Dots and Boxes History
From Édouard Lucas and La Pipopipette to modern mathematical research, explore the history behind one of the world’s simplest-looking strategy games.
Dots and Boxes has a much older history than its simple pencil-and-paper appearance suggests. The game was formally published in France in the late 19th century by mathematician Édouard Lucas, who called it La Pipopipette.
From there, the game moved through different languages and names, became a familiar school and family pastime, and eventually attracted serious attention from mathematicians studying combinatorial games. Its history therefore has two distinct parts: the story of the paper-and-pencil game itself and the later development of Dots and Boxes as a mathematical object.
Édouard Lucas and La Pipopipette
The earliest well-documented publication connected to modern Dots and Boxes is Édouard Lucas’s La Pipopipette: Nouveau Jeu de Combinaisons, published in 1889.
Lucas was a French mathematician known for work in number theory and recreational mathematics. He is also associated with the Tower of Hanoi, but La Pipopipette belongs to a different part of his work: games and mathematical recreations.
The game was later included in Lucas’s L’Arithmétique amusante, published in 1895 by Gauthier-Villars. The collection reproduces La Pipopipette in its section on Lucas’s scientific games, on pages 204–209.
The 1889 date is therefore important, but there is a useful historical qualification: the surviving sources do not establish with complete certainty that Lucas invented the underlying idea from nothing.
Who Actually Invented Dots and Boxes?
This question is more complicated than the common one-line history suggests.
Lucas’s 1889 material presents La Pipopipette as a new game, and later references commonly identify him as its originator. However, historical source research has pointed out that Lucas himself attributed the game to former students at the École Polytechnique in the text reproduced in L’Arithmétique amusante. A source bibliography on recreational mathematics notes that Lucas said the game had been devised by several of his former pupils.
There is also evidence of uncertainty about whether related pencil-and-paper games existed before Lucas’s publication. Historical researchers have noted references suggesting earlier traditions, while also acknowledging that the surviving evidence does not provide a clear, documented predecessor that can confidently be identified as the modern game.
For that reason, the most defensible historical statement is narrower than “Lucas invented Dots and Boxes.”
Lucas is the earliest clearly documented publisher of the game in the form associated with modern Dots and Boxes, under the name La Pipopipette, in 1889.
Publication history and invention history are not necessarily the same thing.That distinction matters because publication history and invention history are not necessarily the same thing.
What Was La Pipopipette?
Lucas’s game already contained the basic idea that makes modern Dots and Boxes recognizable.
Players worked on a field of regularly spaced points and took turns connecting neighboring points with horizontal or vertical segments. The objective was to enclose as many square areas as possible.
A later historical account based on Lucas’s work describes a 6 × 6 arrangement of pegs, with players placing “bridges” between adjacent pegs and trying to frame as many square areas as possible.
The name La Pipopipette was connected to the École Polytechnique. Historical notes on Lucas explain that “Pipo” was an abbreviated designation used by students for Polytechnique, helping explain the unusual name of the game.
So the original name was not simply an arbitrary title. It was tied to the educational and social setting in which the game was being played.
The 1889 Publication in La Nature
Lucas did not only publish the game in booklet form.
In 1889, he also wrote about it in La Nature, a French scientific magazine. The article appeared under the title Nouveaux jeux scientifiques de combinaison and was dedicated to the students of the École Polytechnique. Historical bibliographic research identifies the article in volume 17, pages 301–303.
This is significant because it places the game within Lucas’s broader interest in scientific games and mathematical recreation, rather than treating it as an isolated children’s pastime.
The game was being presented as something worth thinking about mathematically, even though its equipment consisted of little more than points, lines, and paper.
The 1895 Reappearance in L’Arithmétique amusante
Six years after the 1889 material, La Pipopipette appeared again in Lucas’s L’Arithmétique amusante.
The 1895 book was a larger collection of mathematical recreations and educational material. The La Pipopipette section appears on pages 204–209, where it is included among Lucas’s scientific games.
This second publication is useful to historians because it preserves the game in a substantial mathematical-recreation collection rather than leaving the 1889 publication as an isolated reference.
It also helps explain why the 1895 date sometimes appears in historical descriptions of Dots and Boxes. The game is associated with 1889 for its original publication, while 1895 refers to its later inclusion in L’Arithmétique amusante.
Those dates should not be treated as competing invention dates.
From La Pipopipette to Dots and Boxes
The game did not retain one universal name as it spread.
Different languages and communities developed their own names for essentially the same family of pencil-and-paper play. In English, Dots and Boxes became the familiar name. Other names include Dots and Dashes, Boxes, and Pigs in a Pen. In German, a well-known name is Käsekästchen, or “little cheese boxes.”
The names reveal something interesting about how the game was experienced.
Some names describe the dots and lines used to construct the board. Others describe the squares or boxes players are trying to claim. The German name focuses on the resulting small boxes themselves.
The underlying game could therefore travel without needing a standardized commercial brand or physical game set.
Why Paper Made the Game Easy to Spread
Dots and Boxes has almost no equipment requirement.
A player needs a sheet containing dots or a simple grid and something capable of drawing lines. The board can be made larger or smaller without changing the fundamental mechanism.
That simplicity helps explain why the game could become a recurring school and family pastime. It did not depend on a manufactured board, specialized pieces, or a fixed playing location.
The same basic idea could appear in a notebook, on graph paper, or on a purpose-made sheet.
Its low equipment barrier is part of the game’s history, not merely a convenience of modern play.
The Game Enters Mathematical Literature
For much of its life, Dots and Boxes could easily be treated as a casual pastime.
That changed as mathematicians began studying its underlying structure more seriously.
One important early mathematical reference is John C. Holladay’s 1966 paper, “A Note on the Game of Dots,” published in the American Mathematical Monthly. The paper is listed among the foundational references in later mathematical treatments of the game.
The subject then became increasingly connected with the developing field of combinatorial game theory, which studies mathematical structures arising from games and analyzes positions according to their possible moves and outcomes.
Dots and Boxes turned out to be particularly interesting because its rules are simple while its strategic positions can become highly structured.
Elwyn Berlekamp Takes the Game Further
One of the most important figures in the mathematical history of Dots and Boxes is Elwyn R. Berlekamp.
Berlekamp wrote that his fascination with the game began when he learned it in first grade in 1946. Decades later, he developed mathematical results concerning Dots and Boxes and its relationship to broader ideas in combinatorial game theory.
According to Berlekamp’s own account, he presented a Dots-and-Boxes theorem at a University of Calgary symposium in the late 1960s. Later exposition appeared in Winning Ways.
This was an important change in how the game could be understood.
Dots and Boxes was no longer merely a pastime in which experienced players developed good instincts. Specific positions could be analyzed using mathematical ideas about games, chains, and the value of future moves.
Dots and Boxes in Winning Ways
The mathematical treatment expanded significantly with Winning Ways for Your Mathematical Plays, written by Elwyn Berlekamp, John Conway, and Richard Guy.
The first edition appeared in 1982. Its second volume included a dedicated chapter on Dots and Boxes, placing the game alongside other subjects in mathematical game theory. Berlekamp’s publication record confirms the 1982 edition, while later editions continued the treatment.
The significance of Winning Ways is not simply that it contains a chapter about Dots and Boxes.
It helped establish the game as a legitimate example of a much broader mathematical idea: a seemingly simple recreational game can contain positions whose behavior requires substantial analysis to understand.
That became an important theme in later Dots and Boxes research.
The 2000 Book Devoted to Dots and Boxes
The next major milestone was Berlekamp’s The Dots and Boxes Game: Sophisticated Child’s Play, published in 2000.
Unlike a general mathematical-games book, this work is devoted specifically to Dots and Boxes and related structures. The publisher describes it as an examination of the game’s complexity, advanced strategy, and mathematical foundations.
The book contains chapters on subjects including elementary and advanced chain counting, Nimstring, close-score positions, and unsolved problems.
That scope is revealing.
By 2000, Dots and Boxes was no longer being treated merely as a simple children’s pastime with a handful of tricks. It had developed enough mathematical structure to support an entire book of analysis and problems.
From Hand Analysis to Computer Solvers
The mathematical history eventually moved from human analysis toward computational game solving.
Researchers Joseph Barker and Richard Korf published work on solving Dots and Boxes using search techniques. Their 2012 AAAI paper described a solver using alpha-beta search and other techniques to reduce the enormous state space of the game. They reported determining that a 4 × 5-box board is a tie under optimal play.
This illustrates a natural progression in the game’s study.
Early players could reason about individual positions by hand. Mathematical researchers developed theories for important structures. Computer scientists then began using search algorithms to evaluate positions that would be impractical to analyze exhaustively by hand.
The rules had not changed. What changed was the level of analysis being applied to them.
Dots and Boxes Becomes a Computationally Hard Game
The modern mathematical picture goes even further.
In 2021, Kevin Buchin, Mart Hagedoorn, Irina Kostitsyna, and Max van Mulken proved that Dots & Boxes is PSPACE-complete. Their result resolved a complexity question that had remained open after the problem had been posed years earlier.
This result concerns the computational complexity of generalized Dots and Boxes positions. It should not be interpreted as saying that an ordinary game played on a small sheet of paper is impossible for humans to understand.
Instead, it establishes something more precise: when the game is generalized to arbitrary sufficiently large positions, determining the outcome under optimal play belongs to a class of computationally difficult problems.
That is a remarkable mathematical property for a game that can be started with nothing more complicated than a pencil and a grid of dots.
The History of Dots and Boxes in One Timeline
The major milestones can be summarized without pretending that every stage of the game’s popular history is precisely documented.
Édouard Lucas publishes La Pipopipette and discusses the game in La Nature.
La Pipopipette is reproduced in Lucas’s L’Arithmétique amusante.
The game spreads under different local names and forms, including names associated with dots, boxes, and squares.
Holladay publishes “A Note on the Game of Dots” in the American Mathematical Monthly.
Berlekamp presents a Dots-and-Boxes theorem at a University of Calgary symposium.
Winning Ways for Your Mathematical Plays includes a substantial Dots-and-Boxes treatment.
Dots and Boxes receives further study through combinatorial game theory and the Games of No Chance literature.
Berlekamp publishes The Dots and Boxes Game: Sophisticated Child’s Play.
Barker and Korf publish computational work on solving Dots and Boxes positions.
Buchin and colleagues prove that generalized Dots & Boxes is PSPACE-complete.
The timeline shows a gradual change in perspective rather than a single moment when Dots and Boxes “became” mathematical.
The game was already published as a mathematical recreation by Lucas. What changed later was the depth of the questions researchers were asking about it.
Why the History Matters
The history of Dots and Boxes explains an unusual contrast at the heart of the game.
Its equipment has barely any barrier to entry. A child can learn the basic move in seconds. A sheet of paper is enough to create the board.
Yet the same game has supported research into combinatorial game theory, mathematical strategy, computational search, and computational complexity. Berlekamp explicitly described the game as having multiple levels of play, with deeper mathematical understanding producing stronger play.
That contrast is part of what makes Dots and Boxes historically interesting.
It did not become mathematically significant by acquiring complicated rules. It became significant because simple rules produced surprisingly rich positions.
Dots and Boxes History FAQs
When was Dots and Boxes invented? +
The earliest clearly documented publication of the game associated with modern Dots and Boxes is Édouard Lucas’s La Pipopipette in 1889. Historical evidence about whether Lucas personally invented the underlying idea is less certain, so 1889 is best treated as the earliest documented publication rather than an unquestionable invention date.
Who created Dots and Boxes? +
Édouard Lucas is the mathematician most closely associated with the early publication of the game. His 1889 La Pipopipette is the earliest clearly documented publication, although Lucas’s own later material attributed the game to several former students at the École Polytechnique.
What was Dots and Boxes originally called? +
Lucas called the game La Pipopipette, or La Pipopipette: Nouveau Jeu de Combinaisons. It was later known by many other names in different languages and communities, including Dots and Boxes in English.
When did mathematicians start seriously studying Dots and Boxes? +
Important mathematical references include John C. Holladay’s 1966 paper and Elwyn Berlekamp’s work beginning in the following decades. Berlekamp later described presenting a Dots-and-Boxes theorem in the late 1960s, followed by treatment in Winning Ways.
When was the first major book about Dots and Boxes published? +
Elwyn Berlekamp’s The Dots and Boxes Game: Sophisticated Child’s Play was published in 2000. It is devoted specifically to Dots and Boxes and related mathematical structures.
Is Dots and Boxes mathematically solved? +
There is no single answer that applies to every board size and formulation. Researchers have solved particular positions and board sizes under optimal play, while the generalized computational problem has been proven PSPACE-complete. That means the mathematical study of the game is much more nuanced than having one universal solution for every ordinary board.
From a French Mathematical Recreation to a Modern Game
Dots and Boxes began its documented history as La Pipopipette, a game associated with Édouard Lucas and the mathematical culture of late-19th-century France. It then survived because almost nothing was required to play it: dots, lines, paper, and another person.
Over the following century, the game accumulated different names and local forms while also developing an unexpected second life in mathematics. Holladay, Berlekamp, Conway, Guy, and later researchers helped expose structures beneath the simple act of drawing a line. Modern computational work has taken that analysis even further.
The game on the page still looks almost exactly as simple as it did more than a century ago. The mathematics underneath it is a very different story.
For the game itself, visit Dots and Boxes. You can also see the Dots and Boxes rules that govern the standard game.
