It was Colonel Mustard with the candlestick!
Whether you are obsessed with games, or simply looking for a stroll through memory lane, there is something for everyone in Around the World in Eighty Games. Themes include the psychology of games, card games, math games, and more, along with the future of games.
Even if not all the games listed might be immediately familiar to you, many games have been globally adapted with different names.
For example, in the South Pacific, game 39, named “Cluedo”, is the game I know as Clue. I was surprised to learn that the game that had me accusing Colonel Mustard with the candlestick in the ballroom of murder could have had 324 possible solutions (9 rooms x 6 suspects x 6 weapons). I’m glad they simplified it!
This is a great example of the trivia packed into du Sautoy’s book.
One caution: You have to be aware of the “off-kilter” chapter naming if listening on Audible. The audiobook narration matches, as best I can tell, the Kindle version — but the audiobook chapter labels are unique and do not line up with anything else.
For example, at the start of Chapter 5, you’ll hear the narrator say, “Chapter 3 India.” It’s insane. To make it worse, the audiobook PDF accompaniment uses the Kindle chapter numbers. It’s like resolving the numbering is a game unto itself.
With this in mind, ignore the chapter numbers and focus on the game numbers (1–80), which appear to stay consistent across all formats. It’s easy to find 14. Snakes and Ladders in the PDF just by knowing it’s 14. That’s all you need.
To make this less painful — so you can focus on the games themselves — I’ve created this Listening Guide.
THE MIDDLE EAST
Du Sautoy begins where some of the world’s oldest games emerged, exploring how early civilizations balanced luck, pattern, and probability. The chapter moves from the ritual origins of dice to the enduring logic of Backgammon, showing how play evolved into a form of reasoning.
Games: 1. Backgammon 2. The Royal Game of Ur 3. Senet 4. Rolling Bones 5. Symmetrical Dice 6. The Doubling Cube
THE ARABIAN SEA
Here du Sautoy pauses to ask what defines a game at all. From animal behavior to linguistic play, he examines how rules and competition shape learning and social connection.
Games: 7. Homo Ludens 8. Animal Games 9. Language Games 10. The Grasshopper’s Games
INDIA
In India, play meets philosophy. Du Sautoy traces how moral lessons, meditation, and chance intertwine—Snakes and Ladders as karma, chess as cosmic order, and simple street games as reflections of life’s cycles.
Games: 11. Chess 12. Carrom 13. Ludo 14. Snakes and Ladders 15. Ganjifa Cards 16. The Buddha’s Banned Games 17. Hopscotch
THE SOUTH CHINA SEA
This section explores mathematical play: how fairness, probability, and psychology govern competition. From thought experiments to party games, he shows how logic can reveal what it means to cooperate—or not.
Games: 18. Chocolate Chili Roulette 19. Nim 20. The Ultimatum Game 21. The Prisoner’s Dilemma
CHINA
China’s games blend art, number, and balance. Du Sautoy finds pattern and harmony in Go’s endless grid and the shifting tiles of Mah-jong, linking strategy to aesthetic order.
Games: 22. Go 23. Chinese Chess 24. Pick-Up Sticks 25. Dominoes 26. Mah-jong 27. Zi Pai Khanhoo and the Origins of Playing Cards
THE EAST CHINA SEA
Card play becomes a lens on society—from aristocratic salons to democratic debate. Du Sautoy shows how shuffling chance and partnership taught generations to think probabilistically.
Games: 28. Whist 29. Bridge 30. Spades Hearts Diamonds and Clubs 31. Lady Charlotte and the Game of Parliament 32. Tarot
JAPAN
A culture of refinement and reinvention: traditional floral decks meet collectible franchises. Japan’s games reveal how visual design and storytelling expand what “play” can be.
Games: 33. Hanafuda 34. Pokémon Cards
THE NORTH PACIFIC OCEAN
Here the focus turns inward—to imagination, role-play, and learning through creativity. Du Sautoy connects fantasy worlds and educational platforms as two sides of cognitive play.
Games: 35. Dungeons & Dragons 36. MangaHigh.com 37. Cranium
AUSTRALASIA
A single Indigenous strategy game embodies elegant simplicity. Its circular motion reflects communal balance rather than conquest, offering a distinct logic of connection.
Games: 38. Mu Torere
THE SOUTH PACIFIC OCEAN
Du Sautoy explores games as art forms—from detective fiction to music and literature. Play here becomes narrative and composition, where creativity follows hidden rules.
Games: 39. Cluedo 40. Azad and The Player of Games 41. Games and Riddles 42. Theater Games 43. Mozart’s Dice Game
SOUTH AND CENTRAL AMERICA
From sacred sport to street gambling, South and Central American games merge ritual, risk, and performance. They capture how chance, faith, and storytelling interweave in daily life.
Games: 44. Mexican Bingo 45. Jogo do Bicho 46. Adugo and Komikan 47. Sapo 48. Truco 49. Perudo or Dudo or Liar’s Dice 50. Pitz the Mayan Ball Game
NORTH AMERICA
In North America, play mirrors progress and capitalism. Du Sautoy traces a line from mechanical amusements to economic simulations, showing how innovation reshaped leisure.
Games: 51. Fox and Geese 52. Bagatelle 53. Pinball 54. Monopoly 55. The Game of Life 56. Catan 57. War Games
THE ATLANTIC OCEAN
Luck, probability, and the mathematics of decision-making converge. These games demonstrate how randomness fuels both entertainment and statistical insight.
Games: 58. Roulette 59. Poker 60. Blackjack 61. Bingo 62. The Monty Hall Problem
EUROPE
Europe’s section links strategy with intellect. From political negotiation to artistic paradox, Du Sautoy explores how logic and imagination cohabit the same board.
Games: 63. Chess Engines 64. Rock-Paper-Scissors 65. Evolutionary Games 66. Diplomacy 67. Escher’s Games 68. Puzzles and Riddles
THE NORTH SEA
Machines enter the arena. Du Sautoy examines artificial intelligence and digital worlds as the newest frontiers of play—where algorithms learn to imagine.
Games: 69. The Imitation Game 70. Deep Blue vs Kasparov 71. AlphaGo 72. Minecraft 73. Fortnite 74. AI Creativity
THE ENDGAME
The journey closes in reflection. Du Sautoy suggests that all games—ancient or virtual—teach us how to think, adapt, and remain curious within the rules of the universe itself.
Games: 75. Play as a Way of Knowing 76. The Universal Game 77. The Infinite Move 78. Game Over 79. The Next Move 80. Closing Position
Edition details below refer to the Audible audiobook I listened to:
Around the World in Eighty Games: From Tarot to Tic-Tac-Toe, Catan to Chutes and Ladders, a Mathematician Unlocks the Secrets of the World’s Greatest Games
Written by: Marcus du Sautoy
Narrated by: Mark Elstob
RELEASE DATE 2023-11-07
FORMAT Unabridged Audiobook
LENGTH 12 hrs and 36 mins
PUBLISHER Basic Books
©2023 Marcus du Sautoy (P)2023 Basic Books