Snakes and ladders is a board game for two or more players regarded today as a worldwide classic. The game originated in ancient India as Moksha Patam ("liberation lesson"), and was brought to the United Kingdom in the 1890s. It is played on a game board with numbered, gridded squares. A number of "ladders" and "snakes" are pictured on the board, each connecting two specific board squares. The object of the game is to navigate one's game piece, according to die rolls, from the start (bottom square) to the finish (top square), helped by climbing ladders but hindered by falling down snakes. The game is a simple race based on sheer luck, and it is popular with young children. The historic version had its roots in morality lessons, on which a player's progression up the board represented a life journey complicated by virtues (ladders) and vices (snakes). The game is also sold under other names, such as the morality themed Chutes and Ladders, which was published by the Milton Bradley Company starting in 1943.
Equipment The size of the grid varies, but is most commonly 8×8, 10×10 or 12×12 squares. Boards have snakes and ladders starting and ending on different squares; both factors affect the duration of play. Each player is represented by a distinct game piece token. A single die is rolled to determine random movement of a player's token in the traditional form of play; two dice may be used for a shorter game.
History Snakes and ladders originated as part of a family of Indian dice board games. They included gyan chauper and pachisi (which was adapted into Ludo, Parcheesi, and other cross and circle games). Gyan chaupar made its way to England and was sold as "Snakes and Ladders", then the basic concept was introduced in the United States as Chutes and Ladders.
The game was popular in ancient India by the name Moksha Patam. It was also associated with traditional Hindu philosophy contrasting karma and kama, or destiny and desire. It emphasized destiny, as opposed to games such as pachisi, which focused on life as a mixture of skill (free will) and luck. The underlying ideals of the game inspired a version introduced in Victorian England in 1892. The game has also been interpreted and used as a tool for teaching the effects of good deeds versus bad. The board was covered with symbolic images used in ancient India, the top featuring gods, angels, and majestic beings, while the rest of the board was covered with pictures of animals, flowers and people. The ladders represented virtues such as generosity, faith, and humility, while the snakes represented vices such as lust, anger, murder, and theft. The morality lesson of the game was that a person can attain liberation (Moksha) through doing good, whereas by doing evil one will be reborn as lower forms of life. The number of ladders was fewer than the number of snakes as a reminder that a path of good is much more difficult to tread than a path of sins. Presumably, reaching the last square (number 100) represented the attainment of Moksha (spiritual liberation). Gyan chauper, or jnan chauper, (game of wisdom), the version associated with the Jain philosophy, encompassed the concepts like karma and Moksha. A version popular in the Muslim world is known as shatranj al-'urafa and exists in various versions in India, Iran, and Turkey. In this version, based on sufi philosophy, the game represents the dervish's quest to leave behind the trappings of worldly life and achieve union with God.
When the game was brought to England, the Indian virtues and vices were replaced by English ones in hopes of better reflecting Victorian doctrines of morality. Squares of Fulfilment, Grace and Success were accessible by ladders of Thrift, Penitence and Industry and snakes of Indulgence, Disobedience and Indolence caused one to end up in Illness, Disgrace and Poverty. While the Indian version of the game had snakes outnumbering ladders, the English counterpart was more forgiving as it contained equal numbers of each. The association of Britain's snakes and ladders with India and gyan chauper began with the returning of colonial families from India during the British Raj. The décor and art of the early English boards of the 20th century reflect this relationship. By the 1940s very few pictorial references to Indian culture remained, due to the economic demands of the war and the collapse of British rule in India. Although the game's sense of morality has lasted through the game's generations, the physical allusions to religious and philosophical thought in the game as presented in Indian models appear to have all but faded. There has even been evidence of a possible Buddhist version of the game existing in India during the Pala-Sena time period. In Andhra Pradesh, this game is popularly called Vaikunṭhapāḷi or Paramapada Sopāna Paṭamu (the ladder to salvation) in Telugu. In Hindi, this game is called Saanp aur Seedhi, Saanp Seedhi and Mokshapat. In Tamil Nadu the game is called Parama padam and is often played by devotees of Hindu god Vishnu during the Vaikuntha Ekadashi festival in order to stay awake during the night. In Bengali-speaking regions, West Bengal in India and Bangladesh, it is known as Shap Shiri or Shapludu respectively. In the original game the squares of virtue are: Faith (12), Reliability (51), Generosity (57), Knowledge (76), and Asceticism (78). The squares of vice or evil are: Disobedience (41), Vanity (44), Vulgarity (49), Theft (52), Lying (58), Drunkenness (62), Debt (69), Murder (73), Rage (84), Greed (92), Pride (95), and Lust (99).
Gameplay
… excerpt ends here. Continue reading the full article.





