32 KiB
LAWS AND RULES OF TRICTRAC
2013 EDITION — SUPPLEMENT TO THE REASONED DICTIONARY OF THE GAME OF TRICTRAC www.trictrac.org by Michel MALFILÂTRE (trictrac.org)
Translator's note: French game terms are preserved in italics on first use. See vocabulary.md for a complete French/English mapping.
There are two types of game in grand trictrac: the ordinary game and the scored game. In both, the main laws and rules are the same; but the goal, scoring, and payments differ.
ARTICLE I: THE ORDINARY GAME
It is played between two players; the goal is to be the first to score 12 holes (trous). One hole equals 12 points.
ARTICLE II: THE SCORED GAME
It can be played by 2, 3, or 4 players in teams or in chouette format. The goal is to win as many tokens as possible by playing an agreed number of rounds (marqués). A round always pits two players against each other. With three or four players, participants rotate at each round in a defined order.
To win a round, a player must score at least 6 holes and then leave (s'en aller) (see Article XV). The maximum number of holes per round is generally unlimited, but players may agree otherwise.
If both players are tied at or above 6 holes when one player leaves, the round is drawn and must be replayed (refait) immediately.
ARTICLE III: EQUIPMENT
The game is played on a board called a trictrac, composed of two tables: the small jan table and the big jan table. The first table contains each player's small jan and the second contains each player's big jan. One player's small jan is also the other player's return jan. Each jan consists of 6 alternately coloured fields (flèches).
The board has 24 triangular fields in total and 30 holes drilled into its rails and bands.
A hole is drilled at the base of each field. These holes hold each player's peg (fichet) to record the holes (games) won. The three holes on each side rail serve to place pegs at the start of the game, along with the flag (pavillon).
In addition to these three pegs (one of which is the flag), the game uses 30 checkers — 15 white and 15 black (or two other contrasting colours) — three tokens (jetons), two dice cups (cornets), and two six-sided dice.
The scored game is also played with tokens used for payments, or with paper and pencil to keep a token account.
ARTICLE IV: STARTING POSITION
At the start of the game, all checkers are stacked into two separate stacks (talons): one of white checkers, one of black. Each stack is placed facing the other on a corner field adjacent to one of the two outer side rails, called the starting rail. This rail may later become the exit rail.
Each player uses the checkers from the stack closest to them. The corner fields against the other outer side rail are the rest corners. The twelfth field of each player — counting the stack as the first — is therefore that player's rest corner, or simply: corner.
Pegs are placed in the 3 holes of the starting rail, with the flag occupying the central hole. Three tokens are placed against this rail between the two stacks.
ARTICLE V: FIRST-MOVE PRIVILEGE
To determine who plays first at the start of a game, each player rolls a die with a dice cup; the player who rolls the higher number generally takes the white checkers and begins, playing both numbers rolled.
An alternative method: one player rolls both dice; the player closest to the higher die plays first, playing both numbers rolled.
In both cases, if the dice show the same value, they must be re-rolled. A game may therefore not begin with a double.
After each new setting (relevé), first-move privilege belongs to the player who first exited all their checkers or who left first (see Articles VIII and XV).
In the scored game with two players, first-move privilege alternates each round. With three or four players, it belongs to the player who remains to face a new opponent.
In case of a replay, the player who had first-move privilege in the drawn round retains it for that replay and any subsequent replays.
ARTICLE VI: ROLLING AND PLAYING THE DICE
Both dice must be rolled together with a dice cup. They are valid when they land flat inside the board, even if resting on a checker or token. If a die is broken, rests on a rail, or lands outside the board, both dice must be re-rolled.
The two numbers may be played with two checkers — each playing one number — or with a single checker playing both numbers successively in a chained move (tout d'une) (for 6 and 1: the 6 advances a checker six fields and the 1 advances another one field; or a single checker moves seven fields total, stopping on the first or sixth field as a resting point before reaching the seventh).
Both numbers must be played if possible. If only one can be played and there is a choice, the higher number must be played.
Any unplayed number is penalised: this is a jan-qui-ne-peut (helpless man), worth 2 helplessness points per unplayed number, credited to the opponent.
Dice must not be picked up before the move is fully played and all points marked (including school penalties).
ARTICLE VII: MOVEMENT OF CHECKERS
Checkers always move in the same direction — opposite to the opponent's — and never backwards.
In the course of a game, checkers travel from the stack to the rest corner (the twelfth field), then back to the opponent's stack on the return.
A checker may only be placed, or made to rest during a chained move, on an empty field or one already occupied by one or more of the player's own checkers. The rest corner is an exception to this rule (see Article IX).
A checker may not be placed on a field occupied by the opponent's checker(s).
ARTICLE VIII: EXITING CHECKERS
When all of a player's checkers are gathered in their last jan (return jan), they are exited from the board using the exit rail privilege, which grants this rail the value of one additional field.
A checker may be exited by an exact exit number that brings it directly to the exit rail, or by an overflow number (nombre excédant) that would carry the farthest checker beyond the rail. Other numbers — failing numbers (nombres défaillants) — must be played within the jan.
A checker may be exited in a chained move. A player may choose not to exit a checker on an exact exit number and instead play another checker within the jan as a failing number, if possible; but an overflow number must always exit a checker.
When exiting, all non-exiting numbers must be played within the jan when possible. It is therefore not permitted to play one number in a way that forces the second to be played only as an overflow. Likewise, if a number cannot be played within the jan due to the presence of opponent checkers, it may not be played as an overflow using a checker closer to the exit rail.
When a player has exited all their checkers, they score 4 points for the last exited checker on a normal roll, or 6 points on a double.
The checkers of both players are then reset and returned to their respective stacks; play continues with no change to the score. By privilege, the player who exited first rolls again and plays (first-move privilege).
Exiting can occur multiple times in a game.
ARTICLE IX: THE REST CORNER
The rest corner may only be taken simultaneously (d'emblée): two checkers must enter it at the same time. Likewise, it may only be vacated simultaneously. It must therefore always be occupied by at least two checkers. It is forbidden to place or leave a single checker on one's own rest corner.
Under any circumstances, it is forbidden to place one or more checkers on the opponent's rest corner.
An empty corner may, however, serve as a resting field for any checker during a chained move.
A player may take their corner naturally, by effect (par effet), or by puissance (par puissance) — the latter when the opponent's corner is empty and the player could take it simultaneously. By privilege, the player takes their own corner instead, as if stepping back one field.
If a player can take their corner both by effect and by puissance, they must take it by effect.
After vacating the corner, it may be retaken under the same conditions.
ARTICLE X: HITTING CHECKERS
This jan de récompense (reward jan) occurs when an opponent's checker is exposed alone on a half-field and the player rolls numbers that could cover it with one or more of their own checkers.
The hit is always fictitious — it exists only as a potential; no checker is actually moved.
A checker may be hit in one, two, or three ways:
- One way: only one of the direct die values, or the combined sum, could cover the checker.
- Two ways: both direct die values could cover it, or one direct value and the combined sum.
- Three ways: both direct values can cover it, and the combined sum can as well.
By its nature, a double allows at most one or two ways to hit:
- One way: one direct value, or the combined sum.
- Two ways: one direct value and the combined sum.
Only one way is counted on a double, even when two checkers on a field could each cover the opponent's checker.
Multiple checkers may be hit in the same move.
For each checker hit and for each way it is hit, this reward jan is worth:
- 2 points on a normal roll, 4 points on a double — if the hit checker is in the big jan table.
- 4 points on a normal roll, 6 points on a double — if the hit checker is in the small jan table or return jan.
Reward jans must be marked by the player who achieves them (under penalty of being "sent to school" — see Article XVI).
To hit a checker using the combined sum, the player must have a resting field (repos): a field where one die can land so that the second can (fictitiously) reach the target checker. This resting field must be either empty, already held by the player's own checkers, or occupied by a single opponent checker — which is then also hit.
A helpless man (jan-qui-ne-peut) occurs when, attempting to hit using the combined sum, no free resting field exists and the player must stop on a full field held by the opponent. The hit is then a false hit (à faux), and the opponent gains as many points as the player would have scored with a true hit.
A checker already hit with a true hit cannot also be hit with a false hit in the same move. However, multiple checkers may be hit simultaneously — some truly, others falsely.
Points for true hits must be marked before those given to the opponent for false hits. The opponent must mark their false-hit points in due time, under penalty of school (see Article XVI).
ARTICLE XI: HITTING THE CORNER
This reward jan occurs when a player holds their own rest corner, the opponent's corner is empty, and the player rolls numbers that would let them take the opponent's corner simultaneously, without unstacking their own corner (i.e., without using the two checkers already holding it).
Since taking the opponent's corner is actually forbidden, the player hits it instead, scoring 4 points on a normal roll and 6 points on a double. This hit can never be false, as it uses two direct die values and never the combined sum.
ARTICLE XII: OPENING JANS
There are three opening jans: the two tables jan, the mezeas jan, and the six tables jan. They can only be achieved at the start of a game, a round, or their respective new settings.
TWO TABLES JAN
At the start of a game, round, or new setting — when only two checkers have been deployed — if the player rolls numbers that would place one checker on their own empty rest corner and one on the opponent's, a two tables jan is scored if the opponent's corner is also empty; otherwise, if the opponent has already taken their corner, a contre two tables is scored instead.
In the first case, hitting both corners is worth 4 points on a normal roll and 6 points on a double, credited to the player. In the second case, the same point value is credited to the opponent as a false hit.
MEZEAS JAN
At the start of a game, round, or new setting — having taken one's corner with only two checkers deployed — if on the very next roll one or two aces (1s) are rolled, a mezeas jan is scored if the opponent's corner is empty; otherwise, a contre mezeas is scored.
In the first case, hitting the corner is worth 4 points per ace and 6 points for a double; in the second case, the same value is credited to the opponent.
SIX TABLES JAN (THREE-ROLL JAN)
At the start of a game, round, or new setting — having placed one checker on four of the first six fields (fields 2–7) during the first two rolls — if on the third roll the player could fill the remaining two fields, they score a six tables jan. This jan is worth 4 points in all cases, as it cannot be achieved with a double.
The player is not obliged to actually fill those two fields; they are free to play the roll however they prefer.
ARTICLE XIII: SMALL JAN, BIG JAN & RETURN JAN
THE FULL JAN (PLEIN)
A jan is full (plein) when a player occupies each of its six fields with at least two of their own checkers.
Each player may fill their small jan, big jan, and return jan.
A full jan may be broken and then refilled. Over the course of a game, a player may fill several different jans successively, or the same jan multiple times.
FILLING
A jan is filled when the player rolls numbers that complete the full jan by bringing in the last checker.
A jan may be filled in one, two, or three ways:
- One way: the last half-field can be covered by one direct die value or by the combined sum in a chained move.
- Two ways: it can be covered by either direct die value, or by one direct value and the combined sum.
- Three ways: it can be covered by either direct value, and also by the combined sum.
Each way of filling is worth 4 points on a normal roll and 6 points on a double.
For a jan to be filled in multiple ways, exactly one checker must be missing — only the last checker brought in actually fills the jan. Therefore, a player fills in only one way when taking the last field simultaneously or covering both last half-fields in the same move.
A double allows at most two ways to fill.
A jan is not effectively filled when, though able to complete it with one die, the player must break it to play the other. When a player "fills in passing" this way, no points are scored and they are not obliged to perform the filling.
The return jan may not be filled by counting either of the two checkers holding the rest corner as a way of filling — doing so would unstack the corner, which is forbidden.
After marking points for filling a jan, the player must actually fill it with one or two checkers, under penalty of false move and school (see Article XVII).
If the jan can be filled in multiple ways, the player fills it with the checker of their choice and is free to play the other die as they wish.
CONSERVING
A full jan is conserved when the player can play both dice without breaking it — that is, without using any of the twelve checkers that compose the full jan.
Conserving a full jan is worth 4 points on a normal roll and 6 points on a double. There can be at most one way to conserve.
A player may use the privilege of conserving by helplessness (par impuissance) when, having a full jan, the position prevents playing one or both numbers. Only the number 6 allows this conservation, as all lower numbers can be played within the jan (even if it means breaking the full jan).
By privilege, the full return jan may be conserved by exiting one, two, or three checkers.
As with filling, when it is possible to play without breaking a full jan, the player must actually conserve it — under penalty of false move and school (see Article XVII).
ARTICLE XIV: FORBIDDEN JANS
It is forbidden to place a checker in the opponent's small jan or big jan as long as the opponent retains the material possibility of filling that jan with the checkers available to them.
This prohibition normally ends once the opponent has moved enough checkers beyond the fields needed to complete the jan, so that those checkers can no longer serve to fill it — making the full jan materially impossible.
Once the opponent can no longer complete the full jan, the player has the right to place one or more of their own checkers there.
However, when playing a chained move, it is always permitted to use the empty fields of the opponent's big jan (including the corner) as a resting field — even if it can still be filled — in order to pass a checker into the return jan, as long as the return jan is not itself forbidden.
ARTICLE XV: SCORING
Points and holes won must always be marked before touching one's checkers to play, or before rolling the dice for the next move if those points come from the opponent's roll (helpless man, contre-jans, schools).
Points are marked with tokens. For 2 points, the token is placed at the tip of the player's second field or between the second and third fields; for 4 points, at the fourth or between the fourth and fifth; for 6 points, at the sixth or against the cross-rail; for 8 points, on the other side of that rail, in the big jan; for 10 points, against the side rail of the big jan or at the tip of the rest corner field. 12 or 0 points are marked against the starting rail between the two stacks, as at the start of the game.
12 points make a hole. If the 12 points of a hole were all scored consecutively from zero — that is, without the opponent having scored any points during that run — the hole is won bredouille and counts as 2 holes. This double-hole advantage applies equally to the first and second player to start marking. The first player to mark uses a single token and can win the hole bredouille as long as the opponent scores nothing. If the opponent then scores, they mark with a double token called the bredouille and continue marking this way as long as the first player scores nothing. If they reach at least 12 points in this fashion, they win the hole bredouille in second. But if the first player scores again beforehand, they remove one of the opponent's two tokens (débredouiller), and neither player can thereafter win the hole bredouille. Once both players each have a single-token mark, the hole will necessarily be won simple by one or the other.
Holes are marked with pegs. Each player advances their peg along the row of holes drilled at the base of the twelve fields in their small and big jans. The first hole is at the base of the stack, the twelfth and last at the base of the rest corner.
Earned holes must be marked before touching the tokens. Any opponent token (bredouille or not) is then reset to zero at the starting rail. The player's own token is also reset if they scored exactly 12 points; otherwise the remainder — points de reste — are marked normally with a token.
If on the same move the opponent is owed points, they mark them afterwards, starting from zero, using one or two tokens depending on whether the player marked any remainder points.
Multiple holes, both single and double, may be won in the same move.
In the scored game, a round may be won simple, double, or quadruple depending on whether the holes were scored consecutively. If the holes were not consecutive, the round is simple. If at least 6 holes were consecutive, the round is won in small bredouille and counts double. If at least 12 holes were consecutive, it is won in big bredouille and counts quadruple.
As with the hole bredouille, this advantage applies equally to the first and second player to score holes. The second player takes the flag and places it at their peg's starting position on the starting rail. If the first player wins new holes, they take the flag back and return it to the central hole. The round is then necessarily won simple.
ARTICLE XVI: STAYING OR LEAVING
When a player wins one or more holes through their own dice roll, they may choose to stay (tenir) or use the privilege of leaving (s'en aller). If the winning points come from the opponent's roll (helpless man, schools), the player must stay.
Staying: after marking the hole(s), the player resets the opponent's token if necessary, marks any remainder points, and continues playing normally. The opponent then marks any points they may have earned from this move (see Article XV).
Leaving: after marking the hole(s), the player verbally announces their intention to leave, as the opponent may object in case of a fault or school. Once the opponent has verbally agreed or begun breaking their position, all tokens are reset to zero and all checkers of both players are returned to their stacks. Only the holes won remain. No remainder points may be marked and the opponent cannot mark points or holes for this move. Play resumes from the start; by privilege, the player who left has first-move privilege for this new setting — they roll and play.
In the scored game, once a player has scored at least 6 holes, if either player leaves, the round ends. The winner is whoever has the most holes. In case of a tie, the round is drawn and replayed.
ARTICLE XVII: FAULTS AND SCHOOLS
There are three types of fault in this game:
1. Simple faults — of little harm to the opponent; some can be corrected normally (e.g., playing out of turn, rolling outside the board, accidentally disturbing the position, forgetting to mark a school). No penalty is incurred for these faults.
2. False move faults (fausse case) — potentially harmful; occur when a checker is not played to the correct field given the numbers rolled, or when a rule of play is violated (laws regarding the rest corner, forbidden jans, filling, and conserving). A false move may give rise to a school when points have been marked for a jan that is not then actually performed — as the rules require (e.g., marking for filling or conserving but not doing so). In addition to the rule "checker touched, checker abandoned, checker played" (unless the player said "j'adoube"), the player must accept the opponent's decision regarding rectification of the fault.
The opponent must point out the fault(s) before rolling for their own move; they may rectify the fault in their own interest, while respecting the rules, or leave the position unchanged. If a corner was taken by puissance when it could have been taken by effect, the opponent may prevent the player from taking it on that move if the fault is recognised and an alternative play exists. If a half-field was falsely covered, the opponent may also prevent the covering.
3. Marking faults — always harmful; occur when points or holes are forgotten, over-marked, or marked incorrectly. The opponent may penalise the player by "sending them to school." A school is committed once dice have been rolled or checkers touched, or once a token marker has been advanced too far and released. In some cases the school is committed as soon as an intentional declaration is made (leaving, school, invitation to play).
A school is worth to the opponent exactly as many points as were missed or over-marked in a move. Moreover, in case of over-marking, the opponent corrects the mark by removing the excess points. When marking school points, or just after, the opponent must announce it by saying: "School!" or "N points of school."
No one is obliged to mark a school — there is no "school of school." But if it is marked, it must be marked in full, or the opponent may request rectification. The opponent may also force the faulty player to correct their mark without marking the school.
A false school occurs when a player marks an incorrect school or a school that does not exist. This is itself a school that the opponent may mark in their favour.
A school escalation occurs when a player who committed a school has had it marked by their opponent, believes the opponent erred, removes that school and marks it in their own favour as a false school — but the opponent, maintaining the school was valid, removes the player's mark, restores the first school, and adds further points for this second school. The dispute could continue indefinitely unless the players reach a frank resolution.
At any time a player may ask their opponent to explain the points they are marking or removing. The opponent must explain.
No school of holes is incurred for marking a hole won bredouille as a simple hole. But a school of points is incurred for holes forgotten due to points earned, or for holes over-marked for points not earned.
School points are marked last.
ARTICLE XVIII: SEQUENCE OF PLAY
For a move to be regular, each player must act in the following order:
As soon as the opponent's move ends:
- If applicable, mark the opponent's helpless man penalties or contre-jans.
- If applicable and desired, mark the opponent's schools and announce: "School!"; rectify any false moves and marking errors.
Then:
- Roll the dice for one's own move. If applicable, the opponent then marks any schools committed in steps 1 and 2. Resolve false schools and school escalations.
- If applicable, mark points for opening jans, reward jans (checker hits and corner hits), filled or conserved jans, or exit points.
- If applicable, decide to stay or leave:
- Stay: reset tokens and mark any remainder points.
- Leave: announce it, then break the position after the opponent's agreement. Reset all checkers, reset all tokens, and roll again to play (unless the game or round is over).
- In case of exit: reset checkers, do not reset either player's tokens, and roll again to play.
- Play both numbers rolled if possible.
The opponent then plays following the same sequence.
- If applicable, mark any schools the opponent committed in their steps 1 and 2, as soon as they have rolled the dice, or interrupt the roll to rectify the marking.
Failure to respect this sequence is a fault and may be penalised by the opponent.
ARTICLE XIX: THE SCORED GAME
THREE- AND FOUR-PLAYER GAME
The number of rounds chosen for the game must be a multiple of the number of players, so that each player faces every opponent the same number of times.
With three players, the first round pairing is drawn by lot. The player who draws the highest number begins with white checkers and plays the two numbers rolled.
For the second round, the winner is replaced by the third player, but first-move privilege belongs to the player who stayed at the table.
For the following round, the third player remains but the others alternate.
Each player thus plays two rounds in a row against different opponents. Only the winner of the first round plays just once — at the very beginning and at the very end of the game.
In case of a replay, the same players remain and the player who had first-move privilege in the drawn round retains it.
With four players, the game is played in teams of two. Teammates share wins and losses.
Play proceeds as in the three-player game: each player plays two rounds in a row — one against each opponent — then gives way to their partner. Likewise, only the winner of the first round plays just once, at the start and end of the game.
Players not currently in a round may advise those at the table (opponents in three-player, teammates in four-player) according to their interest; but they are forbidden to touch any game component.
PAYMENTS
Each round is paid to the winner in as many tokens as holes scored, minus those of the loser. The loser also pays a consolation of two additional tokens to the winner, and to the other player in the three-player game.
If the round is won in small bredouille, each hole won by the winner is paid double (2 tokens) and the consolation is also doubled (4 tokens).
If the round is won in big bredouille, each hole is paid quadruple (4 tokens) and the consolation is quadrupled (8 tokens).
Each hole won by the loser is deducted from the total and is always worth only one token.
In case of a replay, the consolation price doubles the previous drawn round's price, doubling again at each successive replay.
In the three-player game, the loser must additionally always pay the consolation to the non-playing player, whatever the consolation price.
Moreover, after each defeat, the loser sets aside one token (sometimes two) to track the number of losses and allow later settlement of bets.
All these tokens form a queue that is paid at the end of the game to the player who won the most tokens in rounds. In case of a tie, the queue is split equally among the winning players.
The queue is not mandatory when scoring is kept in writing, but may be counted by convention.
Each player then settles their outstanding bets equitably with each opponent.
A bet (pari) is any round exceeding each player's contingent. The contingent is the average number of rounds played between two opponents.
Thus, if two players play eight rounds, each player's contingent is four, and any round won or lost beyond four is a bet won or lost. This gain or loss is doubled since a bet won by one player is also a bet lost by the other.
The first double bet is called the postillon and is paid 28 tokens (including 20 from the queue); each subsequent bet costs 8 tokens. This payment is made between each pair of players. With three players, it is possible to win or lose two postillons among other bets, one per opponent.
Finally, the definitive settlement converts each player's winnings into chips (or another equivalent whose value was established beforehand — for example, one chip = 5 tokens).
ARTICLE XX: END OF GAME
THE ORDINARY GAME
The ordinary game — also called the "tour" of trictrac — ends when a player wins their twelfth and final hole. This hole may be won through the player's own dice roll or the opponent's (helpless man, schools); the player need not leave to end the game.
By prior convention, the game may be won simple or double. It is won double — in big bredouille — when a player scores all twelve holes consecutively. The second player to mark may also achieve this by taking the flag and keeping it until they score twelve holes without the first player scoring again and taking back the flag. If neither player scores twelve holes consecutively, the game is won simple.
Another convention allows the game to be won quadruple if the winner was the only player to score. The second player to mark may win triple by achieving big bredouille as described above. The game is won double if both players' bredouilles are cancelled and the loser failed to score at least six holes; otherwise it is won simple.
Settlement is then made according to the stakes established before the game.
The game ends when the loser has paid their debt to the winner.
THE SCORED GAME
As stated in Article II, the scored game consists of an agreed number of rounds. When those rounds have been played — including any replays — settlement takes place by performing the count and payments as described in Article XIX.
The game ends when all debts have been settled.
APPENDIX: SCORING TABLE
This table summarises the point value of all scoring events: jans and figures of the game.
"J" = the player (who rolled the dice); "A" = the opponent (adversaire): they indicate who benefits. Numbers indicate points scored.
| SCORING EVENT | Beneficiary | Per occurrence | Normal roll | Double |
|---|---|---|---|---|
| Six tables jan (three-roll jan) | J | — | 4 | — |
| Two tables jan | J | — | 4 | 6 |
| Contre two tables | A | — | 4 | 6 |
| Mezeas jan | J | — | 4 | 6 |
| Contre mezeas | A | — | 4 | 6 |
| Small jan filled | J | Per way | 4 | 6 |
| Small jan conserved | J | — | 4 | 6 |
| Big jan filled | J | Per way | 4 | 6 |
| Big jan conserved | J | — | 4 | 6 |
| Return jan filled | J | Per way | 4 | 6 |
| Return jan conserved | J | — | 4 | 6 |
| True hit in small jan table | J | Per way | 4 | 6 |
| False hit in small jan table | A | Per way | 4 | 6 |
| True hit in big jan table | J | Per way | 2 | 4 |
| False hit in big jan table | A | Per way | 2 | 4 |
| Corner hit | J | — | 4 | 6 |
| Exit (last checker) | J | — | 4 | 6 |
| Helpless man (unplayed number) | A | Per number | 2 | 2 |
| Misery pile achieved | J | — | 4 | 6 |
| Misery pile conserved | J | — | 4 | 6 |
School penalties are worth to the opponent exactly the number of points that were over- or under-marked on that move.