As the jewel of the Indus Valley Civilisation, the ancient city of Mohenjo-Daro never ceases captivating the curiosity of archaeologists, anthologists, historians, and enthusiasts. Amongst its many archaeological wonders, the unearthing of game boards and game pieces has presented a glimpse into the entertainment and leisure culture of one of the world’s most ancient metropolitan societies. It also provides a marvellous peek into inhabitants’ cultural sensibilities and social fabric through their expression of their creativity, ethics, and shared values.
The game pieces excavated at Mohenjo-Daro, crafted from a wide array of materials, including faience, pottery, shell, marble, agate, slate, and steatite, express the remarkable ingenuity of the Indus Valley artisans. Each material had its symbolic worth and practical value, reflecting the social and economic diversity of the players. For example, excellently produced pieces of marble or agate may have been kept for the prosperous, while faience and pottery satisfied a broader audience.
Sir John Marshall, the Director-General of the Archaeological Survey of India from 1902 to 1928, who managed the excavations of Harappa and Mohenjo-Daro, methodically categorised board game pieces, judging their range in form and trimming. Amongst them were black marble, agate, and ornate pottery pieces replicating carnelian. These finds highlight not only the society's methodological skill but also their aesthetic receptivity, with some pieces decorated in complex patterns of black and red.
The diversity in material and design of the game pieces advocates that board gaming was a well-liked pastime across social classes. While wealthier individuals might have played these games with sumptuously made pieces, others played with more straight forward materials, such as potsherds moulded into simple forms. This democratisation of leisurely behaviour clues us to a society where amusement was available to all, notwithstanding the wavering degrees of social superiority. The usage of faience, a glassy pottery material prized in ancient civilisations, clues us to the cultural importance accredited to such games.
While the rules of these games remain mysterious, the game pieces point to organised and tactical pastimes, which perhaps could be forerunners to contemporary board games like checkers or chess. As noted by the National Museum of Pakistan, Karachi, the segmented boards show a similarity to contemporary chessboards, suggesting that the games necessitated intellectual engagement, tactics and forethought. The existence of dice alongside the game board – in both tubular and cubical forms, made from materials like ivory, bone, terracotta, and alabaster - presents the element of chance, mixing skill with fortune. These dice, distinct with chiselled numbers, hold to configurations still familiar in today’s gaming world, such as contrasting sides adding to seven.
Even with the variety of artefacts, further questions about these games still need to be answered. The non-existence of complete game boards muddles efforts to restructure the rules and procedure of these activities. In contrast to the well-documented games of Egypt and Mesopotamia, the games of the Indus Valley's remain largely hypothetical. Conversely, the dispersed nature of the discoveries, with game pieces discovered across different communal and residential spaces, hints that board games were a well-known experience primary to the social fabric of Mohenjo-Daro.
The board game pieces’ functional and aesthetic design hints to the Indus Valley Civilisation’s rich artistic and mathematical accomplishments. The craftsmanship demonstrated in items like agate tokens or faience game pieces aligns with the culture's distinguished knowledge in bead-making and other sophisticated crafts. This interplay between artistry and utility highlights a civilisation where even leisure objects were infused with aesthetics powered by creativity.
The games played by the inhabitants of the Indus Valley highlight a connection between leisure and strategy, revealing much about their societal norms and knowledge. Unlike modern board games, those of the Indus Valley appear to have been more than mere pastimes; they reflected deeper considerations of life’s challenges and the interplay between human agency and fate. The use of casting sticks, marked with concentric lines and rings, adds to the variety of gaming paraphernalia, suggesting a range of gaming practices and behaviours.
The similarities between the gaming culture of Mohenjo-Daro and that of other ancient civilisations are remarkable. Parallel game boards and pieces have been discovered in Egypt and Mesopotamia, including the "Royal Game of Ur" from the Sumerian city and artefacts from Memphis in Egypt. These resemblances suggest either shared human tendencies or possible cultural exchanges that fostered systematised play. However, the unique characteristics of the Mohenjo-Daro finds — such as the simplicity of certain pieces and their widespread use across different social strata — highlight the distinct nature of leisure activities in the Indus Valley civilisation.
Sir John Marshall’s opinions further supplement the general understanding of the social aspects of board gaming in Indus Valley Civilisation. He observed the simplicity and portability of some board gaming arrangements, with boards likely drawn on the ground and pieces easily shaped from obtainable materials. This ensured that games could be played anywhere, supporting their role in nurturing social contact and society engagement. Such undertakings would have provided respite from the stresses of daily life, connecting people together in shared activities and contests.
The proof of board gaming also sheds light on the emotional and psychological background of Mohenjo-Daro’s communities. The National Museum of Pakistan analysis suggests that these games replicate a sense of contentment, security, and civility among the people. The activity of playing games, often connecting competition or collaboration, would have fostered bonds within families and communities. Besides, the implied rules overriding these games likely reflected broader collective codes of demeanour, bolstering values of respect, discipline, and fairness.
The board gaming tradition of Mohenjo-Daro offers a reflective lens through which its apparent simplicity as mere entertainment is juxtaposed with the universality of play in human history. Across civilisations and eras, board games have consistently served as more than diversions; they have acted as structured reflections of life, encapsulating education, social collaboration, and the transmission of values through their rituals and rules. Games that required strategy and teamwork often mirrored the complexities and challenges of real life, cultivating skills essential for success and survival. In Mohenjo-Daro, the widespread popularity of board games suggests their integration into the social fabric, functioning not only as tools for leisure but also as instruments for learning and growth.
From an anthropological perspective, the universality of board gaming underscores its role in shaping human behaviour and fostering collaboration. Board games create environments where abstract concepts like decision-making, strategy, and patience are developed through tangible, practical experiences. In the context of Mohenjo-Daro, the structured use of segmented boards and diverse game pieces reflects a sophisticated understanding of these qualities. These games required insight, adaptability, and analytical thinking — skills that closely mirrored those necessary for trade, community life, and governance. The repeated practice of such games likely enhanced cognitive abilities and provided intellectual frameworks for addressing the uncertainties of daily life, whether in personal matters or communal pursuits.
The role of board games as a microcosm of communal values must be balanced with their function as a source of respite. These games often carry inherent lessons about cooperation, competition, fairness, and respect, reflecting the ethical codes that underpin communal living and societal rules. In cities as organised and multifaceted as Mohenjo-Daro or Harappa — where economic and social hierarchies were well-defined — board games likely revealed and reinforced these structures. The use of ornate, high-quality materials such as faience or agate for game pieces, contrasted with simpler potsherd tokens used by the less privileged, underscores the stratified nature of their society. Simultaneously, it demonstrates the democratising nature of play, which could bridge social divides. Board games provided opportunities for people from various social strata to engage in shared experiences, fostering communal respect and understanding.
The anthropological importance of games spreads outside the individual to the cultivation of collective identity and skill-building. Board games in Indus Valley would have fostered community ties, shared experiences and a platform for socialisation. This shared gaming aspect was probably vital in an urban centre that ties together different groups of people. Individuals could uphold their roles within the group by partaking in organised game, develop relationships, and ascertain trust. These contacts, though trivial, backed the stability of society and cohesion, safeguarding that the intricate web of relationships essential for urbanisation could be preserved.
In Indus Valley, their role in the intergenerational spread of values and knowledge amplifies board games’ anthropological and historical significance Children learning to play would instantaneously engage in patience and strategy while receiving a lesson in ethics. Meanwhile older generations could strengthen their mastery of valuable skills. This cyclical exchange ensured the spread of vital qualities needed for societal continuity and personal development. Incorporating such organised within a leisure context exposes the prescience and inventiveness of the Indus Valley inhabitants, who impeccably combined entertainment with education.
The similarities between the board gaming artefacts of Mohenjo-Daro and those of other ancient civilisations provide deeper insights into cultural connectivity in the ancient world. While the existence of direct trade or communication links between the Indus Valley and distant regions remains a subject of scholarly debate, the shared fundamentals of their board gaming traditions hint at universal patterns in human problem-solving and creativity.
In recreating the leisurely activities of Mohenjo-Daro’s inhabitants, we gain a deeper understanding of their daily lives, aspirations and values. The unassuming yet reflective game pieces link the gap between past and present, retelling us that the desire to play, participate, and unite is as ancient as civilisation itself. They invite us to visualise an energetic, flourishing city where, amidst the rhythm of commerce, governance, and ceremonious, citizens discover joy and importance in the unpretentious act of play.
Across the remains of these games, the people of the Indus Valley Civilisation appear not just as traders, artisans, and engineers but also as people who pursue balance in their lives through leisure time. This peek into their entertainment culture emphasises the human need for community and recreation, making the ancient cities of Mohenjo-Daro and Harappa historically significant and highly relatable. In their play, as in their epic accomplishments, the people of Indus Valley reveal to us the eternal threads that connect humankind through millennia.
Arshad Awan is a Lahore based author, educationist, local historian, and brand strategist, and can be reached at arshadawan@msn.com
All facts and information are the sole responsibility of the author