Backgammon

Alternate Names

Gammon (Scotland), Tables Reales (Spain), Tavole Reale (Italy), Trictrac (France), Puff (Germany), Vrhcáby (Czech), and Shesh Besh (Israel and Arabic), among many others. It is debatable if the term backgammon is derived from the Welsh back gammon (little battle) or from the Saxon bac gamen (back game)

No. of Players

Typically there are two players, but there are versions which can be played with up to five players.

Equipment

Most versions call for a Backgammon board, two dice, and fifteen each of black and white counters, which are typically called checkers. The spaces on the board are usually represented by tall, narrow triangles, called pips. The bar is the strip separating the left and right halves of the board. Captured checkers are placed on the bar until they reenter the game. Each of the four quadrants of the board are referred to as a Table. More specifically, a player finishes the game from their home table (or home area).

History

It may be that backgammon of today can trace its history back to some 5,000 years or more to games found in the archaeology of the Middle East. (See The Royal Game of Ur and the Jiroft Games). A popular concept is that these games evolved into the race games played by the ancient Egyptians (see Tau and Senet), from here further evolved into the games Ludus Duodecim Scriptorum and Alea played in the Roman Empire, and finally evolving through several more fits and stages into the backgammon described here. Further, we must bear in mind that the above is only the briefest relation of the game’s history in Europe and the game has just as rich of a history in China and Japan.

Objective

The objective is to be the first to bear off (remove) all of one’s checkers form the board. Bearing off can only occur after all of a player’s checkers have been brought into his opponent’s home area. At that point, a player may use the dice rolls to continue advancing checkers or to move checkers off of the board. Once a checker is removed, it does not reenter the game.

A gammon occurs when one player removes all of their checkers before their opponent has removed any. A gammon doubles the value of a game. A backgammon (here always lowercase) occurs when one player removes all of his counters while his opponent still has checkers remaining in his home area or on the bar. A backgammon is usually worth three times as much as a regular victory.

Play

Opening

Play begins with the checkers positioned as above and players sitting on opposite sides of the board facing the longer side.

A single die is rolled by both players to determine which player rolls first. The player rolling the higher number starts (if equal they roll again). This determines both the player to go first and the numbers to be played. The player throwing the higher number now moves his checkers according to the numbers showing on both dice. After the first roll, the players throw two dice per turn and turns alternate.

Movement

The players move their respective checkers in opposite directions. Those of one side moving clockwise and those of the other side moving counterclockwise. Only checkers of the same color may stop on any one pip.

The dice roll indicates how many pips forward that player is entitled to move their checkers. A player always moves their checkers forward, according to their respective route around the board. Any number of checkers of the same color may lie on one pip. They can be stacked if necessary. There are a few rules governing movement of the checkers:

  • A checker may be moved only to an open point, one that is not occupied by two or more opposing checkers.

  • The numbers on the two dice may constitute separate moves. For example, if a player rolls 3 and 4, they may move one checker three pips forward to an open pip and another checker four pips forward to an open pip, or they may move the one checker a total of seven spaces to an open pip, but only if an intermediate point that is either three or four spaces from the starting point is also open. The checker could not be moved unless the third or fourth pip were open.

  • A player who rolls doubles plays the numbers shown on the dice twice. A roll of 6 and 6 means that the player has four sixes to use, and they may move any combination of checkers to complete the move.

  • A player must use both numbers of a roll if it is legally possible to do so (or use all four numbers of a double). When only one number can be played, the player must play that number. If either number can be played but not both, the player must play the larger one. When neither number can be used, the player loses his turn. In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he can.

Hitting and Entering

A pip with only one checker on it is called a blot. If an opposing checker lands there, even on the intermediate stage of a combined move, the original blot is said to be hit and is moved to the bar. A player with one or more checkers on the bar must, before making any other moves, bring all checkers on the bar back into play. Entry is through the opponent's home area. If the player cannot enter their checker because the points indicated by the dice are occupied by two or more of the opposing checkers, the turn is lost. If a player is able to enter some but not all of their checkers, they must enter as many as possible and then forfeit the remainder of the turn.

Bearing Off

Once a player has moved all fifteen of their checkers into their home area (the last six pips of their checker's routes around the board), they may commence bearing off. A checker can bear off if the roll takes it at least one point beyond the last point in the home area (pip1). If a player has a checker on pip 6 and one die shows a 6, the player may then bear that checker off.

However, a player must always make the maximum use of a roll. If there is not a checker on the point indicated by the roll, the player must make a legal move using a checker from a higher numbered pip. For example, if a player has two checkers, one on pip 3 and one on pip 6, and rolls a 4 and a 1; the 4 may not be used to bear off the checker on pip 3, it must be used to move the checker forward 4 pips from pip 6.

If there are no checkers on higher numbered pips, the player can then bear off a checker from the next highest numbered pip with a checker residing on it. For example, if a player rolls a 6 and has checkers on pips 5 and 4, but not on 6; the 6 is used to bear off the checker on pip 5. If there were no checkers on pips 5 or 6, the 6 would then be used to bear off the checker on pip 4, and so on.

Bearing off is not compulsory if an otherwise legal move within the home area is available.

A player must have all of his active checkers in his home board in order to bear off. If a checker is hit during the bearing off process, the player must reenter that checker and bring it back round through the entire board and back to the home area before continuing to bear off. The first player to bear off all fifteen checkers wins the game.

Doubling Cube

Route the Checkers Will Follow Around the Board

A typical doubling cube

The Doubling Cube is an oversized hexagonal die with the numbers 2,4,8,16,32, and 64 on the 6 faces. This die is used to keep track of the number of points or units at stake in the game. At the beginning of the game, the doubling cube is placed halfway between the players, either on the bar or at the side of the board, with the number 64 face up. The 64 means that the stakes have not been doubled yet. (Most doubling cubes do not have a 1, so the number 64 is understood to represent 1). The position of the cube, halfway between the players, indicates that both players have access to it. That is, either player can make the first double. Backgammon matches are typically (but not necessarily, in my opinion) played for points. Each game starts being worth exactly one point. At any point during the course of the game, either player may move to double the stakes of the game. This is required to be done on that player's turn before they roll the dice. When a player moves to double, the other player must either agree and play on for double the points of the game, or resign and lose the current value of the game. If the double is agreed upon, the doubling cube is passed to the player that accepted and thereafter the right to double alternates and is synonymous with the owner of the cube. A single game may double several times and the face showing at the top of the cube reflects the current value of the game. Any time a player refuses a double, they resign the game and pay the current value. At the end of the game, the double for gammon and triple for backgammon apply in addition to any voluntary doubles that have been made. More specifically, the winner wins the amount shown on the cube times two if they have won a gammon or times three if they have won a backgammon.

Optional Rules

The Murphy Rule for automatic doubles states that if identical numbers are thrown by each player for the opening roll, the game is automatically doubled. The doubling cube would then be turned to two, but neither player takes possession of it. At this point it is still undecided which player will roll first and each player must roll a single die again. If they roll the same number again the stakes double again and the cube is turned to four and so on.

Beavers allow a player who has been propositioned with a double to not only accept, redouble and retain possession of the cube. Such an action is called to "beaver". Interestingly, beaver is here a verb.

Raccoons are another step of doubling beyond beavering. Here, the original player doubled their opponent, the opponent beavered the cube (doubling again), but the original player raccooned the opponent by doubling yet again. The opponent retains the doubling cube.

The Jacoby Rule, named after Oswald Jacoby, states that gammons and backgammons only count for their respective double and triple values if the cube has already been offered and accepted. Otherwise, they count as a single game. The Crawford Rule, named after John R. Crawford, states: When a player is one point away from winning a match, neither player may use the doubling cube for the following game, called the Crawford game. After the Crawford game, the use of the doubling cube may resume.

Strategy

It is common for a new player to see Backgammon as little more than a glorified race game and to greatly underestimate its complexity and the skill required to play it. Like most board games, the greatest part of the strategy can only be developed from much experience of the game and its subtleties. There are, however, a few helpful tips that are often offered for beginners. The most obvious tip is to try and avoid leaving blots, but on the other hand of this advice it is also not practical to gather large numbers of checkers onto the same pip, as these could be working to close pips elsewhere.

The most powerful configuration a player can make is backgammon is prime. A prime is a set of six consecutive pips that have 2 or more checkers of the same color on them. These checkers are said to be closed. An opposing checker that is behind the prime will be unable to pass until that prime becomes broken. Even a set of two, three, four or five consecutive closed pips can be powerful and limit movement by the opponent. Of course, it will very likely be impossible not to have a few blots left open during any game but even here there can be strategy. If faced with a choice of leaving two or more checkers as blots, choose ones that are either far away or very close to opposing checkers to reduce the chance of getting hit. A blot that is six pips away from an opposing checker is most vulnerable and its vulnerability will decrease the closer or further away from that "six point" it lies. For instance, a blot that is directly beside, one pip away, from and opposing checker is not very vulnerable to that checker as the opposing player only stands a 33% chance of rolling a 1 on any roll.

Variations

Backgammon variants are properly called Tables variants. Backgammon should be retained for the specific game described above that may also be referred to as Standard Backgammon, or Western Backgammon.

Historical Variations

Grammai and Ludus Duodecim Scriptorum (Twelve Line Game) are likely to be early Tables variants from ancient Greece and Rome. Eminent games historian HJR Murray, after years of careful study into board game history, states 'that the board games of Greece and Rome are affiliated to the older games of Egypt, Ur, and Palestine'. It is easy to see that the methods of play of modern backgammon could be derived from the earlier games already mentioned (Jiroft Games, Royal Game of Ur, Tau, Senet), but direct evidence for the evolution of Tau or Senet into Backgammon by the logical route of Ancient Greece is scant at best. There is some mention in ancient Greek literature of a game known as Grammai and later the same game is known as Diagrammismos. These names refer to the game as being drawn with lines. As there are no known detailed existing descriptions of these games, it is probable, although only hypothetical, that they are predecessors to the ancient Roman game known as Ludus Duodecim Scriptorum or simply Duodecim Scripta. Ludus Duodecim Scriptorum translates to “Twelve Line Game”. Again, no written description of it is known but it is likely the same as or similar to the earlier game of Grammai or Diagrammismos. Further, Ludus Duodecim Scriptorum and these other games are conjecturally, yet logically, evolved from the Egyptian game of Senet.

Duodecim Scripta appears to be depicted on the back of a silver mirror dating near 200 BCE found at Palestrina (aka Praeneste), near Rome. The picture depicts a man and woman seated near a twelve-lined board and the man’s hand is positioned as if he were about to throw dice. The man seems to be made to be saying "OFEINOD", while the woman says "DEVINCAMTED". The meaning of this transaction is mostly unknown, but one translation says that the man is asking the woman "oh, aren't you playing on?" to which she answers "I believe I've already won".

Many Duodecim Scripta boards and playing pieces have been found throughout the Roman Empire. The basic form is always the same, 3x12 playing cells, typically separated down the middle by a blank or decorated column, which may be the equivalent of backgammon's bar. Three dice (tesserae) were used to play and each player had fifteen counters. The exact method of play is unknown.

The cells of the boards were highly variable, being represented by circles, squares, vertical bars, leaves, crosses, crescents, monograms, erotic symbols, or letters. The letters were often six groups of six-letter words making simple statements in a hexameter verse. These versions of the game are typically referred to as "The Lines of the Twelve Philosophers". It is probable that such contrivances served to disguise boards that were used for illegal gambling.

Typical Duodecim Scripta board

"The Parthians are dead,

The Britons are defeated,

Game on, Romans!"

"For Dinner:

Chicken, Fish,

Ham, Peacock"

"To hunt, to bathe

To game, to laugh

This is to live"

"Play without inhibition

This is always good fortune in the purse."

“Reject the winnings,

end the deceit,

the madness and the greed.”

This board shown in the table

could be an indication for the

route of the counters around the board.

"Powerful Empire,

The enemies are defeated

Game on, Romans"

"Get Up, Get Out.

You don’t have skills to play. Imbecile, leave."

Many different variations of words and letters were used for Duodecim Scripta boards. Above are shown some of those that have been discovered.

Alea and/or Tabula are game(s) known from the Roman Empire. Somewhere around the time of Christ, popularity of Duodecim Scripta began to wane in the Roman Empire, probably due to the acceptance of a new similar dice/race game which reduced the 3x12 board to a 2x12 board. Medieval literature oft refers to this game as Alea, which is also a term to refer to cubical dice or astragals and was likely a term for dice games and gambling in general. Eventually, the name Tabula took hold for the game and is still sometimes heard in the referring of backgammon like games as Tables, or in the Modern Greek version of the game Tavli. It was popular in the first century AD, and was much favored by the Emperor Claudius, who reportedly wrote a book, long lost, on the subject.

The board for the Tabula is topologically equivalent with the modern backgammon, although it is not known for sure at what point the triangular pips began to replace a simple lined 2x12 grid. The rules of Tabula were very similar to modern Backgammon, with only a few notable differences:

  • Three dice instead of two are used for each roll in Tabula. One die is rolled by both players to determine who goes first and then three dice are rolled by both players for every subsequent turn.

  • The checkers all begin off of the board and are entered onto it as if they were being reentered in modern backgammon. After a player has entered one or more checkers, subsequent rolls may be used to move the checkers forward, but checkers may not be entered into the second half of the board until all of other checkers of that color have been entered.

  • Both players follow the same route around the board. For one player, this would be from the top right to top left to bottom left and then the home area for both players is on his bottom right (top left for the player on the other side of the board). This means that both players move counterclockwise, follow the route given to white in the backgammon diagram given above, and bear off from the same home area.

All other rules for Backgammon apply to Tabula. Blots are hit and moved to the bar and the same rules for reentry apply. A player must have reentered all checkers before they can resume moving checkers around the board. All of a player's checkers must be in the home area before they can begin bearing off.

Nard (aka Nardshir or T'shu-p'u in China) is simply the version of Tables that originates in the ancient Middle East. This game may be influential to or derived from Tabula. Modern forms and derivations are very much the same as Backgammon, but this may just represent a modern borrowing from the European Game. The word Nard comes from a type of wood native to Persia and it is here that the game is first described. Its first known mention, as Nardshir, is in the Babylonian Talmud (200 - 500 CE), a central text of mainstream Judaism. It is later mentioned in the Chatrang-Namak (c. 650- 850 CE), the Persian story of how Chess was introduced into Persia from India which then led to the creation of Nard.

From Persia (modern Iran), the game underwent a grand dissemination throughout huge portions of the Old World: by the Arabs with their conquest of Persia (c. 650 CE); into many regions of China (where it is known as T'shu-p'u), Mongolia, Kazakhstan, Russia (one version of Russian Tables played today is known as Narde) and as far east as Korea (Ssang-ryouk) and Japan (Sugoroku). Nard also entered Europe via Moor invasion and conquest of Spain and the Iberian Peninsula (c. 700 - 1300 CE). The extent to which the Middle Eastern game influenced the already existing European game of Tabula (or vice versa) is very debatable. At the very most, the game of Tabula underwent a huge transformation incorporating most or all of the rules of Nard onto their nearly identical board for Tabula. At the least, Tabula probably switched from the use of three dice to the two used for Nard. I would guess that there were many variations of both games being played throughout Europe before and after the Moor influence as there are a certainly a lot of different fun and skillful games that can be played on the Tabula board and each village may have had its own unique variant.

Fayles, also spelled Fails, was a Tables game played in England and Spain from the 13th to the 17th century. Fayles used three dice instead of the two used today and a roll of doubles (or even triples) is not special in Fayles. At any time that a player cannot make all three numbers cast they lose the game. The opening position is different in that each player starts with two checkers on their opponent's number one pip and thirteen checkers on their own number six pip. All other rules are the same as modern Backgammon.

Irish is probably Backgammon's direct ancestor. It was popular in the British Isles in the 16th and 17th centuries and similar or identical games are known from other places in Europe such as the French Toutes Tables, Spanish Todas Tablas, and Italian Tavole Reale. It is much the same as Backgammon and is probably the earliest form to use two dice instead of three. It is easy to see that scoring is a much later development in Backgammon as there is no bonus for gammon, backgammon, doubling or doubling cube used in this game. Unlike Backgammon, the winner of the opening roll rerolls for their first turn and a roll of doubles in Irish is not special: each number is played just once.

Irish has a special rule pertaining to closed home areas. A player is prohibited from having every pip of their home area closed (with more than one friendly checker) if their opponent has a checker on the bar. If this situation were to occur to a player when it is their opponent's turn, both players must roll one die. The player rolling the larger number then decides which pip of the closed home area must be made open. All but one checker is then removed from the nominated point and placed on the bar as if they had been hit.

The rules for bearing off are less restricting than Backgammon's. You do not have to bear off exactly, a checker may bear off with a roll greater than or equal to the number of the pip on which it resides. A player may bear off from a lower numbered pip even if a higher numbered pip still has checkers on it.

Modern Variations

Poof is exactly the same as Backgammon except here the lower number of a roll must always be played first. If a player is unable to play the lower number of roll, then that turn is lost.

Hyper-backgammon is a quick playing version of regular Backgammon. All of the same rules apply, but each player only has three checkers that commence on each of the opponent's numbers one, two, and three pips.

LongGammon is exactly the same as Backgammon, except that all counters begin on their opponent's number one pip.

Nackgammon is the same as Backgammon in all but the opening position: From furthest to bearing off to closest: each player commences with two checkers on the opponent's one pip, two checkers on the opponent's two pip, four checkers on the opponent's twelve pip, three on eight pip and four on the six pip (in the home area)

Misere (Losing Backgammon or Deadgammon) follows exactly the same rules as regular Backgammon, only that the objective is to not bear off all of your checkers: to lose. These games can take a long time to play.

Snake is an unbalanced game that is identical to Backgammon in all but the opening position. Here, black begins with nine of fifteen checkers on the bar and two each on his last three pips on the opponent's side of the board. White opens as normal. It is obvious that white has a definite advantage in this game, but most are surprised to learn that it is not nearly as strong of an advantage as would first seem. An experienced player can make a strong play to win as black, typically by the formation of a prime.

Acey Deucey is a variant of Backgammon that is popular in the US Navy. It is very similar to standard Backgammon with a few exceptions: All checkers begin their journey off of the board and are entered as if being reentered from the bar in standard Backgammon, although it is not necessary to enter all checkers before beginning movement around the board. The game begins after the establishing which player will go first with a roll of the dice and then that player will roll again for their first roll. All the rules for movement of checkers, rolling of dice including doubles, hitting, and bearing off are the same as in Backgammon. Acey deucey calls a roll of 1-2 a very special roll which allows the player who threw it several advantages: first a movement of one and two pips as shown on the dice, followed by the playing of all four moves of a double roll of their choice, and finally they may roll the dice again for another turn. However, if at any point they are unable to complete this sequence their turn is forfeit and they may nor roll again. Games of Acey Deucey are scored by the winner's attainment of one point per opposing checker that was not borne off at the end of the game. The doubling cube is not used in Acey Deucey.

European Acey Deucey is like the standard Acey Deucey with a few exceptions: the rolling of doubles is especially valuable in this version. If a player rolls doubles they may first play the number rolled four times as in regular Backgammon. Next, they play the complement of the double rolled four times. The complement of a number is the number on the opposite face of the die. A number and its complement always total seven. For example, if a player rolled double 3, or 3-3, they are entitled to four moves of three and then four moves of four. If at any time the player is unable to finish part of that sequence then the turn is passed and the opponent rolls. If however, the player is able to finish the sequence of every move in the roll, they are then allowed to roll again and if they roll doubles again the same rules apply for as many times as needed. The Acey Deucey rule also applies, so if a player rolls 1-2, they play the one and two in the normal way, name any double they wish and play that number four times then play the complement of that number four times then roll again if they are capable of making all of those moves.

A player can no longer move checkers forward once they are all in their home area and they must begin bearing off. Checkers must be born off exactly, that is you must roll the exact number required to bear off. If a player is bearing off and makes a roll where there are no corresponding pips with checkers on them, then that turn is lost. There are no gammons, backgammons, or doubling cubes in this version.

Mexican Backgammon is very similar to European Acey Deucey. Here, all of the rules of the 1-2 roll apply again, but this roll is called a Mexican. Doubles are played as in regular Acey Deucey and entitle a player to roll again, but the complement is not played as in European Acey Deucey. Here again, checkers must be borne off exactly, and there are no gammons, backgammons or doubling cube. The major difference in Mexican Backgammon is that it allows for no more than five checkers on a pip at a time and the lower number of a roll must always be played first. If a player is unable to play the lower number of roll, then that turn is lost.

Buffa, in its lengthened form Buffa Cortese or shortened form Buf, was also known as Pareia de Entrada in Spain; Puff in Germany; and Paumecary (not to be confused with a children's Tables variant of the same name), Russian Backgammon, or German Backgammon in English. It is a medieval Italian Tables variant in which all checkers of both players start in hand and are entered into the same table and proceed counterclockwise around the board. All checkers enter in the same table and follow the same route, making this feel much more like a true race game. A player cannot move checkers on the board until all of his checkers are entered. Backgammon's rules for movement, rolling doubles, blot hitting and bearing off are typically the same.

Many different minor variations of the rules of this game have been recorded. Some use three dice instead of two. Some allow the opposing player to finish any part of a roll a player was unable to complete. Others allow a player rolling doubles to not only play the number four times, but also the complement of the number four times (the number on the opposite side of the die, as in European Acey Deucey) and then to roll again. Other rules of Acey Deucey have also been incorporated such as the special case of rolling the 1-2, which allows the player who threw it several advantages: first a movement of one and two pips as shown on the dice, followed by the playing of all four moves of a double roll of their choice, and finally they may roll the dice again for another turn. However, if at any point they are unable to complete this sequence their turn is forfeit and they may nor roll again.

Chouette is a multi-player Backgammon for up to five players. To start, each player rolls a die and the one throwing the highest number becomes the box and plays against the next highest number who becomes the captain. All other players then act to coach and consult the captain and they play as a team together. The captain, however, has the ultimate say in any play. When the box wins a game he collects from each player on the team and gets to continue playing as the box until he or she loses. If the box wins, the captain of the team then retires to allow a new player to captain for the team and the previous captain will now act to consult the new captain with the other team members. This can happen as many times as necessary with the players on the team rotating as to who is captain for each new game.

If the box loses the game he pays to each player on the team and the captain of the team then takes his place in the next game. The first box then moves to the team to be the last player in the rotation of being captain.

Dutch Backgammon is the same as standard Backgammon except for the following differences: Here, the winner of the opening roll will roll again for his first turn. At the start of the game, all checkers are off of the board and entered as if being reentered from the bar in regular Backgammon. A player must enter all of their blots before making any other move. A player is not allowed to hit an opponent’s blot until he has moved at least one of his own checkers around the board into his own inner table.

Sugoroku is Japanese variety of Tables that is very similar to Backgammon. This game came to Japan via China, where it is known as Shuanglu. A roll of doubles is not special in Sugoroku. If a player rolls doubles, each die only counts once. The objective of the game is different as there is no bearing off, the goal is only to move all of one's checkers to their home row. Primes, formations of two or more friendly counters on six or more contiguous pips that prohibit an opponent's checker from passing, are prohibited. There is no doubling cube used in Sugoroku.

Portes ("Doors") is one of the three forms of Tables popular in Greece. It is identical to Backgammon in all but a few practicalities. The winner of the opening roll will reroll for their first turn. The game winner scores one point for a normal win and two points for a gammon. There is no backgammon or doubling cube. Portes, Plakato, and Fevga are often played together in an extended match (in that order) called Tavli in Greece.

Shesh Besh is a Turkish Tables game that is identical to Backgammon in all but a few practicalities. The winner of the opening roll will reroll for their first turn. A gammon counts for two points and backgammon for three points but it is only considered a backgammon in Shesh Besh if the losing player still has a checker on the bar. Shesh Besh does not use the doubling cube.

Takhteh, also known as Takhte, Takhteh Nard (Battle on Wood) and Tavla (in Turkey), is a Persian variety of Tables that is almost identical with Backgammon.

This game prohibits "hit and run" in the player's home area, which means that if an opponent's blot is in your home area and it is hit by you, you are prohibited from moving the hitting checker further on that turn. You can only cover the hitting checker with another of your own (if the roll allows) or leave the checker exposed until at least your next turn.

An additional rule states that a player may not "waste pips" while bearing off. It is required to always bear off a checker when possible rather than use a smaller number to move that checker forward.

Plakato (also spelled Plakoto and known as Tapa in Bulgaria) is one of three forms of Tables which are popular in Greece. Plakato is much the same as regular Backgammon with a couple of exceptions: All checkers begin on their opponent's number one pip. There is no hitting of blots in this game. Instead, when a checker lands on a blot belonging to the other player, that blot is pinned under the opposing checker until it moves on. Any number of a player's checkers may come to rest on top of a single opponent's checker. In addition to two or more checkers of the same color on the same pip, one or more checkers pinning an opponent's checker created a closed point which that opponent cannot land on.

Snake opening position

The last checker on a player's starting pile is called the mother. If this checker becomes pinned before it leaves the starting point, the game is lost for two points. If, however, the pinning player still has checkers on his starting pile, the game may play on and the player with his mother pinned may try to also pin his opponent's mother to force a tie. There is no doubling in Plakato.

Gioul is a form of Tables popular in the Middle East. The opening position and routes are the same as Plakato with all checkers beginning on their opponent's number one pip. The game begins after the establishing which player will go first with a roll of the dice and then that player will roll again for their first roll. Most of the rules of Backgammon apply for movement and bearing off, but checkers may only be moved to an open point without any number of opposing checkers, including one, as there is no hitting in Gioul. Doubles are very powerful in Gioul. A player who rolls doubles not only plays the number rolled four times, but also plays each successive higher number up to 6 four times. For example, if a player rolls 2-2, they may play four twos, four threes, four fours, four fives, and four sixes. The plays must be played in that order, from lowest to highest. If at any point in the play of all of these numbers a player is unable to play all four numbers, the opposing player takes over the turn and finishes the unused numbers for himself, starting where the first player left off. When that player then finishes the turn or plays as many of the numbers as they were able, they may then roll the dice again to begin their own turn. The game winner scores one point for a normal win and two points for a gammon. There is no backgammon or doubling cube.

Here, white is bearing off the last three checkers from his home table. Not unnecessarily wasting pips during bear off means that if white were to roll a 5-2, he must use the 5 to bear off the checker on the number three pip. He may not use the 2 to move the checker onto the three pip forward as that would waste pips.

Moultezim or Turkish Backgammon, is a Tables variant where opposing sides both move counterclockwise around the board. Each player begins with all fifteen of their checkers on the rightmost pip across the board from them (black on lower pip 12 and white on upper pip 1). Players roll dice to decide who goes first and the player with the higher roll will roll again for their first roll. Most of the rules of Backgammon apply for movement, bearing off and doubles may be played twice, but checkers may only be moved to an open point without any number of opposing checkers, including one, as there is no hitting in Moultezim. An additional rule states that a player's first checker off of the opening position must pass the opponent's starting point before he can begin to move any other checkers. The rules also prohibit the occupation of more than four pips in the opponent's starting area.

Gul Bara from Bulgaria is also known as Crazy Narde or Rosespring Backgammon and is effectively the same game as Moultezim with an additional rule for the rolling of doubles. Double rolls play the same as normal Backgammon for a player's first three rolls, but after the first three rolls the rolling of doubles becomes extra powerful. Then, a player who rolls doubles not only plays the number rolled four times, but also plays each successive higher number up to 6 four times. For example, if a player rolls 2-2, they may play four twos, four threes, four fours, four fives, and four sixes. The plays must be played in that order, from lowest to highest, and if at any point in the play of all of these numbers a player is unable to play all four numbers, they lose the remainder of their turn.

Fevga (meaning "to run") is one of three Tables games popular in Greece. It is effectively the same as Moultezim with a few additional rules prohibiting the formation of primes, which are the formation of six or more checkers on contiguous pips that prohibit passing by an opposing checker. Primes are not illegal in Fevga as they are in Sugoroku, but are limited. It is prohibited to form a prime on the six pips of your starting table (your checker's first six pips). If you have formed a prime anywhere else on the board and your opponent has gathered all of his checkers into the pip immediately behind your prime, then you must open a point on the prime on your next turn to allow your opponent to move.

Narde (Russian Backgammon) is effectively the same as Moultezim. The opening roll and opening position are the same as Moultezim and there is no hitting in Narde. Here, the starting point from which all of a player's checkers begin is called the "head". A player is allowed to only move one checker off of their head per turn, with the exception of the first turn, when a player may move two checkers from their head. Primes (six consecutive pips occupied by the same color) are allowed in Narde, so long as at least one opposing checker is past the prime's position. A player is awarded one point per victory and two points for a gammon.

Jacquet is an increasingly rare French Tables variant that is similar to Moultezim. The same or similar games have been recorded in Spain as Chaquete and Italy as Giacchetto. Jacquet and Moultezim have the same opening dice rolls to determine which player goes first, and the same opening position and route. Jacquet, however, follows the same rules as Backgammon for hitting blots and their subsequent reentry. An unusual feature of Jacquet is the courier, which is the first checker a player moves off of their opening position. This courier checker is required to round most of the table and enter into its home area before a player may move any other checker forward. Also unique to Jacquet are rules which limit closed pips: A player may close no more than two pips of the first six pips in their starting table at the same time. Also, a player may have a maximum of two checkers on their twelfth pip (the pip at the opposite end of the board from the player's starting pip). As in Takhteh, a player may not "waste pips" while bearing off. It is required to always bear off a checker when possible rather than use a smaller number to move that checker forward. As in Backgammon, gammons are applicable and double the score for the winner, but here the gammon is called a marcia. Further, a player who makes marcia without ever having constructed a prime of six consecutive closed points is said to have won a marcia per punto which is worth three points.

Svenskt brädspel (Swedish Tables, aka Bräde) is similar to Backgammon but allows for more ways to win other than bearing off all of your checkers.Similar games were historically known in Germany as Verkehren, the Netherlands as Verkeer and England as Verquere. Each player begins with all fifteen of their checkers on the rightmost pip across the board from them (black on lower pip 12 and white on upper pip 1). The checkers are then on diagonally opposite corners from each other. All checkers proceed in the same direction, counterclockwise, around the board. To start, each player rolls one die and the player with the lower number will then get to roll again and go first. The "no dynasties" rule applies here and after the first game the loser of the previous game goes first.

The same basic rules of Backgammon apply to Bräde for movement of the checkers, rolling of doubles, blot hitting, and reentering from the bar.

Bräde is unusual amongst Tables games in about four aspects: First, Bräde has restrictions from allowing more than one friendly checker to be on the same pip on the opponent's side of the board. The pip that your checkers open on and the next ten pips that your checkers pass through are on your opponent's side of the board and here you are not allowed to have more than one checker per pip at any one time. The twelfth pip, at your lower far right, is called your "head", and here you are allowed to pile as many friendly checkers as you like. This rule even applies to the pip from which your checkers start and reentering from the bar is not allowed on this pip if there are already friendly checkers there.

The second unusual rule in Bräde is that there are times when two or more friendly checkers on a pip (such a pip is said to be "closed") can be hit. If a player has formed a prime, six contiguous closed pips with two or more checkers on them, any of the pips of that prime may be hit by an opposing counter. Also, if a player has fewer open pips in their opponent's starting table than their opponent has checkers on the bar, then any of those closed pips in that table may be hit. However, if a player has only lone checker remaining on the board, that checker may not hit any closed pip. When a closed pip is hit, all of the checkers on that pip are hit and sent to the bar.

Bearing off in Bräde has slightly different rules than Backgammon. As in Backgammon, a player may begin bearing off only when all fifteen of their checkers have reached the home area. However, only the checker(s) in the home area that are farthest the farthest back may be borne off. If the number a player rolls is not high enough to bear off their farthest back checker, they must move their farthest back checker forward. For example, if a player is bearing off and has two checkers each on the pips numbered two, three and four then rolls a 2-3, the player may not bear off the checkers on the numbers two and three pips, but must instead move checkers forward from the number four pip.

The most unique feature of Bräde is that there are several methods to winning. They are ranked for points as follows:

    1. All checkers borne off first (one point).

    2. Enkelt kronspel (Single Crown): Attaining three checkers each on the last five pips in your home area (two points).

  1. Dobblet kronspel (Double Crown): Attaining five checkers each on the last three pips in your home area (two points).

  2. Trappspel (Staricase): Attaining seven checkers on your final pip, five on penultimate, and three on your antepenultimate (two points).

  3. Uppspel (Tower): Attaining all fifteen of your checkers on the last pip (two points).

  4. Jan (John): Leaving the opponent with more checkers to re-enter than pips available, making it impossible for the opponent to reenter them all. (Remember that a player cannot place more than one checker on a pip on the opponent's side of the board (four points).

  5. Sprängjan (forced jan): Winning by jan by hitting a closed point and directing two or more of the opponent's checkers to the bar (six points).

In addition to the above methods of winning, a player may also win with a monk. A monk is when a player wins the game in one of the first five five methods when the opponent still has one or more checkers on the bar. This adds one point to a win by bearing off (two total) and one point (three total) for a win by kronspel, trappspel, or uppspel.

Kotra (Icelandic Backgammon) is nearly the same as Svenskt brädspel but makes no mention of a win by the equivalent of the Swedish trappspel. Instead, Kotra allows for a winning position called langi hryggur, "big back", where a player has three checkers on each of the seven, eight, nine, ten, and eleven pips in his home area. Another winning position in Kotra is stutti meistari, where a player has eight checkers on their last point and seven on their penultimate, although this is not considered an official winning position. The methods of winning and their point values are given as follows:

  1. All checkers borne off first (two points).

  2. Langi hryggur (Big Back): Attaining three checkers on each of the seven, eight, nine, ten, and eleven pips (three points).

  3. Langi munkur (Big Monk): Attaining three checkers each on the last five pips in your home area, equivalent to the Swedish enkelt kronspel (five points).

  4. Stutti munkur (Little Monk): Attaining five checkers each on the last three pips in your home area, equivalent to the Swedish dobblet kronspel (seven points).

  5. Meistari (Master): Attaining all fifteen of your checkers on the last pip, equivalent to the Swedish uppspel (thirteen points).

  6. Jan: Leaving the opponent with more checkers to re-enter than pips available, making it impossible for the opponent to reenter them all. (Remember that a player cannot place more than one checker on a pip on the opponent's side of the board (fifteen points).

The rule of monks applies in Kotra as in Bräde. Here monks are called mar and award a player an additional two points to the win (instead of the one in Bräde).

An interesting side note is that there existed into the 20th century Icelandic magical formulas to enable one to win at backgammon, just as there are others applicable to chess. One of them states: "If thou wishest to win at backgammon, take a raven's heart, dry it in a spot on which the sun does not shine, crush it, then rub it on the dice." And another says, "In order to win at Kotra, take a tongue of a wagtail (a bird), and dry it in the sun; crush and mix it afterwards with communion wine, and apply it to the points of the dice, then you are sure of the game." The first of these formulas is found in a manuscript preserved in the archives of the Icelandic Literary Society. SPCA or PETA may have objections to including these as rules for modern tournament play.

Piprjall is an Icelandic variant of Kotra which allows a player rolling doubles to add every successive lesser double to be played in order on that turn. For example, a player rolls 5-5 and may then play two rolls of five, two fours, two threes, two twos and two singles, in that order. A roll of 1-1 allows a player a to roll two singles, two doubles, two threes, and so on all the way up to two sixes.

Að Elta Stelpur, "Chase the Girls" or the more offensive "Pursue the Wenches", is an unusual Icelandic variant that is somewhat more like a war game than Backgammon, as it is won by capturing the opponent's checkers, rather than bearing off your own. There is some evidence which points to this game as being as old as the Roman Empire.

Each player begins with six checkers, one on each point of their left hand table. All checkers move in a counterclockwise fashion. Only rolls of doubles and rolls containing a 1 or 6 are played. A roll of 6-6 is grants four moves of 6 pips, as in regular backgammon. A roll of 6 and any other number grants the player a move of six. A roll of 1 and any other number grants the player a move of one. Doubles of any numbers are played just once, but the player may then roll again. Any other roll is discounted and the turn is passed. Only one checker, of any color, is allowed on a pip at a time. If a checker lands on a pip already occupied by a friendly checker, the checker is placed on the next vacant pip beyond. If a checker lands on an enemy checker, the checker is hit and removed from the game. It is not reentered.

The second part of the game begins when one player is reduced to just one checker. That single checker is referred to as the hornaskella, or “corner rattler”. This checker can move only to the corner pips of each of the four tables on the board, for total of eight different positions. Its moves are now governed as follows from the dice rolls: a roll of a single 1 moves the hornaskella ahead to the next corner point. A roll of a single 6 or of 1-1 moves the hornaskella ahead two corners. A roll of 6-6 moves the hornaskella ahead four corners. Any other doubles do not allow for a move, but the player may roll again. It follows that the hornaskella can only capture or be captured at one of the corner pips. A further rule for the hornaskella is that it cannot be hit and is immune from attack if it is sandwiched between two enemy checkers (immediately before and behind it). If an enemy counter lands on the hornaskella when it is in such a position, it is treated as a friendly counter and the checker must move ahead to the next vacant position. The player attempting to hit the hornaskella may, in a single roll, "un-sandwich" the hornaskella and capture it, if the dice roll permits such a move.

Eureika is a game taught to children in the Middle East. It is a very simple form of Tables without movement or capture. Each player starts with all of their checkers in their home row: 3 checkers on each of the one, two, and three pips and two checkers on each of the four, five and six pips. The winner of the opening dice roll has to reroll for their first turn. Each roll dictates the two checkers that can bear off; for example a roll of 6-2 indicates that that player may bear off one checker from from the six pip and one checker from the two pip. There is no movement of counters as in Backgammon. The first player to bear off all of their counters wins.

Doublets is a children's Tables game of medieval Europe that survived up the beginning of the 20th century in Iceland. It is the same as Eureika only that players commence with twelve checkers each, two on each of the pips in their home row. As the name might imply, a roll of doubles allow the player to roll again as in Backgammon. That rule as it is played in this game may be the precursor to the rule as it is in Backgammon. The game was sometimes extended to a second stage to restack the piles on the pips, as they were at the start, from off the board. A third stage then entailed the bearing off all over again. Variations of this game were common throughout Europe in the Dark Ages and Renaissance. Names of the same or similar game include the Spanish Doblet, the French Renette ("Queen's Game") and Tables Rabattuées (pertaining to the extended version), and the Icelandic Ofanfelling.

Paumecary, from 14th century England, was a more active version of Doublets in which players start with all twelve checkers off of the board and attempt to enter them to the same six pips of one table and then bear them off again. This game allowed for blot hitting as checkers were being entered but there was no movement on the board.

Catch-Dolt, or Ketch-Dolt, from 16th century England was similar to Paumaecary but played with fifteen checkers per player. Each player attempted to enter then bear off their checkers from their own respective tables. Unlike Paumecary, they played at different corners of the board and so there was no hitting. At least not in the normal manner. The other unique rule was that if a player who is entering checkers rolls and duplicates one or both of their opponent's numbers from the previous roll with their own, the player may not enter checkers of their own but takes, as if hitting, the checker(s) from the opponent's table on the equivalent point(s). For example, white rolls a 5-6 and enters two of his checkers to his five and six pips. Black then rolls a 4-5. Black must then remove the checker white just placed on pip 5 and that completes his turn. A person who fails to do this is a dolt and the result is loss of the game.

Sixey-Acey is likely a medieval or older gambling game and was described for English-speaking people in Thomas Cotton’s Compleat Gamester in 1674 as Sice-Ace, but lasted longer in Sweden where it is named Sex ess. The Swedish version apparently is slightly more complex or evolved but is (apparently) only to be played with two players whereas the Cotton says that five may play at Sice-Ace. In the Swedish version there is a shared area at the center of the board called the deuce or dusen which comes into play. This may be the bar on a normal backgammon board or some area at the center of the board that is accessible to both players. Both versions are little more than simplistic dice gambling games and bear little relation to Tables other than the fact that they are typically played on the backgammon board with backgammon checkers. Each player commences with six checkers in their possession aligned on their side of the board and all have the objective to be rid of all of one's own checkers. Six checkers per player is probably why Cotton says that five may play, as there are a total of thirty checkers in a normal Backgammon set (5x6=30). On their turn each player throws two six-sided dice and performs an action as dictated by the table:

Opening Position and Route in Moultezim, Gul Bara, Fevga, Narde, Jacquet, Bräde, Kotra, and Piprjall

Each dice throw must be taken separately and cannot be combined for a total. Throwing doubles requires a player to roll again. Rolls of two and five are apparently also disregarded in the English version. A single roll of both 2 and 5 may cancel itself in the Swedish version, i.e one in, one out. Cotton does not describe rules as to which player is to receive a checker, if playing with three or more, after a player rolls 1. Presumably, it is the player to the casting player's left or right side. After a player is rid of all of their checkers, they must then, on that turn, roll again a free cast, (slå frislag, Swedish) and roll a 1 or 6 to finish. The first player to do so is the winner, If more than two are playing, the game may continue to determine rank. Of course, the last player to have checkers in their possession is the loser.

Tourne-case is a rather simple race game played on the Tables board. It was popular in France in the 17th century. Each player only has three checkers that begin in hand, are entered from the east side, race across the twelve pips on their respective side of the board (white across the north side and black across the south), and are stacked on the twelfth pip on their side of the board, called the coin de repos. The winner of the opening roll rerolls for their first turn. No two checkers may occupy the same pip and checkers may be moved to open pips only (except the coin de repos). Checkers must remain in theri order of entry and may not pass a checker in front. Doubles are not special and are played just once. If a player is unable to play all the numbers of roll, they play as many they can and the rest of the turn is lost. Checkers may be hit by the opponent when the opponent lands on an open pip directly across the board from it. Hit checkers are taken off of the board and must start over. The winner is the first to stack all three checkers on their coin de repos. Wins count for double is the losing player has not entered all of their checkers.

Trictrac is a French Tables variant that originates around 1500 and was popular until around 1850. Today, the word Trictrac is often used to denote Backgammon in French, but the true game of Trictrac is quite different. It has, by far, the most elaborate set of rules and objectives of any known Tables variant. It is known that there were two forms of Trictrac in the 17th century known as le Petit Trictrac and le Grand Trictrac.

All checkers begin on their opponent's number one pip and proceed around the board in contrary motion as in Plakato or Gioul. There is no actual hitting of blots in Trictrac, and racing to bear off plays a small role in this game. Instead, points are scored for achieving certain configurations and making certain plays. A player scoring twelve points was said to have made a trou, or hole, and twelve trous by a player won a match. Tables boards used for Trictrac often have line of twelve holes along the edge of the longer sides of the board, in which pegs were placed to keep score for each trou. There are many variations of Tables games from all over the world and all different ages and this list is by no means comprehensive.

Sources

  1. Parlett, David. The Oxford History of Board Games. Oxford: Oxford UP, 1999.

  2. Backgammon Variants. http://www.bkgm.com/variants/