It is easy to think of gaming as a trivial aspect of our daily lives games can offer insights into a given society by reflecting on aspects such as the social political and cultural activities of a given time These insights are demonstrable by popular boardgames within living memory a game with the objective of world domination through conquest gained popularity concurrent with the beginnings of The Cold War Figure 1 – A detail of the Risk boardgame Image credit: Tom Page at https://www.flickr.com/photos/tompagenet/8585345251 More recently, Pandemic Legacy, experienced a surge in sales in Australia during the country’s first Covid-19 related lockdown in March 2020 The game offers the player the opportunity to cooperatively eradicate the world from a deadly virus that is threatening humanity These two examples show the potential that games can contribute to our understanding of our own modern societies But archaeological evidence indicates that humanity has gamed for at least 5000 years thus offering the potential to better understand civilizations from the ancient world we will take a journey to the Roman Empire in the 4th century AD a period when Rome’s golden age had long passed a time when Rome’s enemies were becoming an increasingly prominent concern for many within its borders This will be achieved with analysis of a Roman gaming device known today as the ‘Vettweiss-Froitzheim Dice Tower’ This Dice Tower (left) was discovered during an excavation of a Roman Villa in 1983 in Vettweiss Because of its deteriorated condition upon discovery it was reconstructed at the Landesmuseum Bonn - where it can still be found today The Latin Inscription on the front reads: ‘PICTOS/VICTOS/HOSTIS/DELETA LUDITA’ translating to “The Picts are conquered The Latin inscription on the sides reads: ‘UTERI/FELIX/VIVAS’ translating to ‘Use happily; may you live well’ The device dates to the 4th Century AD and is believed to have been used alongside Alea (games of chance played by the Romans that involved the use of dice Both its militaristic features and the large Roman military presence within proximity of the villa suggest that it is likely to have belonged to a Roman soldier Images reproduced here with the kind permission from J it communicates a positive message – a reminder of their conquest over their enemies and their ability to subsequently play such games without worry But it may not truly reflect the feelings felt by a Roman soldier protecting the empires’ Germanic borders in the 4th century The Picts were just one faction in the period to trouble the empire alongside others if the owner of the object was a Roman soldier any threat that may have felt would have been justified; the Romans would soon retreat from the area As is demonstrated with modern boardgames like Risk and Pandemic Legacy human nature possesses the tendency to use games to play out its’ fears Games can have a cathartic nature; they can confront the concerns of the period in a leisurely manner and offer respite from concerns like nuclear war and deadly disease The Romans also had their own boardgames like ‘DuoDecim Scripta’ and ‘Little Robbers’ that may have also possessed a cathartic function If we consider the view of Nicholas Purcell (1995) who believes these games (by the nature of their gaming objectives) symbolically mirrored the act of hunting and dueling then the device’s Latin inscription tells a different story It now becomes possible to envisage the device working alongside Alea for enabling soldiers to play out their anxieties of combat with the encroaching Germanic threat The symbolic role of Alea has evidently had a widespread reach in Roman society has served as a metaphor for multiple ancient writers to narrate Julius Caesar’s famous crossing of the Rubicon to march on Rome (Suetonius The symbolic nature of Alea and its association with risk and reward also touched into the Roman gambling culture Gambling offered its users the opportunity to financially profit and victors were additionally rewarded with social advancement because winning a game that involved chance could indicate that the individual was favored by gods like Fortuna and this age-old issue of gracefully accepting defeat is accusations of cheating were commonplace in Roman society (Fig we could think of the dice tower as serving as a mediator for Alea authenticating the winners from the losers communicating the decisions of Fortuna to the mortal world through the roll of the dice found in a Taberna (Roman Tavern) in Pompeii provides an insight into the conflict that Alea could cause The Latin writing above the left figure reads: “I won” The Latin writing above the right figure reads: “It’s not three Figure 3 (left) - Image of players from a Pompeiian Tavern Image credit: https://commons.wikimedia.org/wiki/File:Wall_painting_-_scenes_around_the_pub_-_Pompeii_(VI_14_35-36)_-_Napoli_MAN_111482_-_01.jpg The Romans are renowned for their competitive spirit and the design of the dice tower provides further testament to this notion We can look to the use of the characteristically Roman Opus Interassile patterns (Fig 4) and further to the two dolphins- which are prevalent Roman symbols of victory (Fig These features may have served as a reminder to its Roman users of their common Roman standards Alea attracted players from all echelons of society from the emperor to the plebian these very different Romans could be unified by their common foes 4 (left) shows the Opus Interassile design on the dice tower This was a fashionable Roman style of production in the 4th century AD Figure 5 (right) depicts two leaping dolphins Each is positioned on either side of the dice towers’ staircase Dolphins are a common feature of Roman imagery They are also portrayed on materials such as coins and mosaics With detailed observation of the Vettweiss-Froitzheim Dice Tower alongside our current understanding of the Roman empire in the period we can gain a more insightful and unique understanding of the attitudes and practices from within the Roman empire in the 4th century AD the device is also an object that we can relate to today allowing us to form a greater connection with our ancestry through the commonality of gaming The study of gaming is a field that offers great potential to both our past and present We use cookies to give you the best online experience Please let us know if you agree to functional You can update your cookie preferences at any time