E-sugoroku: reading a route across a printed world
絵双六
E-sugoroku are Japanese picture-board games played by moving counters over a printed sheet. Dice and written directions determine the journey. Many boards invite players to race from furidashi, the start, to agari, the finish; their pictures turn travel, work, shopping or stories into playable routes.
Read the starting point and directions before choosing a path.
A dice result can mean a number of spaces or a named destination.
Printed boards preserve changing subjects, ambitions and ways of publishing.
01
How to read the board
A counter stands in for each player
Players gather around the sheet with dice and counters. First locate the start, any finish, the names of the spaces and their instructions. The next space in a journey need not be the one immediately beside the counter on the paper.
CounterMarks your place
DiceProduces a number
Board directionsDetermines how to move
Mawari: count along a route
In mawari-sugoroku, the dice normally tell a player how many spaces to move along an ordered route. A particular board may also tell players to miss a turn, go back or take a branch. Rules for a throw that would pass the finish belong to that board.
The library’s 2022 mawari diagram shows a continuous route toward the finish.
振り出し
Start
上り
Finish
Throw → spaces
Count along the route
Tobi: look up where the throw sends you
In tobi-sugoroku, a space pairs dice results with destinations. Read the direction for the number just thrown, then move straight to the named space. The route can jump across the sheet. The examples explained by Tokyo Gakugei University leave a player in place when the throw has no listed destination.
The exhibition’s tobi diagram uses blue arrows to summarize jumps whose destinations are found from the throw.
ThrowGet a number
Read this spaceFind its listed destination
Move thereNo counting intervening spaces
Two useful types, with variations inside them
Edo meisho shiki yūsan sugoroku takes players from a first view of Mount Fuji at Nihonbashi to an Asakusa market. The National Diet Library identifies missed turns, backward movement for excess points at the finish and even jumps within this mawari board. Its directions matter more than a simple category label.
Mawari
Usually count spaces
Individual board
May still include jumps, returns or missed turns
One excursion brings the player back home
Kamakura Enoshima Ōyama shinpan ōrai sugoroku starts at Nihonbashi, visits places around Edo and returns to Nihonbashi. It has no separate agari. A printed journey can therefore work differently from a familiar start-to-finish race.
NihonbashiDepart
Kamakura · Enoshima · OyamaVisit
NihonbashiReturn to the same place
02
What Edo-period players could explore
The shared name covers different games
Ban-sugoroku is an older board game using numerous black and white pieces. It should be distinguished from the printed picture games that spread in the Edo period. The National Diet Library also identifies Buddhist teaching boards, including Pure Land sugoroku, as part of the picture games’ background. One history cannot simply supply the other’s starting date.
Pictures to play with and to look at
E-sugoroku became popular entertainment among Edo-period townspeople. Well-known artists designed many colourful sheets, which could be admired as prints as well as played. Some subjects demanded an older participant’s knowledge; these were not exclusively games for small children.
A sheet can rearrange a real journey
Sangū jōkyō dōchū ichiran sugoroku combines a journey from Nihonbashi with a visit to Ise and a finish at Kyoto. Its bird’s-eye arrangement of Mount Fuji and the destinations does not reproduce their actual geography. Travel boards offered places and journeys through a composition made for play.
A later, different travel-themed example: the complete 1889 Tokaido railway sugoroku combines trains, tracks and sights along the journey.
Success and setbacks become destinations
Promotion boards pictured ambitions within contemporary society. Kotobuki shusse sugoroku includes paths through merchant service toward wholesale business and wealth, alongside spaces of rejection or withdrawal. Such a route presents an imagined life and its values, rather than a statistical account of how everyone lived.
A game could promote a shop
Kosanba made Hatsuakinai shusse sugoroku to advertise products from his own business. Another board, Shinpan gofunai ryūkō meibutsu annai sugoroku, tours fashionable Edo restaurants and local scenes. A single shop’s advertisement and a journey among famous establishments put commerce to different uses on the sheet.
03
New subjects and new audiences
Meiji boards pictured a changing society
School knowledge, new transport, parliament and war joined the range of subjects in the Meiji period. An aspirational finish might now be a government minister, a university head or study overseas. Educational boards added new information while retaining moral lessons familiar from earlier sheets.
Detail near the start of the same sheet: pictures and printed words share the spaces.
From woodblock prints to magazine extras
The National Diet Library describes newer printing methods, including letterpress, making large runs easier. From the late Meiji period, boards became popular supplements to magazines for boys and girls. Families played them at New Year before the Second World War, and Shōwa-period sheets also featured manga characters.
EdoWoodblock printing and varied themes
MeijiNew subjects and printing methods
From late MeijiMagazine supplements
ShowaManga characters appear on boards
The theme can become the rule
Yo wa susumu denwa sugoroku uses telephone conversations as its subject. In the university library’s reading, the player finds the dice number on a telephone pole and follows the connected wire to the next space. The communication network itself supplies the route, rather than merely decorating it.
The complete 1893 Yo wa susumu denwa sugoroku includes numbered poles and connecting wires.A lower detail shows the starting scene and numbered poles; destinations depend on this board’s rules.
04
Playing and studying the old sheets
Surviving boards have new settings
Postwar television and video games were among the diversifying entertainments that reduced opportunities to play traditional sugoroku. Libraries and museums now preserve the sheets as records of printing and everyday imagination. A 2022 Tokyo Gakugei University exhibition used reproductions to demonstrate play, explicitly distinguishing its modern demonstrations from historical practice.
Check your understanding
What does the dice result do in the two common types?
Mawari normally converts it into spaces to count along a route. Tobi uses the current space’s directions to identify a destination. Individual boards can add further rules.
Why read the directions rather than follow the nearest picture?
A tobi route can leap across the sheet, and even a mawari board may include jumps or branches.
Must a board have a separate finish?
No. The Kamakura–Enoshima–Ōyama excursion described here returns to its starting point at Nihonbashi without a separate agari.
What can an aspirational career board tell us?
It shows how success, failure and desirable positions were imagined on that board. It does not record a life sequence shared by everyone.
How did publishing change after the Edo period?
New printing methods aided large runs, while late-Meiji magazines distributed boards as supplements. Subjects expanded to include new schooling, transport and, later, manga characters.