Start with evidence
Boards, pieces, depictions, texts, find context and material affordances.
Research-led experimental archaeology
Boards, pieces, images and texts survive in fragments. Complete rules rarely do. Lost Games turns that uncertainty into a transparent, playable public experiment.
Who we are
Lost Games is created by Mindful Echo Ltd, a small independent UK studio currently built and run by a single developer with a longstanding passion for games, history and archaeology.
We are not a charity, museum or academic institution. This is a commercial project: we intend to develop paid Apple-platform apps and carefully produced physical game boards alongside free public-facing research and playable web experiments.
The strategy
We do not claim to recover a single authentic rulebook. We build evidence-bounded hypotheses, expose them to computation, expert review and public play, then publish what changes and why.
Boards, pieces, depictions, texts, find context and material affordances.
Multiple playable explanations where the evidence permits, rather than one attractive guess.
Simulation and physical prototypes expose loops, bias and unused features.
A free digital experiment enables worldwide play, scrutiny and comparison.
Privacy-minimised observations, aggregate findings and versioned rule changes remain visible.
Research integrity
The project becomes more interesting—not less—when players can see precisely where archaeology ends and modern game design begins.
Reviewed material, textual or contextual evidence: objects, dated contexts, components and securely supported actions.
Reasoned interpretations that make sense of the evidence but remain open to challenge or alternative readings.
Modern rules needed to make a complete game. Clearly labelled, tested for quality and never presented as ancient fact.
Working with collections
Museum objects and archival images are evidence. We agree the permitted use, preserve the supplied context and credit, and keep modern illustration visibly separate from documentary material.
We check the terms for each image or file, request permission where required and use material only within the agreed channels, duration and context.
Museum, collection, inventory number, creator or attribution, photographer and licence are carried into the production record and public credit.
Permission to reproduce an object does not imply that its identification, function or relationship to a named game is settled.
AI-generated or reconstructed visuals are prominently labelled. They are never presented as photographs, ancient records or evidence supplied by a partner.
Factual, cultural, editorial and licence checks precede publication. Sensitive objects and contested provenance receive additional human review.
Contribution, advice or image permission never implies institutional endorsement. Attribution, quotation and any partner review role are agreed explicitly.
Starting portfolio
The portfolio spans Egypt, Greece, Rome, ancient China and Britain. Together the games test race, capture, transformation, regional variation and the interpretation of pieces preserved in position.
Early Egypt
A segmented serpent board, small spheres and associated lion and lioness pieces survive. Direction, casting, interaction and objective do not.
Did runners travel inward—then release lions back down the coil?
Egypt & the ancient Near East
Two tracks of twenty-nine holes and five pegs per side are strongly supported. Regional boards connect different holes for unknown reasons.
One travelling game, or a family of local rule systems?
The Roman world
Texts suggest a rectangular grid, straight movement and capture by enclosing an enemy. Setup, scale, movement range and victory remain disputed.
How much of Rome's battle game can its literary fragments actually constrain?
Ancient China
Distinctive boards, six pieces per side and casting equipment survive. Texts add twelve paths, central water, fish and an owl.
Can these vivid elements form one coherent game without forcing the evidence?
The ancient Greek world
Five lines, five pieces per player and a strategically important sacred line are supported. Ancient evidence also associates play with dice, but die count and the complete system remain unresolved.
If the sacred line offered safety, why would a skilled player leave it?
Late Iron Age / early Roman Britain
A decayed board and two groups of thirteen pegged pieces were preserved in an organised burial arrangement. Even the game's identity is unknown.
Which engines can explain a position without naming the game first?
Collaboration
We are seeking focused contributions that improve the evidence, method, public experience or physical reconstruction. Participation does not imply endorsement, and attribution and any review role are always agreed.
Current phase
Pente Grammai is the first planned public experiment because its equipment is compact and its sacred-line question is focused. Mehen follows as the visual flagship. The remaining four advance only as their evidence and engines become ready.
The evidence-led web experience comes first and remains free to play. Videos and related editorial material support the public experiment. The intended commercial products are paid Apple-platform apps and, after the games have been tested, print-and-play editions, physical boards, small Field Editions and selected manufactured or crowdfunded objects.
Where an image may appear in a paid app, physical product, packaging, monetised media, promotional extract or other commercial material, that intended use is disclosed when permission is requested. A permission granted for one use is never assumed to cover another.
An invitation
We welcome early conversations with people and organisations who can sharpen the evidence, strengthen the public experiment, test a reconstruction or help tell the story responsibly.
Contact Mindful EchoForgotten things don't vanish. They wait.