Hanna Shunnarah GAM 206 November 12, 2016 Backgammon Research paper When it comes to creation it seems, the name of the game is iteration. All things become great over time, being sculpted and shaped meticulously by their craftsman. Same goes for games, most great games of the past century or so, have lineage in significant games of the past. Backgammon does not seem to be the exception to this rule. When it comes to the royal family, few games have a more prominent lineage of games that they derive from. It took some time for Backgammon to be understood as it is today. Before certain discoveries, most experts would infer a missing link existed between Backgammon and its Roman ancestor, Tables. Centuries before any of those games existed, games like Senet and Ur were created. They are what experts believe to be the original start point for Backgammon. This is unique in the world of ancient games. Few games have the pleasure of knowing their origin. Far fewer games can look back so easily at their family tree, and make the distinctions that Backgammon can. Its unique nature is exemplified by the very people that played it, and the societal effects it had. From pharaohs of Egypt, to Emperors of the Roman empire, and Kings of the modern Era, Backgammon in one way or another has seen the likes of many grace its board. To properly depict Backgammon, its origins must first be explained. A rich part of Backgammon’s history remains in the small iterative steps that can be traced back to other games. The first of which is Senet, often referred to as the game of the Pharaohs (Law 1). Senet was creating in the same era and country as the Pharaohs, Egypt (Milmore 1). Board games were one of Egypt’s few pastimes, with Senet being the most popular among them (Soubeyrand 1). The goal of Senet was to get all of your pieces off the board. It was played with two people that had seven pieces each taking up the first 14 squares, set up in an interlaced fashion (Soubeyrand 1). While games of the current century use two dice to decide random factors of the game, Senet used four pieces of wood. The wood pieces two sides made distinct by marked or natural wood color (Soubeyrand 1). All four are tossed at once, and the player is awarded the same amount of spaces as there is non-marked sides up. If all four marked sides were up, then the player was awarded 5 moves. Both players would progress till they reached the twentysixth square. From twenty-six to thirty are specially marked squares that require a certain roll of the sticks to progress (Soubeyrand 1). If the player runs out of available moves and is forced to move a piece already on one of the special squares with an inadequate roll then the pawn is punished, and sent back to the fifteenth square (Soubeyrand 1). Some squares have different rules which allow for some leeway before being sent to the fifteenth square. Possibly the most interesting fact of Senet is that a rule book was never found, and its rules were reconstructed thousands of years later by experts and scientists. This has allowed for multiple interpretations of the rules. The two most prominent are Kendall’s rules and Bell’s rules (Soubeyrand 1). The only deviation between the rule sets is that Bell’s rules calls for more pawns up to ten, and The sticks are painted and curved on one side. Both rules see the special squares in a similar fashion, and relieve confusion in that sense. From Senet the Royal Game of Ur is entered in into Backgammons blood line. One example of iteration pertaining to Backgammon seen in the changes made between Senet and Ur was the addition of a competitive nature. When playing Senet, the player gets the impression they have less influence on the movement of the other player’s pawns than one has in Ur. Ur is played on an oddly shaped board, but has a very simple goal, get all of your pieces off the end of the board before your opponent does. The player tosses rocks with notches on one side to determine how many spaces to move (Master Games 1). Zero notches up result in zero spaces progressed, and the turn is handed to the opponent. How ever many notches are facing up at the end of the toss is the resulting number of spaces a player can move. Each player has four squares on their side of the board that can not be entered by the opponent. The fifth square is the beginning of a common channel. In the common area, landing on a square that is occupied by your opponent will force your opponent’s piece off the board and back to the beginning. Through out the board there are safe spaces that are signified by a rosette (Master Games 1). If a player lands on a safe space, they can role again. As long as they stay in the safe square they can not be sent back to the beginning, and the opponent can not land on the square. I personally feel a stronger correlation exists between Ur and Backgammon. But if Backgammon came from anywhere in the sense its known today, that distinction is given to the Romans, and their version of the game often referred to as Tables. Table’s real name is "Duodecum Scripta et Tabulae", and is the game credited with giving Backgammon its board. The symbolic twenty-four spear board was developed during the high time of the Roman empire. In fact, most of what we know of about Tables comes from records kept by Emperor Zeno from as early as 480 C.E (Bray 1). Though there would be several other emperors to play Tables, as history has it, “Emperor Claudius was a Keen player” (Bray 1). But none more than Emperor Nero, who was famous for his gambling sweet tooth. Some records document Nero staking the modern equivalent of 10,000 on games of tables (Bray 1). If history did not preserve the kind of Emperor, Nero was, then Chris Bray put it best, “History does not record what happened to his opponents if they lost!” (Bray 1). In terms of game play, Tables is a few rules away from Backgammon as we know it today. Both player start off the board, and the goal is to get all fifteen checker off the other side in a counter clockwise fashion (Tabula 1). Instead of two dice like in backgammon, players have three dice (Tabula 1). The player is allowed to move three checkers to the corresponding positions that were rolled. If that position is occupied by more than one checker from the opponent, then your checker can not be moved to that point (Tabula 1). If an opposing player lands on a point that is occupied by a single checker that checker is removed form the board and put in the middle (Tabula 1). If you start a turn with a checker in the middle the first thing that must be done, is return it to the board. The player uses one of their roles, and places the checker on the corresponding point. What perplexed experts for so long was the gap between Tables and Backgammon. It seemed a part of the family tree had gone missing. The missing link was found in the Middle Eastern variant of Backgammon called Nard. Nard had several variants one belonging closely to the Backgammon family and one that had familiarity with chess (Narde 1). The one with the most concern here is the variant of Nard that bridges the gap between tables and Backgammon’s modern interpretation. Nard establishes the flow that Tables was missing. Instead of having a common starting point like in Tables, in Nard each player starts diagonal of each other. White in the top right, and red in the bottom left, both player rotating counter clockwise (Narde 1). This allowed for an implementation of strategy that Tables could not have. Everyone started at the same spot in Tables making it more of a race than a battle. The goal remains the same as with its ancestor, bare all chips off the board at the designated end points (Narde 1). Furthermore, Nard retains Tables’ board, and the twenty-four points. Which allow for a more fluent lineage in the eyes of experts. In Nard, blocking strategy to slow down your opponent could be implemented, which increases the skill gap. A good player now has to interpret the current board, and make decisions based on how they may believe the future may play out. This element is missing in Tables, where there is a significant amount more emphasis on luck of the draw. When everyone has the same starting point neither person starts out in a defensive position. In my experience games with high skill gaps, and hidden strategic layers that are not easily revealed to the novice players are games built with longevity. The proof to my observation is in the linage of the games we are discussing. Few concepts can claim to have a starting point several millennia ago, let alone a game. Which speaks volume about human nature, and willingness for competition in all facets of life. The most information about gaming and the human condition, can be pulled from the modern interpretations of these great games. Backgammon is the result of thousands of years of refining. It proves the worth of evolution over revolution. It knows where its come from, and pays homage every step of the way. It embodies the mind of its creators. Its ancestors tell a story of the people it entertained. Senet emphasized the after life, making it the one true goal of all its players. Presenting obstacles along the way as life would. Nothing had more importance than the afterlife for ancient Egyptians. All their great accomplishments were in the name of prosperity in another dimension, and Senet allowed its players to peer behind that vail. Ur established the want for conquest, and foreshadows the great empires that would rise and fall long after its inception. It embodies the true nature of competition. Everyone starts somewhere different in real competition like in Ur. Though, everyone meets in a similar path, and it a tooth and nail fight, digging in for every inch. Scraping for any advantage over your opponent, and sending them back to square one when they slip. Sometimes you land in a safe zone, but complacency is the enemy of competition, and slowing down, or missing your opportunity in Ur like in other forms of competition can lead to a loss. In the few times I played Ur what stood out to me was how prevalent the ability to come back and beat your opponent was. Most of the games that precede Ur are mathematical, and when the numbers end up against you, a comeback is far and few between. Tables almost comically represent the Roman Empire. Some sources state that the rules in Tables were dependent on your social status (Bray 1). How convenient that rules like that exist, and Emperors were known players of Tables. Additionally, its hard to ignore that Tables is in the minority when it comes to game flow, having everyone start in the same position off the board, and only allowing one road to travel down. I guess all road do lead to Rome. Then again where there is smoke there is fire, of course the greatest empire the ancient world ever knew had a game like Tables. If you are not first, you are last when it comes to Tables. I believe this strongly because the sense of strategy is not introduced until Nard. This makes Tables heavily dependent on the luck of the dice. There are few things the Middle East has contributed to western culture, but mathematics is one of them. The influence of strategy and calculated probability is sprinkled all over Nard. The missing link between Tables and Backgammon was the part of the family tree that established strategy, and proper competitive game flow back into the game board. Nard was a significant iteration for Backgammon. Surely, it would not be as it is today without this integral step. True games strip away all bias, and challenge skill sets one on one. When two competitors go head to head only their skills should win them the match. The oddly proportioned rules of tables needed to thrown out the door, and a new name need to be found. Once bias was out the door Backgammon could obtain its true form. But the name Backgammon would not be found in text until the middle of the Seventeenth century (Bray 1). Most experts are not sure of the origin of the name, but there is a general consensus that it comes form Middle English. Chris Bray breaks the name down into two parts consisting of “The Middle English baec = back and gamen = game” (Bray 1). Once the name was established it took its penultimate form. Backgammon checkers start out properly distributed along the board. So that each player can start their offensive maneuvers, or maintain the defensive structures they are given from the outset of the match (247games 1). The board is directly inherited from the great games in Backgammons illustrious family tree (Backgammon Rules 1). The twenty-four points have thirty chips set up in mirror fashion across all four sectors of the board. Each player has fifteen chips, with seven on right side and eight on the left side. The checkers are slit on the top and bottom half of either side, taking a five and two or five and three distributions (247games 1). The opponents chip amount mirrors the players chip in each respective position on the other side of the board. Unlike in Tables there are only two dice (Backgammon Rules 1). In similar fashion to Tables, what ever the player roles with the two dice, are respectively the position the player is able to move their checkers to. The first turn is decided by a single role and who ever comes up with the higher number is first up (Backgammon Rules 1). If the player land on a spot occupied by the opponent, and they only have one chip, the player takes that point, and the opponents chip is moved to the middle of the board (Backgammon Rules 1). If a player starts his round, and one of his chips is in the middle of the board they must use they first move after their role on that chip. If there are no available positions in respect to the roles, then that player’s turn is over. These intricacies allow for strategy not found in the other games in the same sense. Smart players can set up traps, and position their chips in a way to take away moves. After dedicating some time to Backgammon, the importance of the rules it uses now are apparent. Anyone of the new rules, and set up of the boards can be located in the lineage of Backgammon, but not all together. Together they create coherence, and this allows for a novel experience every time. From my experience if a game can remain as novel to a master as it is a novice it will withstand the test of time. Though few things in this world will remain unchanged despite perceived competitive perfection. In the twenties, gambling on sport or games was a fad that would define a national hobby. From illegal backdoor pubs to conglomerate held casinos. Backgammon was touched by gambling’s dark hand. Experts do not know who implemented doubling, but it was added around the second or third decade of the twentieth century (Bray 1). Starting out as a dial, doubling was something that allowed the players to increase the stakes if they believe they were winning (Bray 1). Both player would have to agree, refusing to agree would cause a forfeit, but the player only has to pay the value of one stake. If the opposing player accepts the double, he receives a cube depicting what the current stakes are. Additionally, the player that has the doubling cube has the power to raise the stakes if they see fit (Bray 1). In this case the roles would be reversed, and the opposing player would receive the cube. This rule of doubling and redoubling worked wonders to increase the intensity and perceived pace of the game. This new rule also created a multitude of ending that could occur. In Backgammon Galore they explain the different contingencies based on the stakes. Depending on if a double has been agreed to or not, if a player has gotten at least one chip off the board, and loses they have to pay the original stake, or what ever is the current value of the doubling cube (Backgammon Rules 1). On the contrary, if they lose, and did not get at least one chip off the board they lose twice the value of the doubling cube, or double the original stakes (Backgammon Rules 1). This is referred to as being gammoned. The final, and worse contingency is if a player loses, and was not able to get any chips off the board, additionally having a chip on the bar in the middle. That player loses three times the current value of the doubling cube, or three times the original stakes (Backgammon Rules 1). This is referred to as being backgammoned. Considering, Backgammon was a highly competitive game without the advent of doubling, the nature of western culture is revealed in the minute changes that came about in the earlier twentieth century. People loved to risk money, in hopes of making more money. With little consideration for true probability, people based their behavior on luck and gut instinct. When I play Backgammon today it elicits a different feeling in me. I find it quite calculated. I think through my moves like I would in Chess. Trying to consider the consequences, and what moves are denied or allotted to my opponent in each case. It becomes a game of pure strategy, and my ability to out maneuver the situation I am presented with by my opponent. Though there is understandable glory in everything that backgammon is. Through out history it has been different things to different people. Carrying different names, and serving a magnitude of different people. From supposed Gods of Egypt to Gods amongst men in the Roman empire. From the common Middle Eastern folk to common Western folk. Though its name changed, the competitive nature it brought out in people tapped into the human condition. It is part of us, and I believe in one way or another Backgammon would have always been. As long as we existed, one of the games from that royal family tree would still persist among men.
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