- The
dotted lines represent the points, and the number "15" corresponds to the
total number of checkers on that point (including the two checkers marked "N"
or "B")
- The 15 checkers
on their starting square make up the "Stack". The Whites' stack
is at "a", and the Blacks' stack is at "x".
Checkers'
path:
- For
the Blacks: from "a" to "l", then continuing from "m"
to "x".
- For
the Whites: from "x" to "m", then continuing from "l
" to "a".
Object
of the game:
- Bring
all 15 of one's checkers into the fourth quadrant of the path: the zone from "s" to "x"
for the Blacks, and from "f" to "a" for the Whites.
- Then
be the first to bear off all 15 of one's checkers from the board.
Priority
of the dice:
To
determine which player will roll the dice for the first turn of the game:
- each player rolls one die,
- whoever
scored the higher number takes up that die again and rolls it together with the
other two, in order to start the game.
Validity
of the dice:
- If
on a roll of the dice at least one of them falls off the board or
ends up on one of the rims, the roll must be made again in full.
- If a die ends up tilted and the players cannot agree
on the value showing, the roll must be made again in full.
If one of the players maintains that the die is valid, he may carry out a test consisting
of placing another die on top of the die being tested: if the test die slides off, the dice
must be rerolled; otherwise the roll is deemed valid. This test may only be carried out
by the player claiming that the die is valid, and not by the one disputing it.
- Dice lying flat on top of checkers are valid.
Moving the checkers:
1.
On a simple roll (the 3 dice show
different numbers) one may:
- either
move three checkers, each by the value of a different die;
- or move a single checker by the value of
one of the three dice, then from that resting position move that same
checker again by the value of the second die (it is essential to mark a brief
pause on the intermediate point), and finally move a second
checker by the value of the third die;
- or
move a single checker by the value of one die, then by the value of the second
die, and finally by that of the third die. There are two pauses
to be marked.
2.
On a double (two of the dice show
the same value, and the last die shows a different value):
- if the odd die out has a value higher
than that of the doubled dice, the roll is played as a simple roll;
- if it has a lower value, one plays
4 times the value of the doubled dice and once the value of the odd
die out. The intermediate positions must be marked
briefly while moving the checkers.
3. On
a triple (all three dice show the same value):
- one plays 6 times the value of a die, which allows
playing between one and six checkers.
- if
one plays a single checker for 2 to 6 times the value of a die, the
intermediate positions must be marked with a
brief pause.
4.
"Touch a checker, move a checker"
- A player who, after rolling the dice, sees fit to
touch at least one of his checkers may be forced by his opponent to play it
if it can legally be played.
- One may, however, touch one of one's checkers
without being obliged to move it, if one has previously announced "I adjust!".
One may only "adjust" in order to arrange one's checkers, but never
in order to make a move.
Names
given to doubles:
In the old days, players used to announce doubles as follows:
Double of:
- 6:
"Sonnés" ("chimed")
- 5: "Quines"
- 4: "Carmes"
- 3:
"Ternes"
- 2: "Double
two"
- Ace: "Bezas"
For
the sake of clarity, doubles will only be announced this way if they are usable,
that is, if the third die has the lowest value.
Obligation to play the highest die:
- If
one cannot play all three dice, one is required, if possible, to play the maximum
number of dice possible, and the highest dice.
- In
the case of a double or a triple, one must play the maximum number of points possible (while
of course, staying within a whole multiple of the value of one die).
Restriction
on moving checkers:
A
checker may neither stop nor even pause (which is why a
brief pause is marked when moving a checker) on a point occupied
by at least one of the opponent's checkers. However, one may do so on a point
that is empty or occupied by one or more checkers of one's own colour.
Bearing off the checkers:
Once
all 15 checkers have entered the last quadrant, one bears the checkers off the board
following these rules:
- In this phase,
the outer rim of the board is treated as an additional point.
- One
is required to play one's checkers, if possible, on the points of the last quadrant,
including the side rim.
- If it is impossible
to play as described above, one plays with the checkers furthest from the rim,
bringing them off the board.
The
Whites, having brought the checker at "f" into the last quadrant,
may begin bearing checkers off the board.
Examples
The
Whites roll "3, 2 and Ace"
- They
play the checker from "f" to "j" for the 3 and the Ace, then
bear off the checker at "k" for the "2".
- They could instead have played the checkers at "h",
"i" and "k" for the 3, the 2 and the Ace, without bearing off any
checker, since the one at "f" had not yet entered the last quadrant.
- and so on...
The
Whites roll "Sonnés and 5"
- They
play the 5 from "f" to "k", thereby bringing in the last
checker, then bear off the checker at "h" for one 6, the one at "i"
for another 6, and the ones at "k" for the last two 6's.
- and so on...
The
Whites roll "Triple 5"
They play the checker at "f" to "k"
for a 5, then bear off the checkers at "h" and "i" for a
second and third 5, the two checkers at "k" for
a fourth and fifth 5, and finally a checker at "l" for
the sixth and last 5.
Blocking
the opponent's checkers' passage
:
When
a player occupies six adjacent points, this creates a block that completely halts
the advance of any of the opponent's checkers still behind it. This block can be
built anywhere on the board and is intended to slow the opponent's
advance, but it can also slow the game of the player who builds it.
It is the main tactical element of this game, to be used with
caution.
Winning
the game:
- A
player who has borne off all 15 of his checkers while his opponent had already begun bearing
off his own scores 1 point.
- A player who
has borne off all 15 of his checkers while his opponent had not yet begun bearing
off his own scores 2 points.
References
P.M.
Lepeintre, Cours complet de Trictrac avec un abrégé du Gammon, du Jacquet et
du Garanguet, chez Guillaume, Paris, 1818
Information
about this page
Put
online on 16 July 2004
Proofread and reformatted on 14 December
2021
Author
: Philippe LALANNE
Le Salon des jeux - Académie des jeux oubliés