The History of Backgammon, and the History of GamesGrid

Backgammon is the oldest board game in continuous play. The lineage runs unbroken from the Royal Game of Ur in Sumer, c. 2600 BCE, through Roman ludus duodecim scriptorum, medieval European tables, the Hoyle codification of 1743, the doubling-cube revolution of the 1920s, the Prince Obolensky world-championship era of the 1970s, and the online server boom that began in the early 1990s. This page traces that arc — focusing on the three moments when the game's popularity exploded, and on the founding and relaunch of GamesGrid itself within the most recent of those moments.


Frequently asked questions

Short, direct answers to the most-searched questions about backgammon's origins. The full archaeological and literary trail is in the sections that follow.

Where did backgammon originate?

Backgammon originated in ancient Mesopotamia, specifically the Sumerian city of Ur in modern southern Iraq. The earliest direct ancestor — the Royal Game of Ur — is dated to roughly 2600–2400 BCE on the basis of five game boards excavated by Sir Leonard Woolley between 1922 and 1934. The unbroken evolutionary line runs from the Royal Game of Ur through Roman ludus duodecim scriptorum, medieval European tables, and the 18th-century Hoyle codification, to the modern game.

How old is backgammon?

Backgammon is approximately 5,000 years old. Its direct ancestor, the Royal Game of Ur, dates to 2600–2400 BCE, which makes it the oldest board game still played continuously today. The modern English name backgammon first appears in writing in 1645 in James Howell's Familiar Letters, and the modern rules were codified by Edmond Hoyle in his Short Treatise on the Game of Back-Gammon in 1743.

When was backgammon invented?

The earliest known form of backgammon — the Royal Game of Ur — appeared in Mesopotamia around 2600–2400 BCE, so the game was effectively invented about 4,600 years ago. The modern rules with the doubling cube are a 20th-century evolution: the doubling cube itself was introduced anonymously in a Manhattan club between 1925 and 1928, with the consensus attribution to "an unknown New York player" recorded by Oswald Jacoby and John Crawford in The Backgammon Book (1970).

Who invented backgammon?

No single person invented backgammon. The game is the product of a continuous five-thousand-year evolution rather than a single act of creation. Sumerian players developed the Royal Game of Ur in the 26th century BCE; Roman players added the 24-point race-track-with-bar layout in ludus duodecim scriptorum; Edmond Hoyle codified the modern English rules in 1743; and an unknown New York player introduced the doubling cube around 1925 — the single biggest rule innovation of the modern era and the change that turned backgammon from a folk race game into a piece of formal decision theory.

What country did backgammon originate in?

Backgammon originated in the country we now call Iraq — specifically the ancient Sumerian city of Ur, in southern Mesopotamia. From Sumer the game spread along two routes: westward through the Eastern Mediterranean into Roman tabula and medieval European tables, producing the line that ends in modern international backgammon; and eastward into Sasanian Persia, where it became Nard (and subsequently Tavla in Anatolia, Tavli in Greece, Nardi in Russia and the Persian-speaking world).


I. Origins: from Sumer to Hoyle

The archaeological record places the earliest direct ancestor of backgammon in the city of Ur, modern southern Iraq, where five game boards excavated by Sir Leonard Woolley between 1922 and 1934 date to approximately 2600–2400 BCE. The Royal Game of Ur is a race game played with binary lot-sticks on a twenty-square board; the British Museum holds rule tablets in cuneiform from c. 177 BCE describing playable variants, written by the Babylonian scribe Itti-Marduk-balatu.

By the late Roman Republic, an evidently related family had spread across the Mediterranean. Tabula and the closely related ludus duodecim scriptorum (the "twelve-line game") used a thirty-piece board, two or three dice, and a hit-and-re-enter mechanic that survives substantially intact in modern backgammon. The Emperor Claudius (10 BCE – 54 CE) wrote a treatise on the game — now lost, but referenced by Suetonius — and travelled with a custom board built into his carriage.

The medieval European descendant was simply called tables. It is the tables of Chaucer and Caxton. The modern name "backgammon" first appears in English in the 17th century, attested in James Howell's Familiar Letters (1645) and in Francis Willughby's manuscript Volume of Plaies (c. 1672). The rules were codified by Edmond Hoyle in A Short Treatise on the Game of Back-Gammon (London, 1743), which remained the standard English-language reference for almost two centuries.

The parallel Eastern tradition is just as old. Nard is documented in Sasanian Persia by the 6th century CE — the Vizārišn ī Čatrang ud Nihišn ī Nēw-Ardaxšīr describes its invention as a counter to chess. Tavla in Anatolia and Tavli in Greece descend from the same family. The Greek game is uniquely played as a three-game match: Portes (mechanically identical to backgammon), Plakoto (in which a checker landing on a single opposing piece pins it rather than hits it), and Fevga (no hitting, no doubling, all entry on the same side). In Russia and the Persian-speaking world the game is Nardi: short nardi corresponds to modern backgammon, long nardi has a different starting setup and a no-hit rule.

This is the lineage GamesGrid is part of. Five thousand years. Continuous play.


II. The first hype: New York, 1920–1940

The single largest rule change in the modern era was not invented in antiquity but in a Manhattan club between 1925 and 1928. The doubling cube — a six-sided die marked 2, 4, 8, 16, 32, 64 that lets either player propose to double the stakes, with the opponent's option to accept or concede — was introduced anonymously, but the consensus attribution to "an unknown New York player, c. 1925" is supported by Oswald Jacoby and John Crawford in their The Backgammon Book (1970). The cube transformed backgammon from a folk race game into a piece of formal decision theory. Every modern equity calculation, from Janowski's cube-action formula to the rollout engines inside GNU Backgammon and eXtreme Gammon, exists because of that one cubic die.

The 1920s and 1930s were the game's first commercial boom. The major American newspapers ran weekly columns. Backgammon was the after-dinner game of the Vanderbilts, the Astors, and the Whitneys; English country houses and Côte d'Azur hotels stocked custom inlaid boards. The first American National Championship was organised in 1931.

The Depression and World War II flattened the social scene that supported it, and from the late 1940s through the mid-1960s backgammon survived primarily as a club game and a serious gambling pursuit in a small handful of cities — Paris, Monte Carlo, Beirut, New York.


III. The second hype: Las Vegas and Studio 54, 1970–1985

The second boom began with one man. Prince Alexis Obolensky — Russian émigré aristocrat, hotelier, and tournament organiser — staged the first major international backgammon invitational at the Lucayan Beach Hotel in Freeport, Bahamas, in March 1964. Three years later, the first event explicitly carrying the title "World Championship" was held at the Sands Hotel in Las Vegas in 1967, won by Tim Holland. The World Championship returned to the Bahamas — to Paradise Island — in 1975. Obolensky's Backgammon: The Action Game (1969, with Ted James) became a bestseller.

The cultural moment was extraordinary. Backgammon was the in-game at Studio 54 in late-1970s New York. Hugh Hefner's Playboy Magazine published a dedicated backgammon column. Paul Magriel — a strong amateur chess player turned backgammon analyst — wrote a weekly column for the New York Times (1977–1980) and published Backgammon (1976), the single most influential strategy book ever written on the game and still the canonical reference for positional play. The 1975 World Championship in Las Vegas drew prize pools comparable to high-stakes poker.

This era also produced the formal mathematics that the modern competitive scene still uses. Émile Borel had laid the game-theoretic foundations in Théorie des jeux et les équations intégrales (1921). Edward Thorp — the same statistician who'd written Beat the Dealer — applied formal probability to the doubling cube in a 1978 paper on bearoff equities. William Robertie won the World Championship in 1983 and 1987 and authored the Modern Backgammon and Advanced Backgammon trilogy, which formalised the theory of efficient and inefficient doubles.

By the mid-1980s the casino-glamour wave had receded, but the analytical infrastructure was now in place: a working tournament circuit, a publishing canon, and a body of mathematics ready to feed the next, far larger wave.


IV. The third hype: online, 1992–present

The internet era of backgammon began in July 1992, when Andreas Schneider launched the First Internet Backgammon Server (FIBS) on a Berlin university workstation. FIBS introduced an ELO-style rating system specifically adapted for backgammon's variance, supported live human-versus-human play in real time across continents, and — crucially — produced the first downloadable match-log format that could be fed into analytical engines.

The first of those engines, Jellyfish, was released by Fredrik Dahl in 1994. It was a neural network in the lineage of Tesauro's TD-Gammon (IBM Research, 1992) — the first program of any kind to demonstrate self-play reinforcement learning at superhuman level on any complex game. Jellyfish was followed by Snowie in 1998, GNU Backgammon in the early 2000s (the open-source standard), and eXtreme Gammon (XG) in 2009, which remains the world reference today. Modern PR ratings — the universal currency of competitive skill measurement — are calibrated against XG's evaluations. The full engine timeline is on the Bots & AI page.

Onto that infrastructure came the commercial servers.

YearServerNotes
1992FIBSFirst-ever online backgammon server. Free, telnet-based, still operating.
1996GamesGridLaunched December 1996. First major closed-client backgammon platform.
1997TrueMoneyGamesReal-money matches.
2001Play65Israeli operator, eventually one of the largest.
2003GammonEmpireReal-money focus.
2014+Various mobile-first operatorsPredominantly coin-mechanic models.

This is the era in which GamesGrid was founded, operated, was acquired, went dark, and is now being relaunched.


V. GamesGrid: 1996–2008, 2021–

The GamesGrid timeline, with the major inflection points:

DateEvent
December 1996GamesGrid Backgammon launches. One of the first dedicated online backgammon servers in the world. Initial rooms also support Gin Rummy.
1997–2004Backgammon room becomes the platform's flagship product. The resident bots — GG Weasel, GG Raccoon, GG Forever, GGbeaver, GGotter, GGchipmunk, MrHyperBot — develop a player following. Tournaments and leagues run continuously across four categories (Daily Free, Monthly Free, Monthly Money, Leagues). GamesGrid becomes the largest closed-client backgammon server of its era.
April 2005GamesGrid Poker launches, riding the post-Moneymaker poker boom. The poker client cannot compete with PartyPoker or PokerStars on liquidity or feature set. Internal product attention shifts away from backgammon.
2005–2008The backgammon room is starved of investment. Long-time players begin to leave.
March 2008GamesGrid is acquired by GamesAccount Network. The brand becomes a wrapped property.
2008–2010GamesAccount operates the platform with diminishing engagement. The original community largely disperses across the surviving servers of that era. GamesGrid effectively ceases to function as a backgammon destination.
2010–2020The domain lapses through a sequence of holders. The original codebase is lost.
2020The gamesgrid.com domain comes up for sale.
2021The domain is reacquired by its current owner. The original site is rebuilt from the Internet Archive's Wayback Machine snapshots as a historical reference.
2022–2025New platform architecture, Career Mode design, and the bot roster are developed.
2026GamesGrid Backgammon relaunches as a modern, integrity-first platform with Mersenne Twister RNG, zero coin-mechanic monetisation, and an open analytical layer. A new Career Mode and an expanded bot cast are in development.

The GamesGrid arc, visually

The website itself charts the platform's first decade. The 1996 site introduced GamesGrid Backgammon to its first generation of users; by the early 2000s the platform was the established home of online tournament backgammon; the 2005 poker launch marked the strategic pivot; by late 2008 the visible brand had narrowed; and the post-acquisition era brought a wind-down posture that closed the original chapter.

The GamesGrid Backgammon website at launch in 1996 — introducing the desktop client and the rooms to the early online-backgammon audience.
1996 — the GamesGrid Backgammon website at launch.
The GamesGrid Backgammon website circa 2000 — the platform at the height of its backgammon era, with established tournaments and a maturing bot roster.
Circa 2000 — the platform at the height of its backgammon era.
The April 2005 GamesGrid Poker announcement on the website — the strategic pivot away from backgammon as the platform's flagship product.
April 2005 — the GamesGrid Poker launch announcement, the pivot that shifted platform attention away from the backgammon room.
The GamesGrid website in late 2008, immediately before the GamesAccount Network acquisition — the last GamesGrid-branded shape of the original era.
Late 2008 — the site in the months before the March 2008 GamesAccount Network acquisition.
The GamesGrid site in the 2008–2010 GamesAccount Network era — the brand retained but operating in a wind-down posture, before the platform effectively ceased as a backgammon destination.
2008–2010 — the post-takeover site, in wind-down operation. After this period the original GamesGrid effectively ceased as a backgammon destination.

Separately from the 2021 brand reacquisition, the original GamesGrid client software was continued by former community director Gabriella Barclay on a new server — GridGammon — which has operated as a small invitation-only platform since 2008–2009. The GridGammon project and the 2026 GamesGrid relaunch are unaffiliated.

The 2026 product is not a port. The original 1996–2008 client was a Java-and-Win32 application built against a server stack that is long gone. The new platform is a fresh implementation — modern client engineering, modern neural-net bot pipeline, modern integrity tooling — that inherits the original product philosophy and the original bot cast list rather than the original code.


VI. What we kept, what we changed

We kept the bots. Not the binaries — those are gone — but the characters. GG Weasel, GG Raccoon, GG Forever, GGotter, GGbeaver, GGchipmunk, and MrHyperBot are back, recreated from their documented playing fingerprints, and they are joined by a new generation of named bot opponents. The fuller picture of the bot roster and Career Mode will be published closer to launch.

We kept the closed-client model — match data and ratings live on the server, not on the local machine, which means cross-device play and an auditable match history that no individual player can rewrite.

We kept the analytical transparency. Every match is recorded in standard format. Players can export to GNU Backgammon, XG, or BGBlitz for independent post-game review. Player PR is the published rating, not a hidden internal score. The PR methodology is documented.

We changed the business model. The original GamesGrid drifted, after the 2005 poker pivot, into a friction-heavy tournament-entry economy. The 2026 platform is being built on the opposite principle — no coin currency, no pay-to-win mechanics, no rake-disguised-as-membership. Membership and pricing details will be published closer to launch.

We changed the RNG. The original server's roll generator was never publicly documented. The 2026 platform uses Mersenne Twister (MT19937), with audit-logged seed sources and a publicly stated commitment to uniform distribution. The contrast case is documented on Bots & AI — we name the servers that historically rigged their distributions, and we name our alternative.


VII. Where we are in the larger story

A 5,000-year-old game is in its third online boom. The infrastructure that the FIBS-era and GamesGrid-era servers built — open match formats, neural-network analysis engines, public rating systems, world-class published theory — has matured to the point where every serious player can review every move against a world-class oracle for free. Backgammon is in a stronger position than it has been since the Studio 54 years.

GamesGrid is back. The thirty-year arc continues.


Footnotes