From Ancient Egypt
to Ninestone

The story of one of the world's oldest board games — three thousand years of play, strategy, and human ingenuity — and how a Maine designer brought it into the modern age.

History · 10 min read · Game Origins

The History of Nine Men's Morris and Ninestone

Board games are among the oldest artifacts of human culture. Chess is roughly 1,500 years old. Go is perhaps 2,500. But Nine Men's Morris — the ancient predecessor of Ninestone — may be older than either. What follows is the story of a game that has outlasted empires, crossed cultures, and arrived in your browser in the form you're playing today.

The Oldest Evidence: Ancient Egypt

The earliest known Nine Men's Morris boards are not made of cardboard or wood. They are carved directly into stone — specifically, into the roofing slabs of the temple complex at Kurna (Qurnah) in Egypt, dating to approximately 1400 BCE. Archaeologists found dozens of boards cut into the stones by workers during the temple's construction, suggesting the game was a common pastime during the New Kingdom period of ancient Egypt.

Similar boards have been found throughout the ancient Mediterranean world. Carved boards appear on the Acropolis in Athens, in Roman military camps across Britain and mainland Europe, and etched into stone benches in medieval English cathedrals. The game crossed cultural and linguistic barriers with ease, likely because it needs no pieces to begin — the board is the whole apparatus, and stones found anywhere will do for play.

The Roman world appears to have been particularly fond of the game. The Latin name merels or merelles derives from the Old French word for counters or tokens, and Roman texts reference various configurations of the three-ring mill game. Archaeological evidence from Roman legionary camps in Britain shows mill game boards scratched into the ground — soldiers entertaining themselves during off-duty hours, thousands of miles from home, playing a game they had grown up with.

Medieval Europe: The Game at Its Peak

The game reached its widest cultural penetration in medieval Europe. By the 13th and 14th centuries, Nine Men's Morris — known variously as "merels," "morris," "mill," and dozens of regional names — was one of the most commonly played games in the English-speaking world. It is referenced in Geoffrey Chaucer's works and appears explicitly in Shakespeare's A Midsummer Night's Dream, where Titania laments that the "nine men's morris is fill'd up with mud" — a reference to outdoor boards that became unplayable when waterlogged.

During this period, the game was played at every level of society. It appears in illuminated manuscripts alongside chess and backgammon as one of the "noble games." At the same time, it was played by peasants on scratched-dirt boards in village squares. This democratic quality — accessible to anyone with a stick and some pebbles, yet deep enough to challenge nobles — is one of the reasons the game has endured so long.

Medieval boards were often quite ornate. Some survive as painted wooden tablets with elaborately decorated borders. The standard three-ring layout was universal, though the number of pieces could vary — Three Men's Morris (on a simpler board), Six Men's Morris, and the full Nine Men's Morris all existed as distinct games, related but different in strategy and pace.

The Core Mechanic: Why "Mill"?

In traditional Nine Men's Morris, the three-in-a-row formation is called a mill. The etymology of this term reveals something important about how the game's central strategy was conceptualized by the people who played it for centuries.

A water mill works by turning — the millstones grind back and forth continuously. In Nine Men's Morris, the mill mechanic was understood the same way: you form a mill, then "work" it by moving a piece out and back in, again and again, grinding away at your opponent's pieces one capture at a time. The grinding, oscillating quality of the formation is what the name captures.

This intuition remains completely accurate in the modern game. What we call Oscillation in Ninestone is the same mechanic the medieval player called "working the mill." The technique is thousands of years old and remains one of the most powerful strategies in the game today.

Regional Variations: A Game That Traveled

As Nine Men's Morris spread across cultures and centuries, it accumulated regional variations that reflect local preferences and strategic developments. Some of the most notable include:

Morabaraba (Southern Africa): A variant played widely in South Africa, Lesotho, and Swaziland. Morabaraba uses cattle as thematic pieces and has slightly different rules around forming mills, but shares the core three-ring layout and capture mechanic. It remains popular today, with organized competitions in some countries.

Shax (East Africa, particularly Somalia): Another variant with the same board but different handling of the "flying" equivalent. Shax is played at a fast pace and has a strong competitive tradition in Somali culture.

Dara (Nigeria, Niger): Played on a five-by-six grid rather than the concentric-ring layout, but with the same three-in-a-row capture mechanic. Dara demonstrates that the fundamental strategic concept — align three, capture one — is powerful enough to be rediscovered independently in different cultures.

Twelve Men's Morris (Various European regions): A variant using twelve pieces per player rather than nine, on the same board but with diagonal connections added. This is a direct ancestor of what Ninestone calls the "Ninestone II" variant — demonstrating that the diagonal variant is itself ancient, not a modern innovation.

The Decline and Rediscovery

By the 18th and 19th centuries, Nine Men's Morris had largely faded from mainstream popularity in Europe and North America, replaced by newer games — particularly card games and Chess variants. The game persisted in rural communities, in certain Eastern European countries, and in Africa, but it was no longer the ubiquitous pastime it had been in medieval Europe.

Academic interest in the game revived in the 20th century. Game historians began documenting its archaeological record and tracing its diffusion across cultures. In 1994, computer scientists at the University of Alberta (the same team that later solved Checkers) used computational methods to analyze Nine Men's Morris extensively, establishing that the game is a draw with perfect play from both sides — meaning that two theoretically perfect players will always draw. This result, while mathematically interesting, has no practical impact on human gameplay, since perfect play in Nine Men's Morris is far beyond human capability.

The same computational analysis also revealed a fascinating asymmetry: the game is heavily influenced by the Placement Phase. The player who establishes better formation control during placement has a significant advantage that carries through the entire game — a finding that validates the intuition of experienced human players.

Ed Armstrong and the EdCo Edition (1980s)

In the 1980s, a Maine designer named Ed Armstrong created his own edition of the classic mill game through his company, Snowman Printing. The result was the EdCo Edition of what he called Ninestone.

Armstrong's contribution went beyond simply republishing an old game. He made two significant choices that shaped Ninestone's modern identity. First, he renamed the three-in-a-row formation the Rail™ — a contemporary term that evokes alignment, momentum, and forward movement, distinct from the agricultural grind implied by "mill." Second, he gave the game's pieces a name — stones — and built the game's title directly from these: nine stones per player, hence Ninestone.

The EdCo Edition was a physical board game sold in limited quantities, primarily in the Bangor, Maine area through retailers like Laverdier's. It found a dedicated following among math and logic game enthusiasts and was passed around as a "hidden gem" — a game that rewarded exactly the kind of spatial reasoning and forward thinking that most mainstream games don't demand. Armstrong's family later recalled that the game even inspired a human-scale adaptation, with the board taped out on the floor of a local YMCA.

The EdCo Edition was modest in production but significant in concept. Armstrong had recognized that an ancient game still had something essential to offer modern players, and that a fresh identity — new name, new vocabulary, clean packaging — was all it needed to find new audiences.

The 2026 Digital Adaptation

In 2026, the rights to Ninestone were acquired by Jerdon Kiesman, a fourth-grade teacher from Maine. Kiesman had encountered Ninestone through an old EdCo copy that had been passed around his school — watching his students play, he observed firsthand how the game developed patience, spatial reasoning, and the capacity to think several moves ahead.

Kiesman's vision was preservation through accessibility: keep everything that made Armstrong's design timeless, make it freely available online, and introduce it to a new generation of players through a digital platform. The current Ninestone website is the result — a faithful adaptation of the EdCo original, with the addition of the Ninestone II diagonal variant and an interface designed for modern screens.

The digital version also introduces one innovation: an AI opponent that can challenge players at three difficulty levels, from casual to genuinely difficult. This builds on the computational game analysis tradition that has illuminated the game's strategy, making it possible for solo players to practice and improve without requiring a human partner.

Why Ninestone Endures

Three thousand years is a long time for anything to survive, let alone a board game. What has kept Nine Men's Morris — and now Ninestone — alive across so many centuries, cultures, and formats?

Part of the answer is the game's accessibility. You can learn Ninestone in five minutes. The rules are simple enough for children and the equipment minimal. But accessibility alone doesn't explain longevity — many simple games have come and gone without leaving archaeological records.

The deeper reason is that the game rewards something genuinely human: the ability to plan, to see patterns, and to out-think another person. Nine Men's Morris presents players with a problem that is easy to understand but rich to explore. The formation of a mill (or Rail™) is instantly comprehensible; the art of setting up two simultaneous threats, or denying your opponent's mobility while building your own position, requires real thought. The game scales with its players.

Abstract strategy games have a particular quality that keeps them alive across generations: they do not become outdated. Chess openings are still being studied that were played in the 15th century. Go positions from ancient records are still analyzed by modern players. Ninestone positions are no different — the game's core challenges are timeless because they arise from the geometry of the board and the limits of human planning, not from cultural moment or technological context.

The game that workers scratched into Egyptian stone slabs in 1400 BCE, that soldiers played in Roman legionary camps, that Shakespeare's fairy queen mourned when waterlogged by rain — it is, in every essential way, the game you are playing today. That continuity is remarkable. It is also, when you think about it, one of the most compelling reasons to sit down and play.

Play the Game That Started It All The digital version of Ninestone is free, requires no account, and loads in seconds. Experience the game that has been played for three thousand years — right now, in your browser.
About This Site
Jerdon Kiesman

Ninestone is owned and operated by Jerdon Kiesman, a fourth-grade teacher from Maine. Jerdon acquired the rights to Ninestone in 2026, building on the original 1980s EdCo edition created by Ed Armstrong. All content on this site is written or reviewed by Jerdon with the goal of making Ninestone accessible and genuinely useful to players of all ages. For questions, feedback, or classroom inquiries: online@ninestonegame.com.