Genres | Board game Dice game |
---|---|
Players | 2 |
Movement | contrary |
Playing time | approx. 1 hour |
Chance | Medium (dice rolling) |
Age range | 10+ |
Skills | Strategy, tactics, counting, probability |
Related games: Backgammon • Jacquet • English Ticktack |
Trictrac (also tric trac or tric-trac) is a French board game of skill and chance for two players that is played with dice on a game board similar, but not identical, to that of backgammon. It was "the classic tables game" of France in the way that backgammon is in the English-speaking world. [1]
Trictrac's gaming interest lies in its multiple combinations, the importance of decision-making and its comprehensive rules which have been well documented and remained stable since the early 17th century. It requires constant attention from the players whether or not it is their turn. Its vocabulary, which is very rich, [2] frequently occurs in French literature.
The object of the game is not to get out the men as quickly as possible as in jacquet or backgammon, but to score as many points as possible. The game usually ends before all the men have been borne off.
Trictrac was very popular in France at the royal court and in aristocratic circles in the 17th and 18th centuries. It experienced a renaissance during the Restoration before almost disappearing at the end of the 19th century. It was one of a family of games of skill and chance that included backgammon, then known in France as tous tables, [3] and jacquet, which was much simpler and did not appear until around 1800. [4]
H. J. R. Murray notes trictrac's resemblance to the Spanish laquet in that neither game features captures of opponent pieces. [5] The oldest treatise on trictrac was written in 1634 by Jollivet, a lawyer at the Parlement of Paris, in order to standardise its rules which had hitherto been handed on by oral tradition. [6] Since then, the rules have remained very stable as evinced by the treatises in the bibliography, only minor changes having been made. One author noted this as early as 1818: "It is common knowledge that it has been played as it is now being played for 150 years, without its rules having undergone significant variations." [7]
The last major treatise was published in 1852. [8]
The main sources for determining the origin of trictrac are the treatises published since the 17th century: [9] [10] [7]
Jollivet (1634), in the earliest treatise on the history of the game knew nothing about its age or country of origin:
There are minds who, to appear learned, like to date the antiquity of things to a thousand years before they were found, but this is only a very useless vanity, not to say inept. […] As for the antiquity of the game of trictrac, I am unable to say, I admit my ignorance, and am not afraid of being criticised, well I know that it will be more productive nowadays researching the titles and movements of the true nobility, than those of the antiquity of this game, which old or new, French or foreign must be regarded as the most excellent of all the social games.
— L'Excellent Jeu du tricque-trac, widow of Jean Promé. [11] Paris, 1656, pp. 8–9.
The anonymous author of the second book on trictrac, published by Charpentier [12] (1698, 1701, 1715) cites two possible countries, France and Germany (in fact, Vienna in Austria) as its origin and comes down in favour of France:
I will say nothing about the antiquity of this game and I will not go into deciding whether it was the French or the Germans who invented it. I know that there were people who gave this glory to the Germans and that several others attributed it to the French. But I believe that if we judge by what seems to us daily, we will easily decide in favour of the French, and that we will agree that we play this fine game better at the court of France than that of Vienna.
— _ (1715). Le Jeu du Trictrac, 3rd rev. edn. Paris: Charpentier, pp. 1–2.
Soumille (1738) and Fallavel (1776) do not tackle the subject nor do Guiton (1816) or Lelasseux-Lafosse who wrote the last major treatise in 1852. [13] [14] [15] [8]
Lepeintre (1818), without providing a source, advances the proposition that trictrac was introduced into France at the beginning of the 16th century: [7]
We do not know exactly to when this particular version of trictrac dates, properly speaking, or when it was introduced in France. It is only a result of reading of our literature that it can be deduced that it is not three centuries since it was brought to us, and it was as commonly played one hundred and fifty years ago as it is today, without its rules having undergone significant variations.
— Cours Complet de Trictrac, Guillaume, Paris, 1818, p. 13.
The treatises on the game do not go back before the early 17th century and searches of the literature are hampered by the fact that the word trictrac was also given to the board used for all tables games [16] and modern versions of ancient texts have the word trictrac when it did not exist in the originals. Any search on the word trictrac in its different spellings must be accompanied by that of expressions specific to the game.
A poem entitled La Friquassée crotestyllonnée, des antiques modernes chansons, the preface of which is dated 1557, notably takes up, sometimes playing on words, a large number of expressions of children's games, practised at the time in Rouen, three of which are also typical of the game of trictrac: [17]
Grand Jan, petit Jan, Margot la fendue, et tous ses gens [18]
However, these expressions were very common at that time (the first two refer to a deceived husband, the last a prostitute), so the reference to trictrac is not certain. In addition, in 1907 a book was published bringing together in particular group games still played in the Normandy bocage, including the one entitled "Petit jean, Gros Jean, et Margot la fendue" which was played with three counters of wood, one small, one longer and another fork-shaped, and which could well correspond to the one quoted in La Friquassée crotestyllonnée of 1557. [19]
Tic-tac or tick-tack is a game very close to trictrac, using some of its characteristic situations and features. The movement rules for the men are less restrictive, and points are not scored. As soon as a player achieves a winning game situation that player wins the partie. It is thus a very fast game, a few minutes to a quarter of an hour of playing time, favouring bets and raising. [20]
Jollivet gives it the name of petit Tricque-trac and in contrast that of grand Tricque-trac to trictrac. He also writes that the former was not played by the French. [21] It appears to have been played mainly in England where two authors give rules for it in the middle of the 17th century. [22] Despite the obvious family link between the two games, no source confirms that tic-tac is either the precursor of trictrac or its successor.
The French word trictrac has been variously spelt: tricque-trac, trique-trac, [23] triquetrac, [24] trictrac [25] and, more rarely, tric trac or tric-trac. Nowadays, only the last three spellings are used, the others having long since fallen into disuse. [26]
As for etymology, today it is widely believed that the word trictrac is an onomatopoeia, but this is not universally accepted. Jollivet (1634) considers that the word trictrac is an onomatopoeia before asking the reader to be satisfied with this linguistic origin since "the subject is a game and not a science":
The game of trictrac, as I estimate to be probable, comes from the noise which is made without exception in the exercise of the game, to the movement and placement of the men, which in their movements make a continual sound, which seems to be whispering "tric" and "trac", or as some call it "tic" and "tac", which are words really from the sound itself; which means that this onomatopoeia can pass for a true and naive definition.
— L’Excellent Jeu du Tricque-trac, widow Jean Promé, Paris, 1656, p. 6.
The anonymous author of the second treatise, published by Charpentier (1698, 1701, 1715), prefers a Greek origin, more noble and learned:
As for the name of this game, many claim that it comes from the noise that is made by rolling the dice and shuffling the men, because that noise makes a sound that seems to repeat "tric trac" or "tic tac" over and over again. But I would prefer, as a person who knew the game to perfection, to give it a more noble origin and derive it from the two Greek words Τρις-Τραχυς that can be written in vulgar script "Tris Trakus" and which means three times more difficult to play and understand.
— _ (1715). Le Jeu du Trictrac, Paris: Charpentier, p. 4.
Soumille (1738 and 1756), quoting the leading lexicographers, affirms that the word "trictrac" is an onomatopoeia:
Trictrac, the rules of which I will describe here, takes its name from the noise made by the men, dice, and cones. Antoine Furetière, Richelet and the Dictionnaire Universel by Trévoux do not give it any other etymology.
— Le Grand Trictrac, Giffart, Paris, 1756, p. 1.
Fallavel (1776) is the most direct: "the game draws its name from the noise we make while playing it." [27]
Guiton (1816 and 1822) does not address the subject, while Lepeintre (1818) initially distances himself from the name being an onomatopoeia before adopting it:
Nothing certain about the etymology of the word trictrac has been found so far. The most learned scholars of the 17th century are of the opinion that this word was formed by onomatopoeia, from the noise made by dice and mans; this was the opinion of Ménage, Antoine Furetière and Pasquier […]. This opinion seems to me to be founded on truth itself.
— Lepeintre, Pierre-Marie Michel (1818) Cours Complet de Trictrac, Paris: Guillaume, p. 13.
Lelasseux-Lafosse (1852), polytechnique lecturer and author of the last important treatise of the 19th century, quotes the two hypotheses previously put forward without taking sides:
Many people think that trictrac gets its name from the noise made by dice, men and cones; others say that this name comes from two Greek words which mean three times more difficult.
— Le Jeu du Trictrac Rendu Facile, Ledoyen, Paris, 1852, Vol. 1, p. 2.
In conclusion, there is nothing to support either thesis. While the one on Greek origin appears complex, that of onomatopoeia, although attractive, appears equally uncertain. However, another old meaning of the word trictrac tends to reinforce the onomatopoeia hypothesis, it being also a 17th century name for a driven hunt:
Trictrac is also a hunting term and means a hunt that takes place in woodland with great noise, to bring out the animals that are being hunted.
— Dictionnaire de l'Académie Française , 1st edn., 1694.
The equipment needed to play comprises: [28]
The board also bears the name of trictrac. The French word table was originally used to designate a man in the game. [30] The name dame became commonplace during the 17th century but that of table remained in several expressions in the game.
The allocation of the men and seating may be by mutual agreement or drawing lots. Once those are decided, the players place their men in three or four piles on their talon on their own side of the board. The player whose talon is to the right moves the men clockwise; the other player moves them anticlockwise. Each player places a peg (fichet) in the hole in the end rail nearest the talon. The flag (pavillon) goes in the hole in the middle, between the two pegs. [a] The three holes in the opposite end rail are not used. The three jetons are lined up against the end rail between the two talons. [28]
Numbering of points
The twelve points in front of each player are conventionally numbered: T, and then 1 to 11. Other schemes have been devised to try and make it easier to describe game situations. [31] [32]
Names of points
Certain points have been given names: [28]
Ordinary and return runs
The men travel a circuit, first along the player's side of the board from the talon to the rest corner, then along the opponent's, or adverse, side from the adverse rest corner to the adverse talon, before being borne off the board. Each half of the route has a name:
To make a point, a half-point, a builder
Divisions of the board
Each side (compartiment) of a trictrac board has two quadrants or quarters (tables). Each player thus has two home quarters called the: [28]
Two methods were used to determine which of the two players would have the lead: [35]
In turn, each player announces the pips on the dice rolled, then the points scored and finally moves the men. Once a man is touched, the player may not change the announced points and the opponent can 'send him to school' (i.e. award him or her a penalty) for any errors made. [36]
As soon as the men have been moved and before the next turn, the opponent must also score any points due from the current turn. If the opponent miscounts and rolls the dice for the next turn, the first player can send the opponent to school. A dice roll is a 'doublet' (doublet) if the two numbers are the same, and 'singletons' (coup simple) if they are different. Singletons are announced highest number first: e.g. "6 and 4" or "3 and A" (the 1 is always said to be Ace). The doublets have individual names: [28]
The following rules apply to moving the men: [28]
A "false hit" (fausse case) occurs when a man has been illegally moved. [c] In the event of a false hit, the opponent may choose where the wrongly moved man is to be placed. [d]
The following rules apply to dice throws, also called dice rolls: [28]
Today, a die is said to be "broken" (cassé) when it is severely tilted. This was not always the case: there was one rule for a broken die, and another for a cocked (tilted) die. The dice could break due because they were mostly made of bone and were thrown quite violently against the opposite rail of the board. If a die broke in two and only one man showed its points, the throw was good. [40]
A player's rest corner (coin de repos) is point number 11. Its occupation and release are subject to the following rules: [28]
There are two ways to take a rest corner: [28]
Further rules apply to taking the rest corner: [28]
From a tactical point of view, to have more chances of taking your rest corner, it is worth having one or two builders (extra men) on points 5 and 6 while the opponent's corner is still empty, but when the opponent has taken it, it is better not to have too many on point 6. Under these conditions, these builders enable a die throw of "six" to be used. These advantageous positions for taking the rest corner led players to call points 5 and 6 'bourgeois corner'. [33]
A round (partie entière or tour) in trictrac is played over twelve holes (parties simple or, more commonly, trous). Each time a player scores one or more holes, the corresponding peg is moved along the side rail of the board. The first hole is marked at the base of the talon, the twelfth at the base of the rest corner. When the peg of either player reaches the twelfth hole, the match is over and that player wins. [28]
To score a hole a player must score twelve points. These points are earned in game situations called jans, but also from bearing off all a player's men and from the opponent's point-counting errors called "schools" (écoles). [28]
Keeping track of the points scored is done on the board itself using three jetons, initially placed between the two talons against the end rail. This initial position corresponds to zero points. [28]
Trictrac points are always scored in twos; the score being indicated by placing a jeton at the following locations (see diagram – right): [28]
For example, Michelle has 6 points, her jeton is by the tip of point 5 on the side nearest the bridge (i.e. centre bar). If she scores 4 more points she moves her jeton to the tip of point 11 on the side by the end rail, indicating that she now has 10 points. If she now wins 2 more points, she will score 1 hole (or 2 in case of a lurch or bredouille) by moving her peg one hole further and replacing her jeton back at the start between the talons. In this example, Michelle announces what has just been scored: "1 (or 2) holes and none left over", but if instead of scoring 2 points she had scored 4 she would have marked her hole(s) and moved her jeton to the tip of point 1 by announcing "1 (or 2) holes and 2 points over".
The choice of the positions of the eighth and tenth points is justified by the need to leave enough room on the board to throw the dice without hitting the jetons. [28]
When a player starts from the talon and scores 12 points without the opponent scoring any, it is a 'lurch' [41] [42] and that player advances two holes. The lurch jeton – jeton de bredouille or simply bredouille – is a special jeton used to show when a lurch (double points) is on the cards. [28]
A player who scores points while the opponent remains on zero, is said to be 'on lurch' (en bredouille) and a player reaching twelve points before the opponent scores any "wins the lurch" (gagne bredouille). [42]
When one player scores 12 points while the other player's jeton is still on the talon, there is no need for the bredouille as it is obvious that the points have been scored without the other player getting off the mark. If, however, the first player does not reach 12 points, the second player may, in turn, be able to make a run of 12 and thus score two holes. In this case the first player's jeton will not be at the start, so to note that the second player is now 'on lurch', a second jeton, the 'bredouille' , is placed alongside the first. [28]
If, subsequently, the first player were to score points before second player reaches 12, the lurch is no longer possible and the bredouille is returned to its starting point between the two talons. The second player has lost the opportunity for a lurch (débredouille). As the two players now each have only one jeton, whoever wins can only advance his peg one hole. [28]
The peg has to be moved forward by twelve holes to win a match. [28]
A player winning a partie (i.e. reaching 12 points and scoring a hole) on his dice roll, has the choice between continuing the current game or starting a new one: [28]
Any declaration or action to stay or go must be acted upon and is not revocable. [43]
The period of play between two placements of the men on the talons is called a game (relève): [28]
There is another type of return which is not related to a player's decision but to the bearing off of the men.
The 'pavilion' (pavillon) or 'standard' (étandard) is a small flag that plays the same role as the bredouille but for a whole round. At the very beginning of the round, the flag is placed between the two players' pegs on the talon bar. [28]
When a player reaches the twelfth hole without the other having scored a single hole, this is called "winning the lurch" for the round (gagne le tour bredouille) or "winning a grand lurch" (gagner en grande bredouille). If the second player wins a hole before the first reaches the twelfth hole, the first is no longer able to win a grand lurch. However, the second player can now do so. To indicate this, the second player replaces his or her peg with the flag and continues to use it instead of the peg. If the second player reaches 12 holes before the first scores a hole again, the second player wins a grand lurch. But if the first prevents the 12-hole run by scoring a hole, the flag is removed and laid down next to the board to indicates that neither player can win a grand lurch in that round. [28]
The game was usually played for money and winning a round was valued at a multiple of the stake agreed between the players. The multiplier depended on the scoring scheme chosen:
The oldest: [44]
The second: [45]
The last one described in the 19th century: [46]
This method is more attractive because it gives the trailing player a chance to reduce the opponent's winnings up to the end. Nowadays, the stake is 1 point and a player's winnings are counted as a number of points depending on the method chosen. [15]
Jans are point scoring feats. 'Rare' jans (jans rare) can only be achieved at the very start of a game (relève). The actual score depends on whether the dice throw resulted in two singletons or a doublet. There are five rare jans: [28]
The board is made up of four quarters each of six points. A 'filling' jan is made when a player has at least two men on each of the six points in any one of the following three quarters: [28]
The remaining quarter cannot be filled because a player may not occupy the opponent's rest corner. Filling a quarter is referred to as "making" it. A player must fill a quarter if able; failure to do so incurs 'school' and 'false hit' penalties. [28]
On a singleton roll of the dice, when a player has only half a point to cover to fill the quarter, there may be three different ways of doing so: with only one man, with either of two men from two different points, or with one man played "all on one" using the sum of the two dice. On a doublet roll, it is only possible to fill in one or two ways: with one man using one die or with one man using both dice. A player able to fill a quarter in more than one way has the choice. In the event that there is not one half point left to cover but two, it is only possible to fill in one way, only the last of the two men played actually filling the quarter. [28]
For a filled jan, for each way it may be filled a player scores 4 points if the throw was a singleton and 6 points if it was a doublet. [28]
Once a player has filled a quarter, the player must 'keep it full' (conserver son plein) if at all possible during the turns that follow, under pain of school and false hit penalties. When a player can no longer preserve a full quarter, the player 'breaks it' (il le rompt), but this may only be done if there is no other option. [28]
If there is no choice but to preserve the quarter or keep it full it, the player scores 4 points for a singleton throw and 6 points for a doublet. [28]
As always, points must be scored before touching the men or the school penalty is incurred.
When one of a player's dice would enable a move onto a point occupied by the opponent with just one man, that man is said to be "hit". A man is hit directly if the distance to the opposing man equals the number of pips on one die, or indirectly if the distance equals the sum of the pips on both dice. [28]
In trictrac, a hit man remains in place and the one that hit cannot join it because the movement rules don't allow it. Hitting an opponent's man is therefore always done 'by force'. A man can be hit in two ways: [28]
A man can suffer a true hit in up to three ways on a singleton throw, once or twice directly and once indirectly, and in either one or two ways on a doublet throw, once directly and once indirectly. It can never be falsely hit except in one way. For each way the opponent's man can be hit, the player earns the relevant points (see below). A man that suffers a true hit cannot suffer a false hit and vice versa, but in the same throw there can be a true hit and a false hit.
A true hit earns the player:
A false hit earns the same points for the opponent as per the table above. The points gained by the player who rolled the dice are scored before any false hits are scored by the opponent, so that if the player who made the true hit wins a partie and "goes", thus ending the current game, his opponent can no longer score the points for false hits.
From a tactical point of view, the occupation of point no. 10 at the start of a game may prove hazardous, reducing the chances of making a grand jan and being able to hit the opponent's men. Its situation close to the return run, giving more possibilities to 'truly hit' the opponent's men in the petit jan quarter, often makes it the preferred point for beginners despite the risks involved, which has led the players to christen it the "schoolchildren's point". Circumstances, in particular when the opponent is the only one to have taken his rest corner, can make the occupation of the point no. 10 favourable. [48]
While a player may not occupy the adverse rest corner, it is possible to 'hit the corner' (battre le coin). To do so, the player's own rest corner must be taken and the opponent's rest corner must be empty. [28]
Subject to these preconditions if, on a dice roll a player can 'virtually' move two men to the opponent's rest corner, the corner is hit. All the men able to move directly into the opponent's rest corner are eligible to participate in the hitting, except those occupying the player's rest corner. For the latter, only the builders (extra men) can contribute. [28]
Hitting the opposite corner earns the player 4 points on a singleton throw and 6 points for a doublet. These points are gained by force, the opponent's corner can never actually be occupied. The opponent's corner is never falsely hit, so if both corners are occupied, neither player is able to hit the opponent's. [28]
The bonus jan (jan de récompense) and powerless jan (jan qui ne peut) are two uncommon expressions. Nevertheless:
A bonus jan is earned by: [28]
A powerless jan concedes points to the opponent when: [28]
In the latter case, if the player is unable to move one or two men, his opponent scores 2 points for a "helpless man" (dame impuissant) or 4 points for two helpless men whether the roll was a doublet or two singletons. [28]
If a player concedes points to his opponent for one or more helpless men, but at the same time preserves his grand jan, the player still scores for keeping the grand jan. This is called 'preservation by powerlessness' (conserver par impuissance). The overriding rule that calls for playing both dice and, if only one can be played, playing the higher must always be observed even if it means breaking up a filled quarter. [28]
A player who has moved all men to the last quarter, may 'bear off' i.e. take them off the board. However, the rules of filling and its preservation must be respected concerning the jan de retour. [28]
Two methods of bearing off coexisted:
The quick method prevailed. It is the same as in Backgammon and follows these rules: [28]
Being the first player to bear off fifteen men scores 4 points (singleton) or 6 points (doublet). [28]
If on the last move there is only one man left to go out and the amount of one die is sufficient, it does not affect the scoring and the second die is ignored. Once the points have been scored, the two players replace the men on the opposite talons. They therefore change the colour of their men with each game. If no hole was immediately won, the points acquired are retained by both players. The privilege of starting the next game goes to the one who bore his men off first. [28]
The provincial method consisted in playing all that was playable on the board and only the men furthest from the talon were allowed to be borne off if the dice permitted. An exception was that a player who had made a jan de retour could preserve it by taking out his extra men if they could be moved exactly onto the end rail. The player could 'preserve by privilege' (conserver par privilège) in this way up to three times. [13]
Three ways to score points were abandoned in the first half of the 17th century:
Today, these three jans can be played optionally by agreement between the players before the start of the round.
The following summary table is based on Lalanne: [28]
Points by singleton per way | Points by doublet per way | Number of possible ways | Scored by | |
---|---|---|---|---|
RARE JANS | ||||
Jan de six tables | 4 | n/a | 1 | Player |
Jan de deux tables | 4 | 6 | 1 | Player |
Jan de mézéas | 4 | 6 | 1 | Player |
Contre jan de deux tables | 4 | 6 | 1 | Adversary |
Contre jan de mézéas | 4 | 6 | 1 | Adversary |
BONUS JANS | ||||
True hit on man in grand jan quarter | 2 | 1, 2 or 3 | Player | |
4 | 1 or 2 | Player | ||
True hit on man in petit jan quarter | 4 | 1, 2 or 3 | Player | |
6 | 1 or 2 | Player | ||
Hitting opponent's corner | 4 | 6 | 1 | Player |
POWERLESS JANS | ||||
False hit on man in grand jan quarter | 2 | 4 | 1 | Adversary |
False hit on man in petit jan quarter | 4 | 6 | 1 | Adversary |
For each unplayable die (helpless man) | 2 | 2 | n/a | Adversary |
FILLING JANS | ||||
Making a grand jan, petit jan or jan de retour | 4 | 1, 2, or 3 | Player | |
6 | 1 or 2 | Player | ||
Preserving grand jan, petit jan or jan de retour | 4 | 6 | 1 | Player |
OTHER | ||||
Being first to bear off one's men | 4 | 6 | n/a | Player |
(n/a = non applicable)
A game breaks down into elements or events: [28]
The return run (jeu de retour) begins when one of the players moves at least one of his men to the opponent's side. The movement of the men is restricted by the rules of the passage on the return run: [28]
An enfilade is a significant run of successful holes in succession in a single game, typically about five to six holes in a row. It is the most sought after achievement in the game. It is the source of the French expression, now vulgar, 'to be enfiladed' (être enfilé or se faire enfiler). It is most often realised when a player has made a grand jan while having three extra men far enough back to preserve it as long as possible and to score false hits, and at the same time the opponent can no longer make his own grand jan leaving gaps for the opposing extra men. To avoid being enfiladed, it is important to plan for it and sacrifice several holes to get the opponent to "go" and not lose the "turn" on the enfilade. [54]
Gaming infringements are of two types: [28]
False hits and schools are always handled by the opponent of the offender, each player refereeing the other.
When a player makes an illegal move, it is a "false hit" (fausse case). [28] Generally speaking, a player is never allowed to retract a move. Picking up the men always signifies that you are 'going' after winning a partie. A player cannot make a false hit by hitting his opponent's men.
False hits occur when: [28]
Due to the "piece touched, piece played" rule, it is not always necessary for a man to have actually been moved for a false hit to occur. One just has to work out where it can end up. [28]
The rule "piece released, piece played" prohibits the player from changing the situation once the man has been let go of. All false hits must be corrected by the opponent in accordance with the rules of movement. The opponent is only master of those men that contributed to the wrong move. [28]
The treatment of the false hit depends on the situation: [28]
The strict rules governing false hits are due to the fact that points scored by the dice roll affect the opponent as well as the player who rolled.
In trictrac a school (école) is any error in scoring points on one's own turn. The player at fault loses points corresponding to the difference between those actually scored and those that should have been scored. The opponent "sends him to school" without being required to give the reason. There are four basic cases: [28]
For greater clarity in the game, it is best to wait before scoring the school until the offending player has either touched one of his men or rolled the dice, as the case may be.
Any school can be contested by the player 'being sent to school' according to a procedure which may include two phases: [28]
Schools should always benefit the one who did not commit them without being able to abuse them. With this in mind, three rules are applicable when dealing with schools: [28]
Tables games are a class of board game that includes backgammon and which are played on a tables board, typically with two rows of 12 vertical markings called points. Players roll dice to determine the movement of pieces. Tables games are among the oldest known board games, and many different varieties are played throughout the world. They are called 'tables' games because the boards consist of four quadrants or 'tables'. The vast majority are race games, the tables board representing a linear race track with start and finish points, the aim being to be first to the finish line, but the characteristic features that distinguish tables games from other race games are that they are two-player games using a large number of pieces, usually fifteen per player.
Chaupar, chopad or chaupad is a cross and circle board game very similar to pachisi, played in India. The board is made of wool or cloth, with wooden pawns and seven cowry shells to be used to determine each player's move, although others distinguish chaupur from pachisi by the use of three four-sided long dice. Variations are played throughout India. It is similar in some ways to Pachisi, Parcheesi and Ludo. In most of the villages in India, this game is played by old people.
Nard is an historical Persian tables game for two players that is sometimes considered ancestral to backgammon. It is still played today, albeit in a different form. As in other tables games, the playing pieces are moved around a board according to rolls of dice. It uses a standard tables board, but has a different opening layout and rules of play from that of backgammon.
Acey-deucey is a table game, a family of board games that includes backgammon. Since World War I, it has been a favorite game of the United States Navy, Marine Corps, and Merchant Marine. Some evidence shows that it was played in the early 1900s aboard U.S. Navy ships. The game is believed to be rooted in the Middle East, Greece, or Turkey, where there were variants in which the game started with pieces off of the board.
Gul bara is a tables game, an ancient genre of board games that includes Backgammon, Trictrac and Nard. It is also called Rosespring Backgammon or Crazy Narde. The aim of the game is to move all of one's men around the board and bear them off. The first player who bears off all his or her men wins. The game is popular in Bulgaria, Azerbaijan, Greece, Turkey and North Macedonia.
Plakoto (Πλακωτό) is a tables game for two players that is popular in Greece. The object is for the player to bring all 15 pieces around to his or her own home board and then bear them off. The player who bears off all 15 pieces first wins the game. This game is usually played along with two other variants, Févga and Pórtes. Together these three games are called Távli, and are played in sequence usually one after the other. Game is three, five or seven points. A Middle Eastern version of this game is Mahbusa, and the Bulgarian version of Plakoto is known as Tapa and also as Tsillitón (Τσιλλιτόν), in Cyprus. Parlett places Plakoto in the same group as the popular mediaeval game of English, as well as the French games of Tieste and Impérial, the Italian game of Testa and Spanish Emperador.
Tavli, sometimes called Greek backgammon in English, is the most popular way of playing tables games in Greece and Cyprus and is their national board game. Tavli is a compendium game for two players which comprises three different variants played in succession: Portes, Plakoto and Fevga. These are played in a cycle until one player reaches the target score - usually five or seven points.
Jacquet is a tables game played on a backgammon-like board and which was once very popular in France and several other parts of Europe. It probably emerged around 1800, but is attested by 1827. In the 20th century it replaced the classic French backgammon equivalent — the game of Trictrac — until Jacquet itself was superseded by Anglo-American games in the 1960s.
Tourne case or tourne-case is an historical French tables game in the same family as Backgammon. Lalanne recommends it as a children's game.
Laquet is an historical Castilian tables game that was described as a new game in the 13th century. It may be the ancestor of Jacquet. Unlike Backgammon and most other tables games, it has an asymmetrical starting position; only three of the four quadrants are used and the pieces may not be 'hit'.
The following is a glossary of terms used in tables games, essentially games played on a Backgammon-type board. Terms in this glossary should not be game-specific, but applicable to a range of tables games.
Irish or the Irish Game was an Anglo-Scottish tables game for two players that was popular from the 16th to the mid-18th centuries before being superseded by its derivative, the "faster paced" backgammon. In its day, Irish was "esteemed among the best games at Tables." Its name notwithstanding, Irish was one of the most international forms of tables games, the equivalent of French toutes tables, Italian tavole reale and Spanish todas tablas, the latter name first being used in the 1283 El Libro de los Juegos, a translation of Arabic manuscripts by the Toledo School of Translators.
Ludus Anglicorum, also called the English Game, is an historical English tables game for two players using a board similar to that used today for Backgammon and other games. It is a "strategic game for serious game-players" and was well known in the Middle Ages. At one time it was considered the most popular tables game in England.
Ticktack or Tick-Tack, is an historical English tables game for two players using a board similar to that used today for Backgammon and other tables games. Like its much more elaborate French counterpart, Trictrac, it has the unusual feature that there are several different ways in which it can be won, including Toots and Rovers.
Doublets or queen's game is an historical English tables game for two people which was popular in the 17th and 18th centuries. Although played on a board similar to that now used for backgammon, it is a simple game of hazard bearing little resemblance to backgammon. Very similar games were played in mainland Europe, the earliest recorded dating to the 14th century.
Verquere is an historical tables game. It was played by two players on a tables board of the same type as used in backgammon, but the direction and rules of play were quite different from that game.
Long Nardy, also just Nardy, is a Russian tables game for two players. It is also played in Armenia as Long Nardi or Nardi. It probably originated in the historical Persian game of Nard. It requires a tables board, 15 men apiece and two dice.
Tawula is an historical tables game once popular in Asia Minor and Egypt. It is sometimes called Turkish backgammon in English, however this is misleading as there are fundamental differences; for example, both players move in the same direction in tawula, whereas in Backgammon they move in opposing directions.
Gioul is a tables game for two players that is common in the Levant and may have originated in Turkey. The set up and play are as in Greek Plakoto, blocking is as in Moultezim and doublets are very powerful as in the game of Gul Bara.
Chasing the girls is an Icelandic tables game of elimination whereby hitting a blot results in eliminating it from the board.
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