Trictrac is a Backgammon variant that hails from 1500 France. Over time, many adjustments have been made to the game, which eventually became known as le Petit Trictrac and le Grand Trictrac. This Backgammon variant was well-loved in France up to the mid 19th century.
As in regular Backgammon, each player has 15 checkers to move across the board in accordance with the dice rolls. But the major difference from Backgammon is that the race is not a big part of Trictrac.
The goal of Trictrac is to gain points for various plays or arrangements of checkers. 12 points are equivalent to 1 hole and 12 holes make up a match in this Backgammon variant.
In order to begin play, every player rolls a single die and the one with the higher roll gets to go first. The same player also rolls both dice once more in order to start his initial turn.
Checker movement is very much like the regular Backgammon game. The main differences are that the doubles are only played one time and no hitting exists in Trictrac. In addition, if you touch one of your men, your opponent can make you play that checker.
Players need to move their checkers in accordance with the points that correspond to the numbers that come up when they roll the dice. The following are the rules of checker movement in Trictrac:
Although hitting does not take place in Trictrac, the capacity to hit one of your opponent's checkers does earn points.
In this Backgammon variant, if you have more than 2 checkers on every one of the 6 points in your petit jan (1-6), grand jan (7-12), or jan de retour (your opponent's 1-6), it means that you have filled that table. If you can fill a table with your roll, then you have to do so and maintain the table for as much time as you can.
No checker can hold a point in the opponent's grand jan (opponent's 7-12) or petit jan (opponent's 1-6) if the opponent still has the chance to fill it.
When every one of your checkers has made it into your jan de retour (opponent's 1-6), you can start to bear off. Bearing off is done by rolling a number that matches the point where the checker stands and then taking that checker off the board.
In the case that the point shown on the roll is empty, you have to make a move with a checker on a point with a higher number. If there aren't any checkers on such points, you have to take a checker off of the highest point occupied by a checker.
On every turn, you give the dice a roll and think how you can use that roll to your advantage. The following are the different ways to gain points in Trictrac:
There are 12 holes on each side of the Backgammon board used for scoring in Trictrac. Whenever you make 12 points, you move a peg on your side of the board and once the peg reaches the coin (12th point) hole, the game is over.
3 tokens, which begin between the talons (1st points) to show that points haven't been scored yet, are utilized in order to keep track of the points. When you gain points, you shift a token to the angle of a triangle. The 2nd triangle stands for 2 points, the 4th triangle stands for 4 points, the 6th triangle stands for 6 points, the 7th triangle stands for 8 points, and the 12th stands for 10 points.
Once you gain 12 points, the token returns to the talon (1st point) and you score a trou, meaning that you get to move your peg to the next hole.
In the case that you gain a trou with a roll of your own, you must choose 1 of 2 options:
If you gain a trou without your opponent's scoring since the first time you removed your token from the talon (1st point), you gain 2 trous (holes). That's exactly the point of having the 3rd token in this Backgammon variant. If you are the first one to score and move your token up, then your opponent scores, your opponent is still in the running for a trou bredouille. Thus, he utilizes 2 tokens to signify his score. If you score once more, you have to bring one of your opponent's tokens back to the talon (1st point) to symbolize that trou bredouille is unattainable.
David Carnegy - Managing Editor