In-game rules

Trictrac: Complete Table Rulebook

Trictrac: Complete Table Rulebook

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Trictrac: Complete Table Rulebook

Trictrac: Complete Table Rulebook

Trictrac: Complete Table Rulebook


0. Pre-game decisions

Before setting up, agree on the following.

  1. Which rule set is being played

    • Jeu de curé / twelve-hole trictrac: a match is won by the first player to 12 holes.
    • Trictrac à écrire: a match is a fixed number of written marks; each mark is usually won from the sixth hole onward.
    • Trictrac combiné: trictrac à écrire and twelve-hole trictrac with honours are played at the same time on the same board.
  2. Lead method

  3. Bearing-off method

    • The default in this rulebook is the quick / Parisian / English method, because that is the historically prevailing method.
    • The slow / provincial / French method is given as an optional rule.
  4. Old jans

    • Decide whether to include the old jans in Optional and revived old jans.
    • A clean modern game may use the common jans only.
    • A historical or revivalist game may add meeting jan and pile of misfortune.
    • Margot la fendue should be treated as a house-rule module.
  5. Stake units

    • In non-gambling play, treat all “jetons,” “fish,” “stakes,” and “pools” as victory-point counters.
    • In money play, agree on the cash value of a stake, jeton, fish, or pool unit before play.

Part I — The common trictrac engine

All three major rule sets use the same board, movement rules, point scoring, jans, hits, fouls, schools, aftergame rules, and bearing-off rules. Learn this part once; then choose one of the three complete game structures in Part II.


1. Equipment

1.1 Board

Use a tables board similar to a backgammon board, but ideally with drilled rails for scoring pegs.

The board has:

  • 24 points or arrows, called flèches;
  • two long side rails, each drilled with 12 scoring holes;
  • two end rails, each with 3 holes;
  • a central divider or bar, also called the bridge (pont).

A true trictrac board has holes at the base of the points for marking holes with pegs. A backgammon board can be used if you provide another way to mark holes clearly.

1.2 Men

Use 30 men:

  • 15 of one colour;
  • 15 of another colour.

The traditional terms are dames, tables, or bois.

1.3 Dice and cups

Use:

  • 2 dice;
  • preferably 2 dice cups, one for each player.

Only two dice are used. Doubles are not played twice as in backgammon.

1.4 Point tokens and bredouille token

Use 3 identical flat tokens:

  • one token marks Player A’s current points toward the next hole;
  • one token marks Player B’s current points toward the next hole;
  • the third token is the bredouille token, used to mark a possible point-level lurch.

These three tokens are not the same thing as the gaming jetons used for staking in trictrac à écrire or combiné.

1.5 Pegs

For basic two-player jeu de curé, each player needs one peg.

For trictrac combiné, each player needs four different pegs:

  • gold peg: trictrac à écrire;
  • silver peg: the twelve-hole honours game;
  • bimetallic / double-ended peg: holes shared by both games;
  • black peg: a suspended game.

1.6 Banner and neckties

A banner (étendard or pavillon) is a small flag used to mark a match-level or mark-level lurch.

A necktie (cravate, also historically fraise) is a washer or pierced counter placed around a peg. It marks a continuing right to a lurch, treble, or suspended lurch condition, depending on the rule set.

Improvised substitutes are acceptable:

  • a pierced coin;
  • a washer;
  • a pierced card or paper counter.

1.7 Gaming counters for à écrire and combiné

For trictrac à écrire and combiné, you also need gaming counters:

  • round jetons;
  • square contracts or markers;
  • fish-shaped fish (fiches) for larger values.

A practical set for combiné is:

  • 40 round jetons;
  • one box of fish for trictrac à écrire;
  • two boxes of differently coloured fish for the honours game;
  • a basket or cup for the pool;
  • five neckties.

For paper-and-pencil scoring, see Paper-and-pencil scoring for trictrac à écrire.


2. Board notation and vocabulary

2.1 Point numbering used here

This rulebook uses the same notation as Nicolas Guiton used in his French-language rulebook:

  • each player’s starting stack is the talon, written T or 0;
  • from that player’s talon, the player’s own side is numbered 1 through 11;
  • point 11 is that player’s rest corner (coin de repos).

When a rule refers to “your point 5,” it means point 5 counted from your own talon along your own side. When it refers to “the opponent’s point 5,” it means the point numbered 5 from the opponent’s talon along the opponent’s own side.

2.2 Named points

PointName
T / 0Talon
5Businessman’s corner (coin bourgeois)
6sometimes also called businessman’s corner
7Devil’s corner (coin du Diable)
10Schoolboy’s point (case de l’écolier)
11Rest corner (coin de repos)

2.3 The route of movement

Each player moves in the opposite direction from the other. The route is:

  1. from that player’s talon;
  2. along that player’s own side from points 1 to 11;
  3. through the opponent’s side;
  4. toward the opponent’s talon;
  5. off the board.

A player may never occupy the opponent’s rest corner, but an empty rest corner may sometimes be used as an intermediate point when playing the sum of both dice.

2.4 Foregame and aftergame

The route has two main phases.

Foregame (jeu ordinaire): movement along the player’s own side, from the talon to the player’s rest corner.

Aftergame (jeu de retour): movement on the opponent’s side, after at least one man has passed onto the return route.

2.5 Quadrants and filling jans

The board is treated as four quadrants of six points each. For a given player, the important quadrants are:

QuadrantContentsCan this player fill it?
Petit janthe quadrant containing the player’s talon, T through 5Yes
Grand janthe quadrant containing the player’s rest corner, 6 through 11Yes
Opponent’s grand janthe first adverse quadrant reached in the aftergameNo, because the player may not occupy the opponent’s rest corner
Jan de retourthe adverse quadrant containing the opponent’s talonYes

A quadrant is filled when the player has at least two men on each of its six points.

2.6 Blots, full points, and builders

TermMeaning
Blot / half-point (demi-case)exactly one man on a point
Full point / made point (case)two or more men on a point
Builder (surcase)any man above the first two on a full point
To exposeto leave exactly one man on a point
To coverto add a man to a blot, making a full point

Unlike backgammon, a blot is not physically hit and moved. All hitting in trictrac is virtual and creates scoring opportunities only.


3. Setup

  1. Decide who uses which colour and where each player’s talon is.
  2. Each player places all 15 men in three or four piles on that player’s talon.
  3. The player whose talon lies to the right moves clockwise; the other player moves anticlockwise.
  4. Each player places a hole-counting peg in the end-rail hole nearest that player’s talon.
  5. Place the banner in the middle end-rail hole between the two pegs, unless playing a rule set that stores it elsewhere.
  6. Place the three point tokens between the two talons against the end rail. This is the zero-point position.
  7. Determine the lead.

4. Determining the lead

Use either method. Coupe et dés allows the game to begin faster and is the newer of the two methods; simultaneous high roll allows opening doubles but can be slower. Meeting jan is not scored if coupe et dés is in play.

4.1 Coupe et dés

One player throws both dice from the cup against the opposing player’s rail while calling “coupe et dés.”

  • The player nearer the higher die takes the lead.
  • If doubles are rolled, or if the dice are equally distant from the players’ rails, roll again.
  • The leader uses that same roll as the first move.
  • Under this method, the first move can never be doubles.

4.2 Simultaneous high roll

Each player rolls one die, or both dice by agreement.

  • Higher total wins the lead.
  • Ties are rerolled.
  • The winner then rolls both dice for the first turn.
  • This method allows the first actual turn to be doubles.

5. Dice and announcements

5.1 Valid and invalid dice

A roll is valid if both dice come to rest legally.

A die is valid when:

  • it lies flat on a man;
  • it lies flat on the board;
  • it is completely or partly on a scoring token;
  • it has jumped to the other compartment of the board but is otherwise valid;
  • it is cocked on a man or rail and both players accept it.

If a cocked die is disputed, the player who says it is valid places a third die on top as a witness die. If the witness die does not slide off, the cocked die is valid.

A die is invalid when:

  • it is outside the board;
  • it rests on one of the outer rails;
  • it ends on top of the other die.

If either die is invalid, reroll both dice.

5.2 Early rolling

If a player rolls before the opponent has finished moving, the roll is valid. The opponent may finish the move without being penalised for a foul, because the next turn has already begun.

If a player rolls and the dice touch the opponent’s hand after the opponent has finished moving, the roller may decide whether to treat the roll as valid.

5.3 Naming rolls

A non-double roll is announced with the higher die first:

  • “six and four”;
  • “three and ace.”

A roll of 1 is traditionally called ace.

Doubles have traditional French names:

RollName
1-1ambesas, besas, or beset
2-2binet, ambesdeux, or doublé
3-3ternes
4-4quaternes, quarnes, or carmes
5-5quines
6-6sonnez

These names are optional outside French-language play.


6. Movement rules

6.1 Basic movement

For each die, a player may move one man forward by exactly that number of points.

A landing point is legal only if it is not occupied by any opposing man. Unlike backgammon, a single opposing blot still blocks actual movement; it may only be hit virtually for scoring.

6.2 Playing all-for-one

A player may use both dice to move one man by the total, called playing all-for-one (jouer tout d’une).

To play all-for-one:

  • the final point must be legal;
  • each intermediate point that the man must pass through must be legal, except where a special rule allows use of an empty rest corner as an intermediate point.

6.3 Doubles

Doubles are not played twice.

With doubles:

  • at most two dice-units are available;
  • a player may move two men by the die value, or one man by the sum of both dice if all-for-one is legal;
  • doubles often score more points, but they do not give four moves.

6.4 Compulsory use of dice

The player must use both dice if possible.

If both dice cannot be used:

  1. use the higher die if possible;
  2. otherwise use the lower die if possible;
  3. if neither die can be used, do not move.

For doubles, treat the two dice as two equal dice-units. If one can be used, use one. If both can be used, use both.

6.5 Touch-move

The touch-move rule is strict:

A man touched is a man played (bois touché, bois joué / dame touchée, dame jouée).

A player may say “j’adoube” before touching men only to adjust alignment or see the colour of the point underneath. It cannot be used to inspect possibilities or retract a decision.

Once a man is touched, the player may not change the announced score for that roll. Scoring errors may become schools.


7. Rest corners

Each player’s rest corner is that player’s point 11.

7.1 Occupying your own rest corner

A player may occupy the player’s own rest corner only under these rules:

  • To place any men there, the player must first take the rest corner with exactly two men simultaneously.
  • After the rest corner has been taken, extra men may be added later, one or two at a time.
  • The extra men are builders.
  • To release the rest corner, all builders must leave first.
  • The final two men must leave together on the same throw.
  • A player may retake the rest corner after releasing it.

Taking the rest corner is not compulsory unless it is the only legal move.

Taking the rest corner does not score by itself.

7.2 The opponent’s rest corner

A player may never occupy the opponent’s rest corner.

An empty rest corner, either player’s, may be used as an intermediate point when playing the sum of both dice, but it may not be the final landing point for the opponent.

7.3 Taking the rest corner by effect

A player takes the rest corner by effect (par effet) by actually moving two men directly onto the player’s own rest corner.

This is also called taking it naturally or directly.

7.4 Taking the rest corner by force

A player takes the rest corner by force (par puissance) when the dice would allow the player to move two men directly to the opponent’s unoccupied rest corner. Since the player may not occupy the opponent’s rest corner, the two men are instead treated as passing by force to the player’s own rest corner.

The player moves the two men to the opponent’s rest corner virtually and immediately to the player’s own rest corner.

7.5 Priority between effect and force

If the rest corner can be taken either by effect or by force, it must be taken by effect.

Extra builders may be added to the rest corner by effect, but not by force.


8. Turn procedure

A normal turn should be run in this order.

  1. Roll the dice.
  2. Announce the dice.
  3. Identify and announce all points scored by the roller.
    • Points must be declared before touching a man.
    • This includes true hits, filling jans, preserved fills, rare jans, hitting the corner, and other points belonging to the roller.
  4. Move the roller’s point token and convert points to holes as needed.
  5. If the roller wins one or more holes on this roll, resolve the rule-set decision that follows.
    • In jeu de curé this is normally hold or go.
    • In trictrac à écrire this may be go, hold for more, mark the opponent, concede, or continue because the hole was not made on the player’s own die.
    • In combiné this may also involve suspending one of the two games.
  6. If the player goes, picks up, or otherwise ends the holding, reset the men according to the chosen rule set.
    • If a player goes after winning on the player’s own roll, the opponent normally does not score points from that same throw.
  7. If play continues, make the legal move.
  8. The opponent now scores any points due from that same throw.
    • This includes false hits, powerless jans, and school penalties.
  9. The next player rolls.

Important timing rule: the roller’s own points are scored before the opponent’s false-hit points. If the roller wins a hole and goes, the opponent does not get the false-hit points from that throw.


9. Points, holes, and point tokens

9.1 Points are always even

Trictrac points are scored in twos. A player scores a hole (trou) by reaching 12 points.

When a player scores 12 points:

  • move that player’s hole peg forward;
  • return that player’s point token to zero;
  • carry over any points above 12.

Example: a player on 8 points scores 6 more. The player reaches 14, marks one hole, and keeps 2 points over.

9.2 Point-token positions

Use the three flat tokens to mark current point totals.

Current pointsToken position
0between the two talons against the end rail
2by the tip of point 1, on the side nearest point 2
4by the tip of point 3, on the side nearest point 4
6by the tip of point 5, on the side nearest the bridge
8by the tip of point 6, on the side nearest the bridge
10by the tip of point 11, on the side nearest the end rail
12score a hole; return token to zero, carrying any excess

9.3 Point-level bredouille

The bredouille is a point-level lurch.

If a player scores 12 points from zero before the opponent scores any points in that same point race, the player wins a bredouille and marks two holes instead of one.

Use the bredouille token when necessary:

  • If one player has scored points and fails to reach 12, the other player may still score 12 before the first player scores again.
  • In that case, place the bredouille token beside the second player’s point token to show that the second player is on bredouille.
  • If the first player scores before the second player reaches 12, remove the bredouille token. The lurch chance has been lost.

If a player reaches 12 while the opponent’s point token is still at zero, the bredouille is obvious and the extra token may not be needed.

When scoring a roll that crosses 12, apply the lurch to the hole being won if the opponent has not scored in that point race. Carry excess points normally; do not double the carryover.


10. Holding, going, and the holding

A partie is the event of scoring one or more holes.

A holding (tenue) or game (relevé) is the period between two resets of the men to the talons.

When a player wins a hole on that player’s own throw, the player usually chooses between:

10.1 Holding / staying

To hold (tenir, rester) is to continue the current board position.

When holding:

  • the player keeps any leftover points after the hole;
  • the opponent’s current point token is reset to zero;
  • the bredouille token, if present, is returned to zero;
  • the turn sequence continues;
  • the opponent may score any points due from the throw that just occurred.

A player may announce “I hold” or “I stay.”

10.2 Going / returning

To go (s’en aller, renvoyer) is to end the current holding.

When going:

  • place all three point tokens back at zero;
  • return both players’ men to the talons;
  • give up any leftover points beyond the hole just scored;
  • the opponent does not score points that would have been due from that throw;
  • the player who went has the privilege of rolling first in the next holding, unless the rule set says otherwise.

A player may announce “I go” or “I return.”

Any declaration or physical action to hold or go is binding.

10.3 Holes made on the opponent’s throw

A player may receive points on the opponent’s throw, especially from false hits or schools. The decision to hold or to go may only be made on the player’s own throw. If a player reaches the relevant hole on the opponent’s throw, the player must continue until making a later hole on the player’s own throw.

This applies whenever a rule says the player must make the hole “on the player’s own die.”


11. Scoring jans and other point events

A jan is a scoring situation. Some jans are made by actual moves; others are made by force, meaning the dice create the scoring condition even though the move cannot or need not actually be played.

Points must be scored before touching the men.


12. Rare jans

Rare jans occur only at the very start of a holding.

12.1 Jan de trois coups / jan de six tables

Feat: On the player’s first three turns of the holding, the dice allow the player to place one man on each of the six points after the talon.

Score: 4 points.

Restrictions:

  • It cannot be made if the player rolls doubles during those three turns.
  • The final arrangement does not have to be actually completed if the dice demonstrate it by force.

12.2 Jan de deux tables

Feat: The player has released only two men from the talon, and the roll would allow one of them to move to the player’s own rest corner and the other to the opponent’s empty rest corner.

Score:

  • 4 points by singles;
  • 6 points by doubles.

Move: The move is not actually made, because the rest-corner rules prevent it. It is scored by force.

12.3 Contre-jan de deux tables

Feat: Same as jan de deux tables, but the opponent already occupies the opponent’s rest corner.

Score: The opponent scores:

  • 4 points by singles;
  • 6 points by doubles.

12.4 Jan de mézéas

Feat: The player has released only two men from the talon; those two men occupy the player’s own rest corner; the opponent’s rest corner is empty; and the player rolls one or two aces.

Score:

  • 4 points by singles;
  • 6 points by doubles.

12.5 Contre-jan de mézéas

Feat: Same as jan de mézéas, but the opponent already occupies the opponent’s rest corner.

Score: The opponent scores:

  • 4 points by singles;
  • 6 points by doubles.

13. Filling jans

A filling jan or fill (plein) is made when a player has at least two men on each of the six points in one fillable quadrant.

The fillable quadrants are:

  1. petit jan;
  2. grand jan;
  3. jan de retour.

The quadrant containing the opponent’s rest corner cannot be filled by the player, because the player may not occupy that rest corner.

13.1 Obligation to fill

If a player can fill a quadrant, the player must fill it.

Failure to fill when able is both:

  • a foul, because the move was illegal; and
  • a school, because points were mis-scored.

13.2 Scoring a fill

When the dice allow the player to complete a fill, score for each way the fill can be completed:

Roll typeScore per way
Singles4 points
Doubles6 points

A “way” is a distinct die route by which the fill is completed.

With singles and one remaining blot in the quadrant, the fill may be possible in up to three ways:

  • by the first die;
  • by the second die;
  • by the sum of both dice, all-for-one.

With doubles and one remaining blot, the fill may be possible in up to two ways:

  • by one die;
  • by the sum of both dice.

If two different blots remain, only the move that covers the last of the two blots actually completes the fill, so only that completion scores.

13.3 Preserving a filled quadrant

Once a quadrant is filled, the player must preserve it if possible.

On a later roll:

  • if the player can make a legal move while preserving the fill, the player must do so;
  • preserving the fill scores once:
    • 4 points by singles;
    • 6 points by doubles;
  • if no legal move preserves it, the player may break it.

If a player breaks a fill when it could have been preserved, that is both a foul and a school.

13.4 Preservation by impotence

If a player is unable to play one or both dice and therefore concedes powerless-jan points to the opponent, the player still scores for preserving a grand jan if the grand jan remains filled. This is called preservation by impotence.

The compulsory-use rule still applies: if only one die can be played, the higher die must be used if possible, even if that breaks a fill.


14. Hitting the opponent’s men

In trictrac, a hit is virtual. No man is removed, captured, or replaced. A player scores because the dice would have allowed contact with an opposing blot.

14.1 What can be hit

Only an opposing blot can be hit. A full point with two or more opposing men cannot be hit.

A player’s own full points and blots can be used as starting points for hits, subject to normal movement and hit-counting rules.

14.2 Direct and indirect hits

Let the dice be a and b.

An opposing blot is directly hit if one of the player’s men lies exactly a or b points away from it.

An opposing blot is indirectly hit if one of the player’s men lies exactly a + b points away from it.

For doubles, the possible distances are:

  • direct hit by a;
  • indirect hit by 2a.

14.3 True and false hits

A hit is true (battue à vrai) if:

  • it is direct; or
  • it is indirect and the intermediate point is not occupied by two or more opposing men.

A hit is false (battue à faux) if:

  • it is indirect; and
  • the intermediate point is occupied by two or more opposing men.

A given target blot cannot be both truly and falsely hit on the same roll. It is one or the other. But the same roll may contain true hits on one blot and false hits on another.

14.4 Counting ways to hit

Count ways by die-distance, not by the number of physical men that could make the same distance.

With singles, a blot may be hit in up to three ways:

  1. by die a;
  2. by die b;
  3. by a + b.

With doubles, a blot may be hit in up to two ways:

  1. by one die;
  2. by the sum of both dice.

Score separately for each way.

14.5 Hit scoring

The score depends on:

  • whether the hit is true or false;
  • whether the target blot lies in a petit jan quadrant or a grand jan quadrant;
  • whether the roll is singles or doubles.

For hit scoring:

  • the home table means either petit jan quadrant;
  • the outer table means either grand jan quadrant.

True hits — scored by the roller

Target blot is in...SinglesDoubles
outer table / either grand jan2 points per way4 points per way
home table / either petit jan4 points per way6 points per way

False hits — scored by the opponent

A false hit scores the same amount as a true hit would have scored, but it belongs to the opponent.

Target blot is in...SinglesDoubles
outer table / either grand jan2 points per way4 points per way
home table / either petit jan4 points per way6 points per way

The roller’s true-hit points are scored before the opponent’s false-hit points. If the roller scores a hole and goes, the opponent’s false-hit points from that throw are not scored.


15. Hitting the opponent’s rest corner

A player can never occupy the opponent’s rest corner, but may sometimes hit the corner (battre le coin).

15.1 Conditions

To hit the opponent’s corner:

  1. the player’s own rest corner must already be taken;
  2. the opponent’s rest corner must be empty;
  3. the dice must virtually allow two men to move directly to the opponent’s rest corner.

All men that can move directly to the opponent’s rest corner may count, except:

  • men on the player’s own rest corner do not count, unless they are builders above the first two men.

15.2 Score

Roll typeScore
Singles4 points
Doubles6 points

The corner is hit by force. It is never actually occupied and never falsely hit.

If both rest corners are occupied, neither player can hit the opponent’s corner.


16. Powerless jans and unplayable dice

A powerless jan (jan qui ne peut) is a point event scored by the opponent.

It occurs when:

  • the player falsely hits an opponent’s man; or
  • the player is unable to play one or both dice.

For unplayable dice:

  • the opponent scores 2 points per unplayable die;
  • this is true for singles and doubles.

Examples:

  • A player rolls 6-4 and can play only the 6. The opponent scores 2 points for the unplayable 4.
  • A player rolls 5-5 and can play neither die. The opponent scores 4 points total, 2 for each unplayable die.

The player must still obey the compulsory-use rule: if one die can be played, the higher die must be used if possible.


17. Bearing off

A player may bear off after moving all 15 men into the last quadrant, the jan de retour.

The rules of filling and preservation still apply. A player who has filled the jan de retour must preserve it when possible.

17.1 Quick / Parisian / English bearing off — default

The end rail next to the talons is treated as an extra point.

A man is borne off when it lands on that rail.

A die higher than needed may bear off the furthest man from the rail. This is overshooting (excédant).

If no man can be borne off legally, the player must make a normal board move.

17.2 Scoring for bearing off first

The first player to bear off all 15 men scores:

Roll type on final bearing-off throwScore
Singles4 points
Doubles6 points

If only one man remains and one die is enough to bear it off, ignore the second die for this scoring purpose.

After scoring:

  1. both players return all men to the opposite talons;
  2. the players thereby change colours with each pickup;
  3. if no hole is immediately won, both players keep the current points already scored;
  4. the player who bore off first rolls first in the next holding.

17.3 Slow / provincial / French bearing off — optional

Under the slow method:

  • all playable board moves must be played before bearing off;
  • only men furthest from the talon may be borne off, if the dice permit;
  • a player who has filled the jan de retour may preserve it by bearing off extra men only if those extra men can be moved exactly onto the end rail;
  • this special preservation by privilege may be used up to three times.

Use this method only if agreed before play.


18. Aftergame restrictions

The aftergame begins as soon as one player moves at least one man onto the opponent’s side.

The rules for entering and playing in the aftergame protect the opponent’s remaining chances to fill quadrants.

18.1 While the opponent can still make petit jan

A player may not move any man into the aftergame while the opponent still has a possible petit jan.

18.2 When petit jan is impossible but grand jan is still possible

If the opponent can no longer make petit jan but can still make grand jan:

  • the player may not land in the first adverse quadrant, the one containing the opponent’s rest corner;
  • free points in that quadrant may be used as intermediate points to reach the last quadrant;
  • the player may land on legal free points in the last quadrant, the jan de retour.

18.3 When both petit jan and grand jan are impossible

When the opponent can no longer make either petit jan or grand jan:

  • the player may land on any legal free point in the aftergame;
  • the opponent’s rest corner still cannot be occupied;
  • an empty rest corner may be used as an intermediate point only.

18.4 Interrupting the aftergame

A player who wins a hole on that player’s own throw may always interrupt the aftergame by going, if the chosen rule set allows going at that time.

Men in the aftergame can still virtually hit opposing blots, and opposing men can hit them.


19. Optional and revived old jans

At times, the first two jans described here were not recognised or not mentioned in historical literature due to their de facto rarity. They remain valid. The third has been explicitly rejected and is an optional variant to be played solely by prior agreement.

19.1 Meeting jan (jan de rencontre)

Use: If not playing coupe et dés.

Feat: On the very first ply of the match, if the second player to move rolls exactly the same dice result as the first player to move, the second player scores meeting jan.

Score:

  • 4 points by singles;
  • 6 points by doubles.

This opportunity occurs only once per match.

19.2 Pile of misfortune (pile de malheur / pile de misère)

Use: Always. Almost never occurs in practice.

Feat: A player is forced to stack all 15 men on the player’s own rest corner because the opponent blocks the aftergame.

Score:

  • establishing the pile: 4 points by singles or 6 by doubles;
  • preserving the pile: 4 points by singles or 6 by doubles each turn it is preserved.

19.3 Margot la fendue

Use: Optional house rule by prior agreement only.

Feat: A player’s roll virtually places that player’s man on the only empty point between two opposing blots: blot-empty-blot.

Score: The opponent scores:

  • 2 points by singles;
  • 4 points by doubles.

This rule significantly affects strategy. Use only if all players want it.


20. Scoring summary

EventSinglesDoublesWaysScored by
Jan de six tables4n/a1roller
Jan de deux tables461roller
Jan de mézéas461roller
Contre-jan de deux tables461opponent
Contre-jan de mézéas461opponent
True hit in outer table / grand jan241–3 singles; 1–2 doublesroller
True hit in home table / petit jan461–3 singles; 1–2 doublesroller
Hitting opponent’s corner461roller
False hit in outer table / grand jan241opponent
False hit in home table / petit jan461opponent
Each unplayable die22per dieopponent
Establishing petit jan, grand jan, or jan de retour461–3 singles; 1–2 doublesroller
Preserving petit jan, grand jan, or jan de retour461roller
Bearing off all men first46n/aroller
Meeting jan (conditions apply)46n/aroller
Establishing pile of misfortune461roller
Preserving pile of misfortune461roller
Margot la fendue, if used241–3 singles; 1–2 doublesopponent

21. Fouls

A foul (fausse case) is an illegal movement of the men.

The opponent handles fouls. Each player referees the other.

21.1 What counts as a foul

A foul occurs when:

  1. a man is moved by a number of points that does not match the dice;
  2. a man is moved beyond where the sum of both dice could take it;
  3. the rest corner is taken by force when it could have been taken by effect;
  4. a quadrant is not filled when it could have been filled;
  5. a filled quadrant is not preserved when it could have been preserved;
  6. the aftergame restrictions are violated;
  7. a single man is placed in either rest corner.

Because touch-move applies, a foul can occur as soon as the touched man has only illegal destinations, even if the man has not yet been placed.

A player cannot commit a foul merely by hitting; hits are virtual scoring events.

21.2 General foul correction rule

The opponent may correct only the men involved in the foul.

The correction must obey the movement rules unless the specific foul rule says otherwise.

21.3 Wrong distance

If a man is placed on a point not corresponding to a legal die move, the opponent may:

  • leave it where it is; or
  • move it to where it should legally have gone.

If two men were wrongly played together, the opponent may:

  • leave both where they are;
  • correct one or both by the minimum legal die movement;
  • return both to their starting points and require one man to be played all-for-one by the sum of the dice.

21.4 Moved beyond the sum

If the first man is moved beyond the sum of the dice and no second man has been touched, the opponent may treat both dice as used and either:

  • leave the man where it is; or
  • correct it to the point reached by the sum.

If two men have been played and one was legal, the opponent may:

  • leave the illegal man where it is; or
  • correct it according to the remaining die.

21.5 Rest corner taken by force instead of effect

If the player takes the rest corner by force when it could have been taken by effect, the opponent may:

  • return one man to its original point and require the other to move by the sum of the dice, if legal; or
  • if that is impossible, return both men and allow the player to move as desired, except that the player may not take the rest corner on that throw unless no other legal move exists.

21.6 Failure to fill

If a player does not fill a quadrant when able, the opponent may:

  • leave the position as played; or
  • require the player to fill.

The foul occurs as soon as the player touches a man such that the fill can no longer be made. The player is also sent to school.

21.7 Failure to preserve

If a player breaks a filled quadrant when it could have been preserved, the opponent may:

  • leave the position as played; or
  • require the player to replay without breaking the fill.

The foul occurs as soon as the breaking man is touched. The player is also sent to school.

21.8 Aftergame foul

If a player illegally moves into an aftergame quadrant the opponent could still fill, the opponent should require a legal replay if possible.

If the offender notices before the opponent rolls, the mistake may be corrected without penalty.

If neither player notices an illegal move into the third quadrant until after the opponent rolls, the opponent may require the offending man to be moved into the last quadrant on the offender’s next turn. This remedy is lost after that next move is completed or once the opponent’s grand jan is no longer possible.

If neither player notices an illegal move into the fourth quadrant until after the opponent rolls, no correction remains available.

21.9 Single man in a rest corner

If a player places a single man in either empty rest corner, the opponent may not leave it there. It must be replayed legally. If no legal replay exists, return the man to its original point and let the player move another man.


22. Schools

A school (école) is a scoring error on a player’s own turn. The opponent scores the difference between what was declared and what should have been declared.

The opponent may school the player without explaining the reason immediately.

22.1 Four basic schools

Underscoring — école par moins

The player scores fewer points than earned.

The opponent claims the difference once the player touches a man, or, for a jan that cannot be moved, once the player has thrown the dice.

Overscoring — école par trop

The player scores more points than earned.

The opponent claims the excess once the offending player has placed a man beyond the point where it should have gone.

Filling school

The player fails to fill a quadrant when able.

The school is claimable once the player touches a man so that the fill can no longer be made. This is also a foul.

If the opponent forces the player to fill anyway, the school still stands.

Preservation school

The player fails to preserve a filled quadrant when able.

The school is claimable once the player touches a man that breaks the fill. This is also a foul.

The opponent claims the points the offending player scored and scores the preservation points instead.

22.2 False school

If a player wrongly sends the opponent to school, the opponent may declare false school.

The false-school procedure is:

  1. undo the wrongly claimed school points;
  2. restore the tokens to their proper positions;
  3. the player who made the false school claim goes to school instead.

22.3 School raise

If the accused player declares false school, but the original school was actually valid, the first player may claim a school raise.

The result is:

  • restore the tokens to the state of the first school;
  • double the school points won.

To prevent endless escalation, the player claiming the raise must explain the school. If that explanation is wrong, the false-school rule applies one final time.

22.4 Limits on schools

  • There is no “school of schools.” Players are never forced to claim a school.
  • A player may correct the opponent’s scoring mistake without taking school points.
  • If a school is scored, it must be scored in full. A player who has been schooled may require the opponent to score the full proper amount if the opponent miscounts the school.

Part II — The three complete rule sets

The following three games are not arranged as “main game plus variants.” Each is a complete way to play trictrac using the common engine above.


A. Jeu de curé / Twelve-hole trictrac

A1. Nature of the game

Jeu de curé, also called twelve-hole trictrac or old trictrac, is the direct twelve-hole match.

A match is won by the first player to move the hole peg forward twelve holes. Matches generally take under an hour. Computer play abbreviates this significantly.

This is quite likely the original way trictrac was played.

A2. Structure

UnitMeaning
Hole (trou, partie simple)12 points scored with the point token
Partiethe event of scoring one or more holes
Holding / relevéthe board play between resets to the talons
Round / match (tour, partie entière)one player reaches 12 holes

The first rail hole marks the first hole. The twelfth rail hole, at the rest-corner end of the side rail, wins the match.

A3. Normal play

Use the common engine.

Whenever a player wins a hole on the player’s own throw, the player may:

  • hold, keeping the board position and leftover points; or
  • go, resetting both players’ men to the talons and giving up leftover points.

If a player goes, that player rolls first in the next holding.

If all men are borne off, reset according to Bearing off. The player who bore off first rolls first in the next holding.

A4. Point-level bredouille

The ordinary point-level bredouille applies inside jeu de curé.

If a player makes 12 points before the opponent scores any points in that point race, the player marks two holes instead of one.

A5. Match-level grand lurch

The banner or a necktie tracks the possibility of winning the whole twelve-hole match in lurch.

A5.1 First player’s grand lurch

If a player reaches the twelfth hole before the opponent has scored any holes in the match, the player wins the match by grand lurch.

No marker is needed if the opponent has no holes; the board position proves it.

A5.2 Second player’s grand-lurch chance

If the first player has scored holes but has not yet reached the twelfth, and the second player then scores a first hole, the first player can no longer win a grand lurch. The second player now has a possible grand lurch if the second player reaches twelve holes before the first player scores another hole.

To mark this:

  • replace the second player’s peg with the banner; or
  • place a necktie around the second player’s peg.

If the second player reaches twelve holes before the first player scores again, the second player wins by grand lurch.

If the first player scores another hole before that happens, remove the banner or necktie. No player can now win a grand lurch in this match.

A6. Winnings or match value

For non-money play, treat the following as match-point multipliers.

Choose one scoring schedule before play.

A6.1 Old schedule

ResultValue
ordinary win1 stake
grand lurch2 stakes

A6.2 Bridge schedule

ResultValue
ordinary win after the loser has crossed the bridge / reached the seventh hole1 stake
ordinary win before the loser has crossed the bridge1½ stakes
grand lurch2 stakes

A6.3 Honours schedule

This schedule is often the most interesting because the trailing player can still reduce the winner’s payoff.

ResultValue
ordinary win after loser has reached the sixth hole1 stake
ordinary win before loser has reached the sixth hole2 stakes
grand lurch while using the flag / banner as the second scorer3 stakes
grand lurch without having needed the flag / first scorer’s uninterrupted grand lurch4 stakes

This honours schedule is also the twelve-hole component used inside trictrac combiné.


B. Trictrac à écrire

B1. Nature of the game

Trictrac à écrire is a complete match-scoring system built on the same trictrac play engine.

The movement, jans, hits, fills, schools, bearing off, point-level bredouille, and hold/go mechanics are the same. What changes is:

  • how holes become marks;
  • when a player may mark the opponent;
  • how petty and grand lurches are valued;
  • how the match is settled.

B2. Length of the match

A match is an agreed even number of marks (marqués).

Common match lengths:

  • 8 marks;
  • 12 marks.

Any even number from 6 to 24 is workable if players have time. Marks take 15 – 45 minutes each; if booking a match, plan for nearer to 45 minutes (this is not a bell curve). Adjournment is therefore more the rule than the exception.

Each player leads first on alternate marks. If Alice leads mark 1, Alice leads all odd-numbered marks and Bob leads all even-numbered marks.

B3. Winning a mark

A player normally wins a mark by being the first to reach the sixth hole and then going, but there is an important condition:

The mark-ending hole must be made on the winner’s own throw.

If Alice reaches the sixth hole on Bob’s throw because Bob falsely hits her, Alice does not yet win the mark. She must stay in and continue until she makes a later hole on her own throw.

The same rule applies after the sixth hole. A player may have six, seven, eight, or more holes, but may mark only after making a hole on that player’s own throw.

B4. Basic payment for a mark

When the mark is won:

  1. Compare the players’ hole totals.
  2. The loser pays only the difference in holes.
  3. Each lost hole is worth 1 jeton.
  4. The loser also pays 2 jetons consolation to the winner.
  5. The loser records the lost mark by placing a mark jeton on the loser’s side of the scoring box.

Example: Alice has 6 holes and Bob has 4. Alice wins the mark by 2 holes. Bob pays:

  • 2 jetons for the hole difference;
  • 2 jetons consolation;
  • and Bob is marked for one lost mark.

B5. The obligatory hole

The sixth hole is the obligatory hole (trou d’obligation).

B5.1 Before anyone reaches six holes

Before either player has reached six holes, a player who makes a hole on the player’s own throw may pick up and restart from the talon.

B5.2 When the sixth hole is reached on the opponent’s throw

If a player reaches the sixth hole on the opponent’s throw, the player must hold. The player may not mark yet.

The player must continue until making another hole on the player’s own throw.

B5.3 When the sixth hole is reached on the player’s own throw

If a player reaches the sixth hole on the player’s own throw, the player may either:

  • go immediately and mark the opponent; or
  • continue in the same holding, without pickup, to try for more holes.

B5.4 Continuing beyond six

Holes after the sixth are unlimited.

After the twelfth hole, start the hole circuit again and keep counting. Continue only as long as the position is worth the risk.

If the opponent scores intermediate holes, those holes reduce the profit but do not by themselves prevent the mark from being won.

B6. Overtaking a player who already has six or more holes

A player with fewer than six holes can still mark an opponent who already has six or more holes.

To do so, the trailing player must:

  1. overtake the opponent by one hole;
  2. make every hole needed to overtake in the same holding;
  3. make the final overtaking hole on the trailing player’s own throw;
  4. not pick up during the run.

Example: Alice has 4 holes and Bob has 7. Alice must continue without pickup until she reaches 8 holes. If Bob scores more holes in the meantime, Alice must surpass Bob’s new total.

A player who has overtaken may still lose by continuing too far. If Alice reaches 8 while Bob has 7 but keeps going, Bob may later come back and reach 9 without pickup; if Bob’s ninth hole is made on Bob’s own throw, Bob wins the mark Alice could have taken.

B7. Do-over / Refait

A do-over (refait) occurs when:

  • one player has six or more holes;
  • the other player catches up to the same number of holes;
  • the equalising hole is made on the catching player’s own throw.

The catching player may announce refait and pick up if continuing would be dangerous.

Effect:

  • cancel both players’ hole totals for that mark;
  • restart the mark;
  • record that a do-over occurred.

At settlement of the eventual mark, increase the consolation in the proper proportion. One do-over doubles the consolation portion; multiple do-overs add further consolation units at the same rate. The hole payments themselves come from the mark that is finally won.

B8. Conceding the mark

A player may concede the mark to avoid a larger loss.

This is most useful when the opponent has already reached the sixth hole or beyond, and the player cannot safely overtake.

On a conceded mark:

  • the conceding player pays the excess holes already held by the opponent;
  • the conceding player pays the applicable consolation;
  • if an attempted lurch has already been interrupted, the payment is only at the simple rate.

The opponent must accept the concession.


B9. Petty lurch — petite bredouille

A petty lurch is a six-hole lurch inside trictrac à écrire.

B9.1 Conditions

To win a petty lurch, all of the following must be true:

  1. The player takes six consecutive holes.
  2. The opponent takes no hole between them.
  3. The first of the six holes is the first hole of the trictrac circuit.
  4. The mark-ending hole is made on the player’s own throw.
  5. The player then stops with the holes won and goes.

If the sixth hole is made on the opponent’s throw, the player must continue to the seventh hole, or farther, until making a hole on the player’s own throw.

B9.2 Petty lurch with pickup

A petty lurch is with pickup (avec relevé) if the player has picked up after one of the earlier holes before completing the six-hole lurch.

Value:

  • each hole is worth 2 jetons;
  • consolation is doubled to 4 jetons.

A six-hole petty lurch with pickup is worth:

  • 6 × 2 = 12 jetons for holes;
  • +4 consolation;
  • total 16 jetons.

B9.3 Petty lurch without pickup

A petty lurch is without pickup (sans lever) if the player has not picked up from the first hole through the mark-ending hole.

Forced holding caused by a false hit still counts as without pickup.

Value:

  • each hole is worth 3 jetons;
  • consolation is trebled to 6 jetons.

A six-hole petty lurch without pickup is worth:

  • 6 × 3 = 18 jetons for holes;
  • +6 consolation;
  • total 24 jetons.

B9.4 Carrying petty lurch beyond six holes

A petty lurch can be carried beyond the sixth hole up to the eleventh hole inclusive.

With pickup:

  • holes are worth 2 jetons each;
  • consolation is 4 jetons.

Without pickup:

  • holes are worth 3 jetons each;
  • consolation is 6 jetons.

From the sixth hole onward, including the sixth, every hole in the extended petty lurch must be made in the same holding.

B9.5 Petty lurch in arrears

A petty lurch can be made in arrears after the opponent has already taken holes.

The lurching player counts the lurch value, then deducts the opponent’s earlier holes at one jeton per hole.

Example: Bob already has 5 holes. Alice makes 7 petty-lurch holes.

  • With pickup: Alice counts 7 × 2 + 4 = 18, then deducts Bob’s 5 holes, net 13.
  • Without pickup: Alice counts 7 × 3 + 6 = 27, then deducts Bob’s 5 holes, net 22.

B9.6 Losing a petty lurch by overreaching

A player who has a petty lurch may lose it by continuing too far.

If Bob reaches the sixth hole under petty-lurch conditions but keeps holding, and Alice later wins even one hole, Bob loses the petty-lurch rate. Bob’s holes count only as simple holes unless he later establishes a new valid lurch condition.

A conceded mark after interruption is also paid only at the simple rate.

B9.7 Suffering a petty lurch in return

A player who keeps going after establishing a petty-lurch position may suffer a petty lurch in return.

The returning player must surpass the first player by one hole:

  • if Bob has 6 holes, Alice must reach 7;
  • if Bob has 8 holes, Alice must reach 9.

If Bob had already reached the obligatory hole, Alice’s returning lurch must be made from the first hole in the same holding and without pickup.

If Bob’s failed petty lurch was with pickup, Alice’s return lurch is double. If Bob’s failed petty lurch was without pickup, Alice’s return lurch is treble.

B9.8 Both petty lurches fail

Both players can lose their petty lurches by overreaching.

If Bob takes 8 consecutive holes, Alice enters and takes 9 uninterrupted holes, and Bob then comes back and reaches 10, Bob marks Alice for one simple hole. Both lurches are ignored.

If Alice catches Bob at equality but cannot safely surpass him, Alice may call refait instead and annul the mark.


B10. Grand lurch — grande bredouille

A grand lurch is a twelve-hole lurch inside trictrac à écrire.

B10.1 Conditions

A grand lurch requires:

  1. twelve uninterrupted holes;
  2. beginning with the first hole of the board;
  3. no opponent’s hole during the run;
  4. from the sixth hole onward, all holes made in the same holding, except for bearing off in the jan de retour;
  5. the last hole made on the player’s own throw;
  6. the player then goes.

If the twelfth hole is made on the opponent’s throw, the player must continue to the thirteenth hole or beyond until making a hole on the player’s own throw.

B10.2 Grand lurch with pickup

A grand lurch can be made with pickup because pickup is allowed after any of the first five holes made on the player’s own throw.

Value:

  • each hole is worth 4 jetons;
  • consolation is quadrupled to 8 jetons.

A twelve-hole grand lurch with pickup is worth:

  • 12 × 4 = 48 jetons;
  • +8 consolation;
  • total 56 jetons.

B10.3 Grand lurch without pickup

A grand lurch without pickup is made in one unbroken holding from the first hole through the mark-ending hole.

Value:

  • each hole is worth 5 jetons;
  • consolation is fivefold, 10 jetons.

A twelve-hole grand lurch without pickup is worth:

  • 12 × 5 = 60 jetons;
  • +10 consolation;
  • total 70 jetons.

The rate is fivefold, not sixfold.

B10.4 Continuing beyond twelve holes

After taking the twelfth hole on the player’s own throw, the player may continue the same holding if the position is strong.

All holes eventually kept are paid at the grand-lurch rate.

Examples:

  • 20 holes with pickup: 20 × 4 + 8 = 88 jetons.
  • 20 holes without pickup: 20 × 5 + 10 = 110 jetons.

B10.5 Losing a grand lurch

If the opponent makes even one hole after the player has taken twelve or more grand-lurch holes, the grand lurch is lost.

All the player’s holes, before and after the interruption, count only as simple holes unless a new valid lurch is established.

B10.6 Grand lurch in arrears

A grand lurch can be made in arrears.

The opponent’s earlier holes are deducted at one jeton per hole.

If the opponent has already reached the sixth hole or beyond, the arrears grand lurch must be made from the first hole without interruption and in the same holding.

The arrears grand lurch is fivefold only if the first player’s missed lurch had been made without pickup. If the first player had picked up, the later grand lurch is only quadruple.

B10.7 Failed grand lurches

If both players in turn establish and lose grand-lurch chances by overreaching, the mark may be won only as a single mark.

Conceded marks and do-overs work for grand lurches as for petty lurches:

  • after interruption, a conceded mark is paid at the simple rate;
  • at equality, a refait may cancel the mark if the catching player cannot safely surpass.

B11. Banner and necktie in trictrac à écrire

B11.1 Lurch in advance with pickup

A petty or grand lurch in advance with pickup needs no marker. The opponent has no holes, so the situation is clear.

B11.2 Lurch in advance without pickup

A petty or grand lurch in advance without pickup is marked with the banner.

After the first hole:

  1. place the banner on the talon side in one of the board holes used for marking games won;
  2. keep it while the player continues without pickup and without interruption;
  3. if the player later picks up without being interrupted, remove the banner but keep the right to the lower lurch-with-pickup rate;
  4. if the opponent interrupts, remove the banner and give up the lurch.

Bearing off at a new reprise does not break the no-pickup lurch.

B11.3 Lurch in arrears with pickup

When a player interrupts the opponent and aims at a later lurch with pickup, attach the necktie to that player’s peg from that player’s first hole.

Remove it if that player is interrupted.

If it remains until the mark ends, the lurch with pickup is established.

B11.4 Lurch in arrears without pickup

If the player who interrupts the opponent does not pick up at the first hole, take both:

  • the necktie; and
  • the banner.

Keep both until the mark-ending hole as long as there is no pickup and no interruption.

If the player picks up without being interrupted, remove only the banner. The necktie remains for the lurch-with-pickup rate.

If the player is interrupted, remove both.

B11.5 Exceptional fixed-value later lurches

In exceptional cases where a later lurch’s value is fixed by an earlier missed lurch, take only the necktie.

A player who fails to take the banner or necktie from the first hole cannot claim it later.


B12. Settlement of a trictrac à écrire match

B12.1 Lost marks

A match has an agreed even number of marks. Half the match length is called complete (complet).

After each mark:

  1. the loser pays the immediate hole and consolation result;
  2. the loser records the lost mark with a jeton;
  3. keep each player’s lost-mark jetons on that player’s side of the scoring box, preferably in rows of three.

B12.2 Paris

At the end of the match, count lost marks.

If both players lost the same number of marks:

  • no paris are paid;
  • no queue of paris is paid.

If one player lost more marks than the other:

  • the difference in lost marks is the number of paris;
  • the player who lost more marks pays 4 jetons per pari.

Example: in a 12-mark match, Bob is marked 7 times and Alice 5 times. Bob lost 2 more marks than Alice. Bob pays 2 paris = 8 jetons.

A postilion or Swiss refers to marks beyond complete. One postilion equals two paris.

B12.3 Queue of paris

If paris are unequal, the player who loses the paris also pays a queue of paris of 20 jetons.

Example:

  • 2 paris cost 8 jetons;
  • plus the 20-jeton queue of paris;
  • total 28 jetons.

Do not settle paris before settling the ordinary jeton result.

B12.4 Starting stake and fish

Each player begins with a stake of 20 jetons.

One fish is worth 10 jetons.

If a player loses beyond the 20-jeton stake, the player pays the surplus in fish drawn from the box.

If a player later wins while holding fish won earlier, the player pays by returning those fish to the box first.

B12.5 Queue of jetons

At the end of the match, before settling paris, determine which player has won jetons from the other during the mark payments.

The player ahead in jetons takes the lost-mark jetons placed on both sides of the box. In a 12-mark match, that is 12 jetons.

If the players are equal in jetons, split these marker jetons equally. This is the queue of jetons.

Only after this do you settle paris and the queue of paris.

B12.6 Pricing by fish

For easier money settlement, players may price by fish instead of individual jetons.

Example: one fish may be assigned a cash value.

At final reckoning:

  • 10 jetons = 1 fish;
  • 6 or more leftover jetons may be treated as a whole fish in the loser’s favour;
  • 4 or fewer leftover jetons are ignored;
  • exactly 5 jetons are decided double-or-nothing on the highest die.

Use this only if agreed before play.


B13. Paper-and-pencil scoring for trictrac à écrire

Players may score without physical jetons and fish.

Create two columns, one for each player’s losses.

For each mark, write the number of jetons lost by the losing player, including:

  • hole difference;
  • consolation;
  • lurch multipliers;
  • do-over consolation adjustments.

After all marks:

  1. add each column;
  2. add the queue of jetons to the column of the player who lost more jetons, using the lost-mark count to determine it;
  3. if paris are unequal, add paris and the queue of paris to the player who lost the paris;
  4. subtract the smaller total from the larger;
  5. the remainder is the net loss in jetons;
  6. divide by 10 to convert to fish if desired.

For an adjourned match, record at least:

  • current mark number;
  • lost marks / paris for each player;
  • jetons held or owed;
  • fish held or owed;
  • whose turn it is;
  • board position, point-token positions, hole pegs, banner, necktie, and bredouille state.

C. Trictrac combiné

C1. Nature of the game

Trictrac combiné combines two games at the same time:

  1. trictrac à écrire;
  2. twelve-hole trictrac with honours, also called trictrac à la partie with honours.

A hole usually counts for both games at once, but the two scores are separate.

The two games may recommend different choices. When that happens, a player may suspend one game and continue the other.

C2. Rules inherited from trictrac à écrire

Use all trictrac à écrire rules unless this chapter changes them.

This includes:

  • the sixth-hole mark structure;
  • petty lurch;
  • grand lurch;
  • lurch with pickup and without pickup;
  • do-over;
  • concession;
  • match settlement for the à écrire component.

The lurch values remain:

LurchWith pickupWithout pickup
Petty lurch2 jetons per hole + doubled consolation3 jetons per hole + trebled consolation
Grand lurch4 jetons per hole + quadrupled consolation5 jetons per hole + fivefold consolation

C3. The honours game

The honours game is twelve-hole trictrac with honours.

It can be won single, double, treble, or quadruple.

ResultCondition
Singlewinner reaches the twelfth hole after the opponent has passed the sixth hole, i.e. has reached the seventh or beyond
Doublewinner reaches the twelfth hole while the opponent has no more than six holes
Treblethe player who takes holes second reaches the twelfth without being interrupted by any new hole from the opponent
Quadrupleone player makes all twelve holes before the opponent takes any hole

C4. Continuation in the honours game

In ordinary twelve-hole trictrac without continuation, the twelfth hole ends the game and any surplus hole on the same throw is ignored.

In combiné, use continuation.

When the twelfth honours hole is made:

  • if it is made on the winner’s own throw, the winner may pick up and go or may continue without pickup;
  • if it is made on the opponent’s throw, the winner must stay in.

Holes beyond the twelfth count toward the next honours game.

If the winning throw also creates one extra hole, that extra hole becomes the first hole of the next honours game.

C5. Suspending one game

A player may suspend one of the two games when the two games reward different decisions.

C5.1 When suspension is allowed

A player may suspend a game only:

  • after making a hole on the player’s own throw;
  • at a moment when that player would otherwise be allowed to pick up and go in the game being suspended.

The player is treated as having gone for the suspended game, but remains in the same holding for the continuing game.

C5.2 Duration of suspension

A suspension lasts until the first pickup by either player after a hole made on that player’s own throw.

Bearing off all men in the return game does not count as this pickup.

C5.3 What suspension preserves

The suspended game keeps:

  • its current hole count;
  • its current prospects;
  • rights to double, treble, quadruple, petty lurch, or grand lurch, if those rights existed at suspension.

While a game is suspended, later play affects only the continuing game.

C5.4 Suspending trictrac à écrire

There are two cases.

Case 1: the player has reached the sixth hole or beyond

Score the trictrac à écrire mark immediately.

The opponent pays the mark result, whether simple, petty lurch, or grand lurch, and records the lost mark.

The rest of the holding affects only the honours game.

Case 2: the player has fewer than six holes

Freeze the à écrire mark where it stands.

Any right to a petty lurch is preserved, but it can pay only at the lower with-pickup rate. The higher no-pickup rate requires continuing without pickup, and suspension counts as having gone for the suspended game.

C5.5 Suspending the honours game

Suspending the honours game simply freezes it exactly where it stands.

The pool belongs only to the honours game and is unaffected by trictrac à écrire except as the combiné rules direct.

C5.6 More than two players

If a player scores the trictrac à écrire mark but keeps playing the honours game, that player remains at the board until the next pickup.

With more than two players, the dice belong to the player who remains at the board.

With two players, the dice alternate as in trictrac à écrire.

C6. Pegs in combiné

Each player needs four pegs.

PegUse
Goldtrictrac à écrire
Silverhonours game
Bimetallic / double-endedholes shared by both games
Blacksuspended game

C6.1 Using the bimetallic peg

Use the bimetallic peg whenever the same hole belongs to both games and both games have the same hole count.

Keep using it while the two games remain aligned.

Once one game ends, continues alone, or is suspended, replace the bimetallic peg with the proper single-game peg.

C6.2 Example: à écrire ends, honours continues

Alice reaches the sixth hole on her own throw and marks Bob in trictrac à écrire.

The à écrire mark is over, but the honours game is only at the sixth hole.

Replace the bimetallic peg at the sixth hole with Alice’s silver honours peg.

Alice’s next hole is:

  • the seventh hole of the honours game;
  • the first hole of the next trictrac à écrire mark.

Mark those separately with silver and gold unless they realign.

C6.3 Black peg for a suspended game

When a game is suspended:

  1. remove that game’s normal peg;
  2. place the black peg in that hole;
  3. continue marking only the active game.

The black peg records the suspended game’s hole count for both players.

C6.4 Finished à écrire mark while honours continues

If the à écrire mark has already been scored and only honours continues:

  • remove the à écrire peg entirely;
  • place the black peg in the last hole on the rest-corner side to show that no à écrire mark is currently active;
  • mark only the honours game until the next pickup restarts the à écrire game.

C6.5 Suspension when a bimetallic peg is involved

Sometimes the bimetallic peg cannot be exchanged immediately because it still belongs to a shared hole.

Temporary procedure:

  1. place the suspended game’s peg in the hole immediately before the bimetallic peg;
  2. when the continuing game next makes a hole, remove the bimetallic peg and temporary peg;
  3. replace the bimetallic peg with the black peg for the suspended game;
  4. use the continuing game’s peg to mark the new hole.

C6.6 Continuing game catches the suspended game

If the suspended game is farther advanced and the continuing game catches up to the black peg:

  1. replace the black peg with the bimetallic peg while both games share that hole;
  2. put the suspended game’s normal peg in the previous hole as a temporary reminder;
  3. when the continuing game advances again, restore the black peg to the suspended game’s hole and use the continuing game’s peg for the new hole.

C7. Banner and necktie in combiné

C7.1 Banner

The banner marks a petty or grand lurch made in the same holding, without pickup from the first hole of the mark to the mark-ending hole.

Place it immediately after the first hole and before the next dice throw.

If the player misses that moment, the player cannot claim the banner later.

Keep the banner while the player continues without pickup.

If the player picks up after a later hole, remove the banner and give up the higher no-pickup rate.

C7.2 Necktie

The necktie serves both games:

  • in trictrac à écrire, it marks a right to a lurch in arrears;
  • in the honours game, it marks the right to win treble.

Attach the necktie to the peg immediately after the first hole that creates the right.

Keep it until the opponent makes a new hole.

If it remains on the peg through the twelfth hole of the honours game, the honours game is won treble.

If it remains through the final hole of a petty or grand lurch in trictrac à écrire, the lurch pays the with-pickup lurch rate unless the banner was also kept. With the banner, it pays the no-pickup rate.

C7.3 Necktie with bimetallic peg

The necktie can sit on any of the four pegs.

Use these operating rules:

  • If a player with no holes takes a first hole second while the opponent has the bimetallic peg, attach the necktie to the bimetallic peg. It counts for both games.
  • If a player begins a new à écrire mark while also already having honours holes, and the opponent makes the first hole of the new mark, the opponent may take the bimetallic peg with the necktie. The necktie may count only for the honours game if the à écrire lurch is in advance rather than arrears.
  • If the opponent later makes a hole that interrupts the necktie’s honours treble, remove the necktie for that purpose. The new player may immediately take the necktie for à écrire if that player is now aiming at a lurch in arrears.
  • Two neckties may be in use at the same time if one game is suspended while the other continues.
  • The same player may need two neckties if rights in the two games separate during suspension.

Because of these cases, combiné uses five neckties.

C8. Equipment layout for combiné

Have ready:

  • four pegs for each player;
  • one banner;
  • five neckties;
  • 40 jetons;
  • one fish box for trictrac à écrire;
  • two fish boxes of different colours for the honours game;
  • a basket or cup for the pool.

Convenient layout:

  • keep the four pegs in side-rail holes on the talon side;
  • keep the banner on the opposite rail so it is visible;
  • keep jetons and honours boxes on the talon side;
  • keep the à écrire box and pool basket on the rest-corner side.

C9. The honours pool

The pool (poule) belongs only to the honours game.

C9.1 Starting the pool

At the start, each player puts two stake fish into the basket.

C9.2 Paying into the pool

Whenever an honours game is lost, it is paid according to its result:

  • single;
  • double;
  • treble;
  • quadruple.

The loser pays that amount both:

  1. to the winner; and
  2. into the basket.

C9.3 Drawing the pool

A player draws the pool by winning two honours games in a row.

After a player wins an honours game, place a contract marker of that player’s fish colour in front of the basket.

  • If the same player wins the next honours game, that player takes the pool.
  • If the opponent wins the next honours game, remove the first marker and place the opponent’s marker by the basket.

The pool grows until someone wins two consecutive honours games.

When the pool is drawn, begin a new pool with renewed stakes unless the last-mark rule prevents it.

C9.4 Last-mark rule

Because the honours game must end with the trictrac à écrire match, do not begin a new pool during the last mark.

If a pool begun earlier ends during the last mark, and the winner of the last honours game was not already marked at the pool, the players have equal rights to it:

  • divide the pool;
  • if the number of fish is odd, the winner of the last honours game takes the larger half.

If the pool had only just begun, it belongs to the winner of that opening honours game and contains only the simple stake.

C10. Recording an adjourned combiné match

Record at least:

CategoryRecord
Trictrac à écriremarks played, lost marks / paris, fish, jetons, active peg, lurch markers
Honours gamecurrent honours holes, fish paid or owed, contract marker, pool rights
Poolfish in basket, player marked at the pool
Boardall men, point tokens, bredouille token, banner, neckties, whose turn
Suspensionblack peg location and which game is suspended

Part III — Multi-player trictrac

Trictrac is normally played by two active players. Multi-player forms rotate players through the active seats. The rules below make the rotation and money/pool logic executable.


D. Multi-player jeu de curé

Multi-player jeu de curé is played with a pool (poule). There are two distinct pool games:

  1. filling the pool (engraisser la poule);
  2. draining the pool (plumer la poule).

They are separate games with different incentives.


D1. Filling the pool

D1.1 Players and ante

Any number of players may participate.

Before play:

  1. agree on an ante;
  2. each player antes into the pool;
  3. draw lots for order of play.

D1.2 Match length

Each active match is played to six holes, not twelve.

D1.3 Rotation

Let the first player in line be the current seat-holder or champion.

The second player in line challenges the champion.

After each six-hole match:

  • if the champion wins, the defeated challenger antes again and goes to the tail of the line;
  • if the challenger wins, the challenger becomes the new champion, and the defeated former champion antes again and goes to the tail of the line.

The champion then faces the next player in line.

D1.4 Winning the tournament

A player who defeats all other opponents in succession wins the tournament and takes the pool.

Because a defeated player antes again, the pool can grow without fixed limit.

D1.5 Practical note

Being last in the initial line is financially favourable, because it minimises the number of times a player may have to ante before having a chance to win the pool.


D2. Draining the pool

D2.1 Players and starting pool

Before play:

  1. draw lots for order;
  2. agree on the total pool amount;
  3. each player contributes an equal share;
  4. decide whether grand lurch is in effect.

D2.2 Payout unit

In the draining game, winnings are per hole.

Each net hole is worth 5% of the original pool.

D2.3 Match length

A match must be at least six holes, but can be longer.

A player may hold for twelve, twenty, thirty, or more holes if the position remains favourable.

D2.4 Calculating a match payout

When an active match ends:

  1. count the winner’s holes;
  2. if grand lurch is in effect and the winner’s holes qualify, count them double;
  3. subtract the loser’s holes;
  4. multiply the result by 5% of the original pool;
  5. pay that amount from the pool to the winner;
  6. if the pool has less remaining than the calculated amount, pay only what remains.

The game ends when the pool is empty.

D2.5 Rotation

The first two players in the order play the first match.

After a match:

  • the winner leaves the active seat and waits for the rotation to return;
  • the loser stays at the board and plays the next player in the order.

Continue cycling through the order until the pool is drained.

This creates a financial advantage for the first player in line, because if money remains after complete rounds, earlier players have a better chance at the remainder.

D2.6 Example

Order: Bob, Charlie, Alice, Daniel.

Bob plays Charlie. Bob wins 10 holes; Charlie has 4.

Without grand lurch:

  • Bob wins 10 − 4 = 6 net holes;
  • 6 × 5% = 30% of the original pool.

If Bob’s 10 holes qualify for grand lurch and grand lurch is doubled:

  • Bob’s 10 holes count as 20;
  • 20 − 4 = 16 net holes;
  • 16 × 5% = 80% of the original pool.

Next matches proceed with the loser staying in:

  • Charlie vs Alice;
  • then that loser vs Daniel;
  • then that loser vs Bob;
  • and so on until the pool is empty.

E. Multi-player trictrac à écrire

With three players, trictrac à écrire may be played as:

  1. chouette;
  2. round robin (à la ronde).

With four players, play two against two.


E1. Three-player chouette

E1.1 Sides

One player is the chouette and plays against the other two.

The other two players are partners:

  • they share one bank;
  • they play together against the chouette;
  • they alternate turns sitting at the board.

E1.2 Mark order

The partners alternate two marks in a row against the chouette.

The chouette plays every mark.

In a 12-mark match, each partner picks up the men three times.

The chouette has the die on all odd-numbered marks.

E1.3 Banking

The two partners share profits and losses against the chouette according to their partnership agreement. The game itself treats the partnership as one side.


E2. Three-player round robin — à la ronde

E2.1 Basic pattern

All three players have separate interests.

The pairings cycle:

  1. Alice vs Bob;
  2. Bob vs Charlie;
  3. Charlie vs Alice;
  4. repeat.

E2.2 Match length

A round-robin match must have a number of marks divisible by 3.

Common lengths:

  • 9 marks;
  • 12 marks.

Each player plays two-thirds of the marks:

  • in a 9-mark match, each player plays 6 marks;
  • in a 12-mark match, each player plays 8 marks.

E2.3 Complete

In three-player round robin, complete is one-third of the total marks, not one-half.

Example: in a 12-mark match, complete is 4 marks.

If all three players are marked equally, no paris and no queue of paris are paid.

E2.4 Starting players

Each player rolls one die.

  • The two highest dice determine the first active players.
  • Between those two, the higher die has the first move.
  • The remaining player is idle for the first mark.

Example: Alice rolls 5, Bob 3, Charlie 2. Alice and Bob begin; Alice has the first move.

E2.5 Rotation after each mark

After each mark:

  • the player who was marked stays in;
  • the idle player comes in;
  • the player who marked the opponent sits out;
  • the player who stays in always has the first turn.

The player who marked the first mark, and therefore left the game, finishes the match with the player who did not play the first mark.

E2.6 Advice by the idle player

The idle player may advise against whichever active player is less marked.

In practical terms, the idle player’s table interest is to prevent the best-positioned active player from improving further.

E2.7 Consolation to the idle player

At each mark, the loser pays the consolation, in all its proportions, to both:

  1. the player who marked them; and
  2. the idle third player.

The hole difference itself is paid to the player who won the mark.

E2.8 Paris in three-player round robin

Let:

  • N = total marks in the match;
  • C = N / 3 = complete;
  • Lᵢ = number of marks lost by player i.

Each player’s net pari position is:

Pᵢ = 2 × (Lᵢ − C)

  • If Pᵢ is positive, that player loses that many paris.
  • If Pᵢ is negative, that player wins that many paris.
  • If Pᵢ is zero, that player is neutral on paris.

Each pari is worth 4 jetons.

Settle positive pari totals to negative pari totals.

E2.9 Queue of paris in three-player round robin

If paris are unequal, a 20-jeton queue of paris is also paid.

Use these cases:

  • One loser, two winners: the loser pays 10 jetons to each winner.
  • Two losers, one winner: each loser pays 10 jetons to the winner.
  • One loser, one winner, one neutral: the loser pays the full 20 jetons to the winner.
  • All equal: no queue of paris.

E2.10 Paris examples

One player neutral

In a 12-mark match:

PlayerLost marksPari position
Alice2wins 4 paris
Bob4neutral
Charlie6loses 4 paris

Charlie pays Alice:

  • 4 paris × 4 = 16 jetons;
  • +20 queue of paris;
  • total 36 jetons.

Two players lose the paris

In a 12-mark match:

PlayerLost marksPari position
Alice1wins 6 paris
Bob5loses 2 paris
Charlie6loses 4 paris

Bob pays Alice:

  • 2 paris × 4 = 8;
  • +10 queue share;
  • total 18.

Charlie pays Alice:

  • 4 paris × 4 = 16;
  • +10 queue share;
  • total 26.

Alice receives 44 total.

One player loses the paris

In a 12-mark match:

PlayerLost marksPari position
Alice8loses 8 paris
Bob1wins 6 paris
Charlie3wins 2 paris

Alice pays Bob:

  • 6 paris × 4 = 24;
  • +10 queue share;
  • total 34.

Alice pays Charlie:

  • 2 paris × 4 = 8;
  • +10 queue share;
  • total 18.

Alice loses 52 total.

E2.11 Equipment and banking for three players

For three players, two stakes of 20 jetons and two boxes of different colours are sufficient.

The two players in the first mark take jeton stakes.

The third player begins without a jeton stake and uses a box, drawing fish if they lose.

During the match, boxes pass from player to player as in the two-player game.

If the player without a jeton stake ends with jetons, those jetons are winnings or reduce that player’s loss.

E2.12 Adjournment record

When postponing a three-player à écrire match, record:

  • who has no current jeton stake;
  • each player’s paris;
  • each player’s jetons;
  • each player’s fish;
  • debts from one player to another;
  • who continues with whom;
  • full board state, pegs, tokens, banner, neckties, and turn.

Example format:

Alice without stake in jetons. 4 paris, 5 jetons.
Bob from Alice: 1 pari, 21 jetons, 8 fish
    from Charlie: 2 fish
Charlie 4 paris, 5 jetons
Charlie continues with Bob

E3. Four-player trictrac à écrire

With four players, play two against two.

Each partnership counts as one player for scoring. Use the two-player trictrac à écrire rules between the two partnerships.

E3.1 Starting players

Each player rolls. The two highest dice determine the first active players.

E3.2 Rotation

The marked player stays in and plays the second opponent.

Example:

Team A: Alice and Bob
Team B: Charlie and Daniel

Alice begins with Charlie.
Alice is marked and continues with Daniel.
Daniel plays with Bob.
Bob plays with Charlie.
Charlie plays with Alice.
Alice plays with Daniel.
...and so on.

The player who marked the first mark and therefore sat out must finish the match with the player who did not play the first mark.

This rotation follows the same spirit as four-handed piquet.


F. Multi-player trictrac combiné

Trictrac combiné may be played:

  • head to head;
  • two against two;
  • two against the chouette.

It cannot be played round-robin (à tourner).

F1. Partners and chouette

With partners or chouette, players pick up from the game in the same order as in trictrac à écrire.

Completed trictrac à écrire marks decide who leaves the board.

The honours game does not decide who leaves the board.

A player entering for a partner inherits any honours game already in progress, including:

  • honours hole count;
  • treble or double prospects;
  • pool marker state;
  • suspended-game state;
  • banner and necktie obligations.

F2. Practical table rule

When an à écrire mark ends, first complete all settlement and rotation caused by that mark. Then carry the honours-game state forward to the incoming player.

Do not reset or simplify the honours game merely because a new player has entered.


Part IV — Play aids

G1. One-turn scoring checklist

On every roll, ask in this order:

  1. Is the roll valid?
  2. Is this a rare jan at the start of a holding?
  3. Can the roller fill a quadrant? If yes, the roller must fill and score it.
  4. Is the roller preserving a filled quadrant? If yes, score preservation.
  5. Does the roller truly hit any opposing blots? Count all ways and score them.
  6. Does the roller hit the opponent’s corner? Score it.
  7. Does the roller bear off all men first? Score it.
  8. Does the roller reach 12 points and score one or more holes?
  9. If so, does point-level bredouille make the hole double?
  10. Does the rule set now allow or require hold, go, mark, continue, concede, refait, or suspension?
  11. If play continues, make the legal move, using both dice if possible.
  12. Did the roller falsely hit? If so, the opponent scores, unless the roller went and ended the holding first.
  13. Was any die unplayable? If so, the opponent scores 2 points per unplayable die.
  14. Did anyone commit a school or foul?

G2. Required announcements

A clear table procedure is:

  1. announce the dice;
  2. announce the roller’s points;
  3. announce holes and carryover, if any;
  4. announce bredouille if applicable;
  5. announce hold, go, mark, continue, refait, concession, or suspension if applicable;
  6. move the men;
  7. allow the opponent to announce false-hit, impotence, school, or other points.

G3. Minimum state to record before any break

For any unfinished game, record:

  • rule set being played;
  • active players and seating/rotation;
  • whose turn it is;
  • dice method and next leader if between holdings;
  • full board position;
  • current point-token positions;
  • bredouille-token position;
  • hole peg positions;
  • banner and necktie positions;
  • whether any fill is currently made and must be preserved;
  • whether aftergame restrictions are active;
  • for à écrire: mark number, lost marks, jetons, fish, paris, do-overs;
  • for combiné: gold/silver/bimetallic/black peg states, suspended game, honours pool, contract marker;
  • for multi-player: order, idle player, partnerships, and next matchup.

G4. Common mistakes to watch for

  • Playing doubles as four moves. They are not.
  • Landing on an opposing blot. Opposing men block landing; hits are virtual.
  • Forgetting that the roller scores true hits before the opponent scores false hits.
  • Forgetting that a player who goes can prevent the opponent from scoring false-hit points from that throw.
  • Taking the rest corner by force when it could be taken by effect.
  • Placing a single man on a rest corner.
  • Failing to fill when able.
  • Breaking a filled quadrant when it could have been preserved.
  • Entering the aftergame before the opponent’s filling chances allow it.
  • In à écrire, trying to mark on a hole made on the opponent’s throw.
  • In combiné, moving one peg when the two games have separated.
  • In multiplayer, rotating by the honours game instead of the completed à écrire mark.

G5. Compact glossary

TermMeaning
à écrirewritten-mark scoring system
battreto hit virtually
battue à fauxfalse hit; opponent scores
battue à vraitrue hit; roller scores
bredouillelurch; also the token marking a point-level lurch chance
casefull point or made point
coin de reposrest corner, point 11
cravatenecktie marker fitted around a peg
dé impuissantunplayable die
écoleschool; scoring error penalty
étendard / pavillonbanner / flag marker
fausse casefoul; illegal movement
fichetscoring peg
fichefish-shaped high-value counter
janscoring feat or condition
jan de retourfinal adverse quadrant, where bearing off begins
jeu de curétwelve-hole trictrac
jeu de retouraftergame
jetonround counter; also sometimes a point token by context
marquémark in trictrac à écrire; also a recorded lost mark
partieevent of scoring one or more holes; context-dependent “game”
petit jantalon-side home quadrant
pleinfilled quadrant
poulepool
refaitdo-over after equality from six holes or beyond
relevéholding or reset/pickup period
s’en allerto go; end the holding
tenir / resterto hold or stay
trouhole; 12 points