Histoire
Backgammon is one of the oldest known board games, with origins tracing back nearly 5,000 years to ancient Mesopotamia. Archaeological excavations at the Royal Cemetery of Ur (modern-day Iraq) uncovered game boards dating to 2600 BCE that closely resemble modern backgammon. Similar games appeared in ancient Egypt, Rome (Tabula), and Persia (Nard).
The game evolved through centuries of play across cultures. The Romans were passionate players—Emperor Claudius even wrote a book on the game. Medieval Europeans developed variations, and by the 17th century, the game we recognize as backgammon had emerged in England, where it gained its current name (possibly from "back game" or the Welsh "bach" meaning small + "gammon" meaning battle).
Backgammon experienced waves of popularity. It was a gambling favorite in coffeehouses and clubs throughout the 18th and 19th centuries. In 1920s America, an unknown player in a New York gaming club invented the doubling cube, revolutionizing the game's gambling aspect and adding a new strategic dimension.
The 1970s brought a worldwide backgammon craze, sparked by Prince Alexis Obolensky's promotion of international tournaments. Professional players emerged, books were published, and the game became a symbol of sophisticated leisure. Today, online play and computer analysis have deepened understanding of correct strategy, while tournaments offer significant prize money and attract players from around the world.
À travers le monde
- Tables
- Tavla
- Tavli
- Nard
- Shesh besh
- Tric-trac
Stratégie
Backgammon strategy balances racing (advancing checkers quickly), blocking (creating obstacles), and attacking (hitting opponent's blots).
Opening Moves
Learn standard opening moves for each dice combination. For example, rolling 3-1: make your 5-point. Rolling 6-1: make your bar-point. These have been analyzed extensively—don't reinvent the wheel.
Making Points
Building a "prime" (six consecutive made points) is powerful—opponent checkers behind it cannot escape. Prioritize making points in your home board and blocking points in your opponent's path.
The Running Game
When ahead in the race (your checkers are closer to bearing off), avoid contact and focus on advancing quickly. Count the "pip count" (total points your checkers must travel) to know your racing position.
The Back Game
When significantly behind, establish anchor points deep in your opponent's home board. Hope to hit a late blot as they bear off. Risky but sometimes the only winning chance.
Blot Hitting
Hit when it slows your opponent, especially when they're about to escape or when they'll have difficulty re-entering (your home board is partially blocked). Don't hit just because you can—sometimes it's better to make a point.
Doubling Cube Strategy
Offer a double when you estimate your winning chances exceed 50% (ideally around 65-70%). Accept a double if your winning chances exceed 25%. These are simplified guidelines—actual decisions depend on match score and position details.
Risk Assessment
Learn to count "shots"—the number of dice combinations that hit your blot. A direct shot (6 pips or less away) is dangerous; indirect shots (7-12 pips) are less so. Balance risk and reward.
Bearing Off
Once bearing off, avoid leaving blots if possible. When you must leave a blot, leave it where it's least likely to be hit. Calculate whether to play safe or go for a "gammon" (winning before opponent bears off any checkers).
Variantes
Backgammon has spawned numerous variants:
Acey-Deucey
American military variant. All checkers start off the board. Rolling 1-2 (acey-deucey) lets you play that roll, then choose any doubles, then roll again. Creates wild swings in fortune.
Nackgammon
Created by Nick "Nack" Ballard. Each side keeps its two back checkers on the 24-point and adds two more on the 23-point, taken from the 13-point and the 6-point (2-2-4-3-4). Results in more hitting and complex games.
Hypergammon
Only 3 checkers per player, starting on the 24, 23, and 22 points. Fast, tactical games ideal for learning checker play.
Tavla (Turkish Backgammon)
Checkers start off the board and enter from the same side. No hitting—you cannot land on opponent-occupied points at all.
Plakoto
Greek variant where landing on a single opponent checker "pins" it (covers but doesn't send to bar). Very different strategic considerations.
Fevga
Another Greek variant. No hitting or pinning. Pure racing with blocking. Checkers move in the same direction.
Gul Bara
Both players move in the same direction around the board. Hitting sends the checker to the opponent's starting area.
Chouette
Multiplayer variant where one player (the "box") plays against a team. Team members take turns rolling, consulting on decisions. The winner rotates into the box.
Questions fréquentes
The doubling cube is a die with faces showing 2, 4, 8, 16, 32, and 64. It starts in the middle showing 1 (implied). Before your roll, you can offer to double the stakes. Your opponent must accept (and take possession of the cube) or resign the current game value. The cube adds significant strategic depth.