Play Yut Nori

How to Play Yut Nori: Rules, Tactics and History

Korea's New Year race game, for two to four players or two teams: throw four sticks, move your pieces round a board of 29 stations, and get all 4 of them home first. The board has shortcuts across the middle, the sticks have a name for every throw, and nobody knows for sure how old any of it is.

1The board and the long way round

The board is a square of 29 stations: twenty round the edge, and two diagonals that cross at the centre. Every piece starts off the board and comes on at the start corner, bottom right, then travels up the right-hand edge and round the square. All sides go the same way, so every station is shared.

2The sticks: Do, Gae, Geol, Yut and Mo

Instead of dice you throw four sticks, each flat on one side and rounded on the other. Count the flat sides that land face up: that's your move, and each throw has its own name.

Three flat sides up: Geol, move 3.

All four flat: Yut, move 4 and throw again.

No flat side at all isn't nothing: it's Mo, a 5, the longest move, and you throw again.

Four sticks can land 16 different ways, and a Gae is the most common:

The chance of each throw. A Gae can be made 6 ways out of 16; a Yut (all flat) and a Mo (none flat) only 1 way each.

The average throw is 2.31. A Yut or Mo earns another throw after you move, which comes up 12.5% of the time; so does a capture (section 4). In our version you move after each throw, before throwing again.

3The shortcuts

Three stations are forks, drawn with a double ring: the first corner (station 5), the second corner (station 10), and the centre. A piece that ends its move exactly on a fork may take the diagonal on its next move. A piece that only passes over one carries straight on round the edge.

Each fork saves steps, and they add up. From coming on to home:

Way roundSteps home
The long way, round the edge21
Cut in at the first corner, on to the far corner17
Cut in at the second corner, through the centre17
Cut in at the first corner, then turn at the centre12

Taking a shortcut is your choice in our version: a piece standing on a fork can always go the long way instead. At the centre it can take either diagonal.

4Moving, capturing and carrying

On your turn, throw and move one piece exactly that many stations, or bring a new piece on (a Do puts it on station 1). Pieces jump over anything in between: only the station you stop on matters.

Capturing

Stop on a station where an opponent stands and every one of their pieces there goes back off the board, to start again. You also earn another throw. A capture made with a Yut or Mo still earns just one extra throw, not two.

Carrying

Stop on a station where your own piece stands and you may carry them on together: from then on the two move as one, so every throw moves both. You can also leave them standing side by side as two separate pieces.

The catch: a carried stack is captured as one. Both pieces go back together.

5Getting home

Every route ends at the start corner, but standing on the start corner isn't home. A piece is home once it goes past it, and any extra steps don't matter. So from the start corner any throw at all takes a piece home (100%), while from the station before it a Do only reaches the corner: it needs a Gae or more, 75% of throws.

The first side to bring all 4 pieces home wins.

6Four habits that win games

Yut Nori is mostly luck, but not all luck. We tested advice with our own rules engine: a computer player that keeps all four habits below, against an identical player who skips one of them, 4,000 games for each, taking turns to go first. Each game had two sides: one-on-one, or two teams of two (a team shares one set of pieces, so to the rules it's the same game). All four habits clearly win:

  1. Capture whenever you can. It sends their pieces back to the start and gives you another throw.
  2. Pair up. When a throw can land a piece on one of your own, take it and carry them on together: every throw after that moves two.
  3. Use the shortcuts. Stop on a corner or the centre when you can, and cut in from there.
  4. Don't stop one to three stations in front of an opponent's piece. Seven throws in eight are a 1, 2 or 3 (87.5%). A piece they still have waiting to come on counts too: it lands on stations 1 to 5.
HabitGames won by the player who keeps it
Capture whenever you can69%
Pair up and carry61%
Use the shortcuts60%
Don't stop one to three stations in front of an opponent58%

How likely is a capture?

An opponent's piece behind yours lands on it with its next throw only if it throws exactly the gap. Because a Gae is the most common throw, two stations ahead is the worst place to stop:

Opponent is behind you byChance it lands on you next throw
1 station25%
2 stations37.5%
3 stations25%
4 stations6.3%
5 stations6.3%
6 or moreone throw can't reach you

Two things make it worse. A Yut, a Mo or a capture gives the opponent another throw, so it can come at you twice. And an opponent standing on a fork can reach you along either path:

Does going first matter? Hardly. Between two players using the habits above, the side that threw first won 50% of games.

7Our rules, and other versions

Yut Nori is a living folk game, not a lost one. Families and villages still play it every New Year, and the details change from place to place.[1][2] Ours keeps the common core: a board of 29 stations, four sticks and four pieces a side,[1][4] the five throws from Do to Mo, another throw for a Yut or a Mo,[2][6] another for a capture,[4][6] and a piece that must go past the last station to get out.[6] Where the versions differ, and what we do:

8A short history

Yut Nori (윷놀이) is Korea's New Year game, played from New Year's Day to the first full moon.[1][2][3][4] In 2022 Korea named it National Intangible Heritage, as a game that belongs to everyone, with no single holder.[3]

Nobody knows where it came from. The old records don't settle it, and scholars have no agreed answer.[1][2] No word that clearly means "yut" has been found in texts from the Three Kingdoms or Goryeo periods.[3]

There are several theories. Chinese histories say that Baekje played a stick game called jeopo (樗蒲), and yut was long taken to be that game; one encyclopedia entry points out that the sticks and boards differ, so they are different games,[1] while another takes the likeness as a sign that yut is older than the Three Kingdoms.[4] The historian Shin Chae-ho linked the throws to the ancient kingdom of Buyeo, whose officials took animal titles: Do the pig, Gae the dog, Yut the ox and Mo the horse, with Geol left open.[1] One entry calls that the strongest hypothesis;[2] another dismisses reading the board as a map of Buyeo.[4] Choe Nam-seon argued from spellings in Japan's 8th-century poetry collection, the Man'yōshū, that the game was already old by then.[1][4]

Whatever their origin, the five throws are usually read as animals: pig, dog, sheep or goat, ox and horse. Researchers broadly agree on all but Geol.[1] The board has been read as the sky: the scholar Kim Mun-pyo (1568–1608) saw the pole star at its centre and the 28 lunar mansions around it,[1][4] and a more recent theory sees the Big Dipper turning through the year, linked to rock carvings shaped like the board.[1] Every station has its own name, which is how people in parts of North Gyeongsang play with no board at all.[1][2]

The name changed over time. Goryeo poets wrote of it as jeopohui; early Joseon writers called it sahui (柶戲), as in the Gyeongdo japji of 1800, and later cheoksa.[1][3] The Joseon scholar Yi Ik, among others, took it for a custom handed down from Goryeo.[4]

It was more than a game. Villages split into two sides to foretell the harvest: in Jangyeon, in Hwanghae, a win for the mountain side meant good field crops and a win for the plain side meant good rice.[1][5] People told their own fortune for the year with three throws, read against 64 verses that the Gyeongdo japji records.[1][5] And an old saying warned that playing past the first full moon would kill the rice.[1]

Stewart Culin's Korean Games of 1895 recorded the board as it is still drawn: 29 marks, twenty in a circle and nine in a cross, played with four sticks.[6]

What we know, and what we don't: the game is centuries old, but how old, and where it began, are still argued over. What isn't in doubt is that it is still played, every New Year.[2][3]

Sources

  1. Jang Jang-sik (장장식), "윷놀이" (Yut Nori), Encyclopedia of Korean Folk Arts: Folk Games, Encyclopedia of Korean Folk Culture, National Folk Museum of Korea. folkency.nfm.go.kr
  2. Park Jang-young (박장영), "윷놀이" (Yut Nori), Encyclopedia of Korean Seasonal Customs: First Month, Encyclopedia of Korean Folk Culture, National Folk Museum of Korea, 2004. folkency.nfm.go.kr
  3. Korea Heritage Service, "윷놀이" (Yut Nori), National Intangible Heritage, designated 11 November 2022. heritage.go.kr
  4. Choi Sang-su (최상수), "윷놀이" (Yut Nori), Encyclopedia of Korean Culture, Academy of Korean Studies, 1995, revised 2025 (the author's view, not the Academy's official position). encykorea.aks.ac.kr
  5. Jeon Kyung-wook (전경욱), "윷점" (Yut divination), Encyclopedia of Korean Seasonal Customs, Encyclopedia of Korean Folk Culture, National Folk Museum of Korea. folkency.nfm.go.kr
  6. Stewart Culin, Korean Games, with Notes on the Corresponding Games of China and Japan, University of Pennsylvania, 1895, "Nyout-nol-ki", pp. 66–73. archive.org
  7. Park Jin-kyung (박진경) and Park Hong-seon (박홍선), "윷의 확률 추정에 대하여" (On estimating the probability of yut), Korean Journal of Applied Statistics 9(2), 1996, pp. 83–94. koreascience.or.kr

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