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Board Game Studies Journal
The paper argues many such claims rest on repetition rather than archaeological evidence.
Walter Crist's "Debunking the Diffusion of Senet" examines and corrects persistent scholarly and popular claims about senet, the ancient Egyptian board game often presented as the oldest known board game and as an ancestor of later games. The paper argues that many such claims rest on "factoids," assertions repeated until they gain the status of fact, rather than on archaeological evidence. Its central aim is to reassess the evidence for senet across Egypt, the Levant, Cyprus, and the Aegean, and to encourage games scholars and scholars of ancient history, archaeology, and anthropology to reevaluate inherited conceptions of games in their own regions and periods.
The analysis finds that senet cannot be shown to be the oldest board game. Predynastic evidence from el-Mahasna is ambiguous, and the Ballas mehen board, dating to the late fourth millennium BCE, predates the earliest securely dated senet, which appears in First Dynasty contexts. Crist also contends that senet's presence in the Levant reflects periods of Egyptian activity rather than indigenous origin, while its adoption on Cyprus reflects a process of local indigenization. Claims of senet's survival into Ptolemaic and Roman Egypt rest on weak evidence, including graffiti that may be later in date. The latest securely dated senet boards come from the Twenty-Sixth Dynasty. Claimed descent of Greek and other later games from senet is likewise unsupported, since the chronological overlap and structural similarity are minimal, and the paper notes that games generally change slowly and independent invention is common.
The study draws on a wide range of published excavation reports, museum objects, graffiti surveys, and comparative game research, and it offers no new fieldwork or survey sample of its own. Its conclusion emphasizes cultural transmission alongside independent invention, and it calls for interpretations that treat games as meaningful within their own social contexts rather than as links in a lineage of diffusion.
European Conference on Games Based Learning (ECGBL) · 2026