

The first player to roll a set in which the total pips on two of the dice is equal to that of the third one wins.

Multi-player here works like that for Par con As. Each player rolls their own set at the same time, checking after each roll to see if there is a winner. Multiple winners continue rolling until only one player succeeds.

Raffa

The first player rolls as many times as necessary until they achieve a pair on two of the three dice. Then they roll the third die one more time, and the total of the three dice becomes their score. Their opponent repeats this process, and the higher score wins.

Similar to Mayores, expanding the player pool should be done in a tournament-style elimination.

Triga (“Trios”)

Triga introduces a slightly more sophisticated game that acknowledges the probability curve for rolling three dice, even if it doesn’t do so explicitly. Again, players take turns rolling three dice. The first player to roll either par (three of a kind) or triga (a pip total either less than 7 or greater than 14) wins.

Azar – Ancestor of Modern Craps

Azar builds on this variant rule of Triga. In this game, the par rolls lost their significance. if your first roll is one of the triga values (6 or less, 15 or higher, now called azar), then you win. Now, if you fail to roll one of the azar values on your first roll and instead throw something between 7 and 14, this number is assigned as a point value for your opponent, not yourself. Then, pass the dice to your opponent for their turn.

Once you’ve had a point number assigned, your options change. When you roll, one of the following possibilities may occur:

  • Azar (<=6, >=15): These values are now called reazar and are losing rolls.
  • Point Number: If you roll your assigned number, you win.
  • Any Other Number: If your opponent doesn’t have a point number yet, the first one is assigned to them. If they already have a point number, you take this number as an additional point number for yourself.

Once both players have a point number, things become more complicated. Azar rolls get ignored, and point numbers your opponent take for themselves become losing numbers for you. So now, the possible results on your turn include the following:

  • Azar (<=6, >=15): Once both players have been assigned points, azar/reazar rolls have no affect. You ignore the result and pass the dice to the other player.
  • Point Number: If you roll any of your point numbers, whether the one assigned by your opponent, or one taken for yourself, you win.
  • Opponent’s Point Number: If you roll one of the point values your opponent took for themselves, you lose. However, if you roll the point number that you assigned to them with your first non-azar roll, the game is a draw. Return all bets and play a new round.
  • Any Other Number: Take this value as a new point value for yourself.

Some people confuse Azar with another medieval dice game called “Hazard,” due to the similarity in the names. Hazard is a similar game played with two dice that was developed later. It became popular in England in the 14th century, and was even mentioned in the Canturbury Tales. I’ll go over its rules and history in more detail in another article.

Azar Pujado (“Raised Azar”)

This is a variant of Medio Azar, with points being assigned and stakes raised using exactly the same method. The difference comes after both players have point targets and the dice start trading hands for normal turns. Rather than ignoring rolls that don’t match your point, each roll that doesn’t win instead raises the stakes by one. As you can imagine, Azar Pujado can become very expensive, very quickly.

Guirguiesca

This is the only game described which uses two dice instead of three. The game procedure works like Marlota, in that only one player is active during a game. After a winner is determined, the active player passes the dice to the other player and they play again.

Players roll one die to see who goes first, then agree upon a stake. If your first roll is 2, 3, 11, or 12, that is azar, and you win the stake. If you roll between 4 and 10, it is a point number that is now assigned to your opponent. At this time, your opponent may increase the bet by any amount they wish before you roll again.

Now, if you reroll this point number immediately, you win the current pool that has been wagered. If you roll one of the azar values, you immediately lose the wager. Rolling any other point number assigns it to yourself.

Once both you and your opponent have a point number, you must continue rolling. You win only if you reroll your own point number, but you lose if you roll any of the azar numbers or your opponent’s point value.

Point #7

Point #8

Point #9

Point #10

Point #11

Point #12

Point #13

Point #14

Wins 1 Stake

Wins 2 Stakes

Wins 3 Stakes

Wins 4 Stakes

Wins 1 Stake

Wins 2 Stakes

Wins 3 Stakes

Wins 4 Stakes

Wins 1 Stake

Wins 2 Stakes

Wins 3 Stakes

Wins 4 Stakes

Wins 1 Stake

Wins 2 Stakes

Wins 3 Stakes

Wins 4 Stakes

Wins 2 Stakes

Wins 3 Stakes

Wins 4 Stakes

Wins 1 Stake

Wins 2 Stakes

Wins 3 Stakes

Wins 4 Stakes

Wins 1 Stake

Wins 2 Stakes

Wins 3 Stakes

Wins 4 Stakes

Wins 1 Stake

Wins 2 Stakes

Wins 3 Stakes

Wins 4 Stakes

Wins 1 Stake

Wins 2 Stakes

Wins 3 Stakes

Wins 4 Stakes

Wins 1 Stake

Wins 2 Stakes

Wins 3 Stakes

Wins 4 Stakes

Wins 1 Stake

Wins 2 Stakes

Wins 3 Stakes

Wins 4 Stakes

Wins 2 Stakes

Wins 3 Stakes

Wins 4 Stakes

Final Thoughts

While the dice games in the Libro de los Juegos are fairly simplistic, they are interesting from a historical perspective. You can see the evolution of rules through several games, as the winning rolls for Triga become the danger rolls in Azar. You see the development of a “point” roll, and I found the idea of adding more winning combinations during play interesting. You even see their understanding of probability with how the stakes in Panquist are determined. (As an exercise, count how many ways each winning combination can be made).

These games were popular in their time, but gave way to newer crazes that developed later, such as Hazard or Glückshaus. But those are topics for another time.

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