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Parcheesi

Parcheesi is a classic cross-and-circle for 2 to 4 players, in which competitors race their colored pawns around a central board based on dice rolls, capturing opponents' pieces to send them back to their starting areas while aiming to be the first to move all four pawns safely into the central home space. The game's roots trace back to the ancient Indian game of , which dates to at least the AD and was traditionally played on cloth boards with shells as dice, often on the floors of palaces by royalty using attendants as living pieces. Parcheesi emerged as its adaptation between 1867 and 1870, when the rights were purchased and the name trademarked in 1874 by the game manufacturer Selchow & Righter. In gameplay, each player starts with four pawns in their colored starting area (nest), and the board features a cross-shaped path with safe spaces marked by circles, where pieces cannot be captured. To enter the main path, a player must roll a 5 on one of the two dice; subsequent moves advance pawns clockwise, with doubles allowing extra turns, and landing on an opponent's single pawn exactly capturing it to return that pawn to its nest. The final leg involves entering a home path leading to the center, requiring precise rolls to complete without shortcuts. Modern versions, such as the edition, incorporate thematic elements like animal pawns (tigers, elephants, , and camels) and a 20-inch square board, maintaining the game's strategic depth through blocking, capturing, and while appealing to families across generations. Parcheesi's enduring popularity stems from its balance of luck and strategy, along with other variants of such as in and Aggravation in the U.S., and it remains one of the oldest continuously produced board games in America.

History and Origins

Ancient Roots

Pachisi, the ancient Indian precursor to Parcheesi, originated in medieval India, with the earliest verifiable physical evidence dating to the 16th century during the Mughal Empire. The name "Pachisi" derives from the Hindi word pachīs, meaning twenty-five, which refers to the highest possible score achievable when throwing five cowrie shells with all mouths facing up. Although popular tradition links the game to ancient texts like the Mahabharata under the name "Pasha," scholarly analysis indicates that such connections are speculative, and concrete evidence for the cruciform board game emerges only in the late medieval period. Precursors like Chaupar, a related race game using stick dice, likely predate Pachisi by centuries, evolving within the broader tradition of cross-and-circle games that emphasized strategic movement around a symmetrical board. Traditional was played on large cloth boards etched with a cross-shaped , featuring safe resting points and pathways for pieces carved from wood or . advanced their pieces by throwing six shells, with the move distance determined by the number of shells landing mouths up: two to six mouths up score that number of spaces, one mouth up scores ten, and zero mouths up scores twenty-five (the highest throw). This mechanic introduced an element of chance, distinguishing it from simpler dice-based races and rooting it in gaming culture where shells had been used since the Harappan around the third millennium BCE, though not in this specific form. The game held significant royal prestige, particularly under emperors, with Akbar the Great (r. 1556–1605) famously commissioning massive outdoor courts at and for life-sized play using human figures as pieces—often courtiers or attendants dressed in team colors. These imperial versions underscored 's cultural role in courtly entertainment and social hierarchy, transforming a folk pastime into a spectacle of power and strategy. Over time, Pachisi evolved from these medieval cross-and-circle foundations, influencing regional variants while maintaining its core emphasis on competitive racing and capture mechanics. Parcheesi emerged centuries later as a simplified adaptation of , introduced to and in the .

Modern Development

In the 18th and 19th centuries, the Indian game was introduced to under the name "Pachisi," where it underwent simplifications to appeal to players, notably replacing the traditional shells used as dice with standard cubic dice for determining moves. Around 1860, the British firm Jaques and Son released the first known commercial version, titled Patchesi, featuring a cross-shaped board printed on cloth, which marked an early step in its adaptation for parlor play in Victorian households. The game arrived between 1867 and 1870, influenced by colonial ties, and quickly gained popularity as a family pastime. The first commercial edition was patented in 1869 by Alfred Collier, who adapted it further with two cubic and a standardized board layout to suit . In 1870, E.G. Selchow & Co. acquired the rights, trademarking the name "Parcheesi" in 1874, which became one of the earliest trademarks for an and solidified its commercial identity. Selchow & Righter, formed through a partnership in 1880, dominated Parcheesi's publication through the , producing versions with evolving components such as wooden or plastic pieces and transitioning board materials from early cloth designs to durable cardboard for affordability and portability. The company was acquired by in 1986, which went bankrupt shortly after, leading to purchase key assets including Parcheesi rights in 1989; today, Winning Moves Games USA reissues classic editions, preserving the original gameplay while updating packaging for modern audiences. The name "Parcheesi" derives from a Western mispronunciation of "," the term pacīsī meaning "twenty-five," referencing the highest possible throw in the traditional cowrie-based version of the ancient .

Components

Board Design

The Parcheesi board features a structure, consisting of a central square surrounded by four extending , one for each player, typically colored red, blue, yellow, and green to correspond with the players' pieces. This cross-shaped layout creates a symmetric playing field approximately 20 inches by 20 inches in standard editions, facilitating a shared central home area where pieces ultimately converge. The design emphasizes a continuous perimeter path that forms the primary route for movement, divided into neutral spaces often rendered in cream or light tones to distinguish the main circuit. The main path comprises 68 spaces arranged counterclockwise around the board's edge, allowing pieces to travel the full circuit before entering their respective home stretches. Each player's starting nest is positioned within the colored arm in the board's corners, from which pieces enter the main track upon rolling a five, directly onto a designated entry space adjacent to the nest. These entry points lead into the shared perimeter without dedicated multi-space paths, though the arm design visually separates player territories. The home stretches, colored to match each player, extend from the main path into the center, typically consisting of 5 to 7 exclusive spaces culminating in the central home area, often symbolized as a or similar motif. A key feature of the board is its 12 safe spaces, marked by circles, stars, or darkened areas, where pieces cannot be captured by opponents; these are strategically placed along the main path, including near entry points and at intervals to provide temporary security. Additional safe zones may appear in some designs at the entry spaces themselves, enhancing protection for newly entered pieces. While the standard board maintains a flat, two-dimensional on cardstock or cloth for folding portability, modern variations incorporate three-dimensional , such as raised paths or sculpted nests, to add tactile appeal without altering the core geometry. These adaptations preserve the cruciform essence while accommodating diverse manufacturing approaches across editions.

Pieces and Dice

Parcheesi is played with sixteen pawns in total, consisting of four pawns per player for up to four players. These pawns are color-coded to match the corresponding arms of the board, typically in , , , and . Traditionally, the pawns are small, beehive-shaped wooden pieces, though modern editions commonly use for durability. They measure approximately one inch in height to fit comfortably on the board spaces. The game employs two standard six-sided for determining movement, usually cubic with white faces and black pips numbering from one to six. These are rolled together by each player on their turn to generate the total value used for advancing pawns. Each player's four pawns begin the game in designated starting nests, which are enclosed corner areas on the board isolated from the main path. These nests serve as secure holding zones until pawns are entered onto the board. Some editions include optional accessories such as dice cups or shakers to ensure fair and contained rolling of the dice.

Setup

Player Preparation

Parcheesi accommodates 2 to 4 players, with each participant controlling a set of pawns in one distinct color, such as red, yellow, blue, or green. For games with two players, they may compete individually by each managing two colors or form teams in a 2-versus-2 format, where partners share control of positioned opposite each other on the board. Players position themselves around the square gameboard, typically seating at the sides or corners to ensure each faces their designated home arm—the colored path leading into the central safe zone. This orientation aligns the board such that the starting nest for each player is conveniently accessible, often to their right, promoting balanced visibility and access during play. Prior to the first roll, all four pawns of a player's color are placed stacked together in their corresponding nest, the enclosed colored area located in one of the board's corners. No pawns occupy the main central track or any other spaces at the outset, maintaining a neutral starting configuration. A standard game of Parcheesi typically lasts 30 to 60 minutes, depending on player experience and luck with rolls.

Determining Order

In Parcheesi, the order of play is established immediately after setup, with all players' pawns positioned in their respective nests and no pieces yet entered onto the board. Each player rolls both , and the player achieving the highest total begins the game, followed by the remaining players in order around the table. This method applies to games with 2 to 4 individual players and ensures an for all to compete for the starting advantage, as the roll does not allow any movement of pieces. If two or more players tie for the highest roll, only those tied players reroll their , repeating the process until a unique highest value is determined among all participants; untied players retain their previous rolls for ordering purposes. No player may pass or decline to roll during this phase, guaranteeing that the sequence is finalized before any gameplay commences. This approach promotes fairness by relying solely on chance without favoring seating position or prior agreement. In the team play variant for four players divided into two partnerships (with partners seated opposite each other), each team rolls both dice collaboratively—typically by one partner rolling on behalf of the team or taking the higher total of two individual rolls—and the team with the highest result starts, alternating turns between its partners before passing to the opposing team. This modification adapts the standard procedure to cooperative dynamics while preserving impartiality.

Rules

Entering the Board

In Parcheesi, pawns begin the game confined to their colored nest or starting area, adjacent to the board's entry space, which is a marked circle at the beginning of each player's arm of the cross-shaped path. To move a pawn from this nest onto the board, a player must roll a 5, either on a single die or as the sum of both dice (for example, a 4 and a 1). This roll places the pawn on the entry space, and if the other die shows a non-zero value, it can be used to advance that pawn further from the entry space. If multiple 5s are rolled—such as double 5s (5-5)—a player may enter up to two s from the nest, one for each 5, provided the entry space is available. However, entry is impossible if the space is already occupied by one of the player's own s, as no more than one pawn per player can occupy a safety space like the at any time. Rolling a 5 when no pawns remain in the nest or when entry is blocked requires the player to use the roll for moving an existing on the board instead. Unlike regular path spaces, the entry space cannot be blocked by an opponent's pawns in a way that prevents entry, due to its status as a zone where single opposing pieces can be displaced upon arrival. This rule ensures that players can reliably initiate play once the required roll is achieved, focusing subsequent turns on advancing along the board's paths.

Movement and Capturing

In Parcheesi, players advance their pawns counter-clockwise along the main perimeter path of the board, which consists of spaces in total, before entering the colored stretch specific to their color. Pawns move the exact distance indicated by the roll of the two , and players may choose which to move when landing on non-safe spaces, allowing strategic flexibility in positioning multiple pawns. The path requires completing a full circuit around the board to reach the of the home arm, with a total of 57 spaces per pawn from entry to the area, including the initial path from the nest. Capturing occurs when a player lands on a occupied by a single opponent's that is not in a or protected by a , sending the captured back to its starting nest. The capturing player then advances one of their pawns 20 s as a . cannot capture their own pawns or those of opponents that are doubled up on the same , as these form protective blockades. , typically marked in a distinct color like or starred, prevent capturing altogether, providing temporary immunity during traversal. When two of a player's pawns occupy the same space, they stack to create a that shields them from capture by opponents, enhancing defensive . However, these doubled pawns cannot be moved together as a unit; on subsequent turns, they must be moved separately, one at a time, using the die roll to advance one pawn, which breaks the blockade.

Special Rules for Turns

In Parcheesi, rolling a 5 on either die grants the player an additional turn after completing the required move or entry, and this bonus is chainable if subsequent rolls also produce a 5. For instance, a double 5 allows the player to enter two pawns from the starting area and then roll again. Rolling doubles with the two dice provides a bonus by permitting two separate moves (one for each die's value) followed by an extra turn, though triples or higher multiples are impossible due to the use of only two dice. This extra turn applies only if the full doubles roll is utilized in movement. Players always roll both dice simultaneously on their turn and must attempt to use the full combined or split values for legal moves across one or more pawns, prioritizing the larger number if only one die can be applied. If no legal move is possible with the rolled numbers—for example, due to all pawns being blocked—the turn simply ends without granting any extra roll.

Winning Conditions

In Parcheesi, victory is achieved by the first player to advance all four of their into the central area, often depicted as a in the board's center. For each pawn moved home, the player receives a 10-space bonus that can be applied to any of their pawns at the end of the turn. Once a completes the full around the main board, it enters the player's colored home path, a dedicated arm leading toward the center; from there, it moves forward along this path based on die rolls, unable to pass same-color s and limited to no more than two s per space. Entry into and movement along the home path occur from the final positions on the main board, requiring strategic rolls to position s correctly. An exact roll is required to enter the home path and to reach the center; if the roll exceeds the required distance, the cannot move into home and the roll must be applied to another if possible. In two-versus-two team play, the winning team is the first to get all eight pawns—four from each teammate—into the central area. Play may optionally continue after the first winner is determined to establish second place or rankings among remaining players.

Variants

International Adaptations

, patented in the in 1896 by Alfred , simplifies the traditional by using a single six-sided die for all movement decisions, removing the requirement for a specific entry roll such as 5 and instead allowing pieces to enter the board on a 6. Unlike the counterclockwise direction of , proceeds clockwise around the cross-shaped board, making it more accessible for casual play. This adaptation quickly gained traction in Victorian parlors as a family-oriented pastime, spreading through households and colonies during the late . In and , Parchís employs a single die and mandates rolling a 5 to initiate a piece's journey from the starting nest onto the board, with gameplay often conducted in partnered teams of two for added . Capturing an opponent's piece by landing on it sends the captured piece back to its nest, emphasizing aggressive positioning and team coordination. The Colombian variant, , introduces two dice for rolls, with pieces freed from jail by rolling doubles and placed on the starting square (salida), accelerating progress through doubled moves and introducing unique tactical opportunities. Nyout, an ancient traceable to the third century and imported from , utilizes a wooden board with a circular outer track intersected by a cross, where players throw four wooden sticks—rounded on one end and flat on the other—to generate moves akin to rolls in Parcheesi. This variant supports two to four players racing their "horses" around the board, with options for shortcuts to the finish, preserving the core of entry, , and capture while adapting to local materials and cultural traditions. In , serves as a precursor to , dating to at least the and typically played with four-sided stick dice on ornate boards favored by nobility, predating the cowrie-based system of later iterations. Traditional variants in continue to use shells thrown to count mouths-up for scoring (e.g., all six up equaling 25 or a bonus turn), and some regional forms expand to six-player boards for larger gatherings. Additionally, certain adaptations replace cowries with standard playing cards drawn to determine move values, blending the ancient race format with modern conveniences. These games share the board structure originating from ancient cross-and-circle designs.

Commercial Versions

One prominent commercial adaptation of Parcheesi is Sorry!, first published in the by John Waddington Ltd. in the late and patented in 1929. The game was adopted by in the United States in 1934, where it became a staple family . Unlike traditional Parcheesi, Sorry! uses a deck of cards instead of dice for movement, with special "Sorry!" cards allowing players to capture opponents' pieces and send them back to start, adding a layer of strategic apology-themed interaction. Another popular variant is Aggravation, originally designed in the early 1960s and commercially released by Lakeside Industries in the 1970s. It features colorful pieces moved across a durable board using a spinner for dice rolls, incorporating shortcuts that allow players to leap ahead and emphasizing competitive family play through frequent piece captures. Touble, introduced in by Kohner Brothers, simplifies Parcheesi with its innovative Pop-O-Matic die container—a clear dome that press to roll a single die, reducing setup time and adding tactile excitement. The game eliminates the entry requirement for pieces, allowing immediate movement on any roll, while retaining core elements like racing pawns around the board and capturing opponents to advance. In the digital era, Parcheesi has seen widespread adaptation through mobile apps and online platforms, such as Fun Parcheesi and Parchisi available since the early 2000s, enabling multiplayer play via devices with features like integration for leaderboards. Publishers like Winning Moves have reissued classic Parcheesi editions, including travel-sized versions for portability, while themed adaptations incorporate branding such as characters to appeal to younger audiences and collectors.

Reception and Legacy

Popularity and Sales

Parcheesi has enjoyed enduring commercial success as one of the longest-running board games in the , with steady sales since its trademarked debut by Selchow & Righter in 1874. The game became a of the 's portfolio, contributing significantly to annual revenues; for example, company sales reached approximately $400 million in 1984, during a period when Parcheesi remained a flagship product alongside other classics like . Its simple yet strategic gameplay ensured consistent demand, particularly as a option during holiday seasons, where board game purchases often peak. In 1980, Games magazine recognized Parcheesi's lasting appeal by including it in their inaugural Top 100 Games list, describing it as a "classic chase game from that has withstood the test of millennia." This accolade was repeated in 1981, underscoring its status among timeless titles. The game's broad accessibility—recommended for ages 6 and older, supporting 2 to 4 players in family or group settings—has sustained its market presence across generations, with physical editions still produced by following their acquisition of Selchow & Righter assets via in 1989. The rise of digital versions in the amplified Parcheesi's reach, with mobile adaptations like Parchisi STAR garnering over 100 million downloads globally and attracting millions of active users through online multiplayer features as of 2025. These apps have modernized the classic experience, contributing to renewed interest and sales spikes in both digital and physical formats, especially post-2010. While exact unit sales for recent years remain proprietary, Parcheesi continues to rank as a top seller in the family category on major retailers, reflecting its reliable commercial performance.

Cultural Significance

Parcheesi, derived from the ancient Indian game , holds significant cultural resonance as a symbol of strategy and social interaction across diverse traditions. In , is regarded as the national game, with historical accounts describing its play during royal festivals and gatherings in the era, where Emperor reportedly used courtiers as living pieces on a massive cloth board laid out in palace gardens. This tradition underscores its role in communal entertainment and courtly leisure, blending elements of chance and skill to reflect life's unpredictability. The game's cross-shaped board, often interpreted as representing cosmic order, has embedded it in cultural narratives of fate and perseverance. Among immigrant communities , particularly those of Indian descent, Parcheesi and its variants like serve as tools for social bonding, evoking and facilitating intergenerational connections during family gatherings. These sessions reinforce and provide a shared activity that bridges generational gaps in settings. The game's mechanics, involving teamwork and competition, foster discussions on heritage while adapting to new environments. Parcheesi has permeated media, appearing in television shows such as , where it humorously depicts interpersonal dynamics through a reference to playing with an elderly companion, and Ozark, where family members engage in tense matches highlighting conflict and strategy. It also features in White Collar as a nod to classic pastimes amid modern intrigue. These portrayals often use the game to symbolize rivalry, setback, and triumph, drawing on its core rule of sending opponents' pieces back to the starting point—a mechanic that has metaphorically influenced expressions of reversal in everyday language. Educationally, Parcheesi imparts lessons in probability, as players calculate based on dice rolls to optimize moves, introducing concepts like in an accessible way. It cultivates by requiring decisions on piece advancement versus safety, alongside patience amid random outcomes. In therapeutic contexts, variants like are employed in to promote , teaching emotional regulation through simulated competition and encouraging during gameplay to navigate disputes. The game's legacy extends to influencing modern race games, such as Sorry! and , which adopt its track-based movement, capturing mechanics, and team-play elements, establishing a template for family-oriented board games worldwide. During the 2020s, particularly amid the , Parcheesi experienced a resurgence through online platforms, where digital versions enabled remote play and nostalgia-driven engagement, boosting its visibility among younger audiences isolated by lockdowns. This revival, paralleled by the popularity of Ludo apps, highlighted its adaptability and enduring appeal as a low-stakes social connector.

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    Public Domain games such as Go, Parcheesi, Shogi, and Passing Through The Netherworld were listed with the publisher stated in the original magazine article.Missing: top | Show results with:top
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