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At any point during a game being played at single stakes, either player can offer the cube to the other player. This offer is an offer to double the stakes of the game, from single stakes to double stakes. The person that is offered the cube has two options. He can decline the offer, which immediately resigns the game for a score of one point; or he can accept the cube, thus doubling the stakes to two points, and play on.

Once the cube has been offered and accepted once in a game, it is always in the possession of one of the two players it can never return to being in the middle as it was at the start of the game. The cube can be offered and accepted an unlimited number of times, passing back and forth between the two players.

From double stakes the game could theoretically go to quadruple stakes, then 8-times stakes, times stakes, and so on. In practice it is very rare for the stakes to get this high, as that should only occur if strong favouritism to win the game swung back and forth violently between the two players many times throughout the game. Gammons and backgammons still count toward the final result, in addition to any action on the doubling cube.

For example, if the doubling cube has been offered and accepted twice in a game, it is now being played for quadruple or 4-times stakes. If you win a gammon you will win 8 points. A backgammon will win you 12 points! The Macau government will spend the rest of spreading its responsible gambling message to WGM concludes our three-part series on the complex yet fascinating game of pai gow. Pai gow is a Written by Pai Yao.

Gammons and Backgammons Usually, when the winning player bears off his fifteenth and last counter, his opponent has already born off at least some counters too. At the end of the game, the loser pays the winner the value of the doubling cube in whatever units they have agreed to play for. For example, if playing for one dollar a point and the doubling cube shows 4, then the loser pays the winner four dollars.

In the case of a gammon or backgammon , this amount is doubled or tripled. Yes, you can double at the start of any turn. Some people play that if the two players roll the same number on the first roll of the game, then the doubling cube is automatically turned to 2. The cube stays in the middle but now the first voluntary double of the game will be offered at 4.

If the players roll the same number again, then the cube is turned up another notch, though players often agree to limit the number of automatic doubles to one per game. Introduction Q: What is match play? When backgammon tournaments are held to determine an overall winner, the usual style of competition is match play. Competitors are paired off, and each pair plays a series of games to decide which player progresses to the next round of the tournament. This series of games is called a match.

Match play is also popular on backgammon play sites. Matches are played to a specified number of points. The first player to accumulate the required points wins the match. Points are awarded in the usual manner: 1 for a single game , 2 for a gammon , and 3 for a backgammon.

The doubling cube is used, so the winner of each game receives the value of the game multiplied by the final value of the cube. Automatic doubles , beavers , and the Jacoby rule are not used in match play. Q: What is the Crawford rule? This one game without doubling is called the Crawford game. After the Crawford game, the doubling cube is back in play again. The Crawford rule is a standard part of match play. In this example, White and Black are playing a 5-point match.

After three games, White has 4 points, one short of what he needs for the match. That triggers the Crawford rule, and no doubling is allowed in the next game, Game 4. The idea behind the rule is that without restrictions on doubling, the player who is behind in the match would double at his first opportunity every game.

This reduces the number of games needed to win the match, lessening the value of the points held by the player who is winning. On the other hand, if the cube were taken out of play completely, the player who is behind in the match would have to win all his remaining points without any help from the doubling cube at all. The Crawford rule is an intelligent compromise. The Crawford rule was devised by John R. Crawford, co-author of The Backgammon Book.

Chouette is a social form of backgammon for three or more players. One player, the box , plays on a single board against all the others who form a team lead by a captain. To determine the order of play, players each throw one die, and rerolls are used as needed to break ties.

The player rolling highest becomes the box ; second highest becomes the captain of the team playing against the box. The captains plays for the team, and has the final say on all checker-play decisions. When the box wins a game, he collects from each team member and retains his position as the box.

The captain goes to the back of the line and the next player on the team becomes the new captain. When the team wins a game, the box pays off to each team member and goes to the end of the line. The captain becomes the new box, and the next player in line becomes the new captain.

Players can leave or join a chouette at any time. A new player starts at the bottom of the rotation. A chouette may be played with either a single doubling cube or multiple cubes. In a single-cube game, the only decision that the members of the team make individually concerns takes.

If the box doubles, each team member can decide on his own whether to play on or drop out. Those who drop out each pay off to the box and no longer participate as team advisers. If the captain drops out while there are others on the team who wish to play on, the captaincy is assumed by one of these players and the previous captain drops to the bottom of the rotation.

Most chouettes today use multiple cubes. Each member of the team has his own doubling cube. The box can double the individual team members, and each team member can decide whether and when to double the box. With multiple cubes in play, it is possible for the box to win against some players while losing against others. So the question arises, when does a player get to keep the box? The usual rule is that a player retains the box if he defeats the captain.

Customs vary as to the rights of the team. In some chouettes, they may consult freely as to how rolls should be played. Too much consulting, however, can really slow the game down, so many chouettes ban consulting. A popular compromise permits consultation only after the cube has been turned. Serving players. A not-for-profit organization devoted to advancing the awareness, participation, education and enjoyment of the skill-based game of backgammon.

ABT Online! Rules ABT Online! The triangles alternate in color and are grouped into four quadrants of six triangles each. The home and outer boards are separated from each other by a ridge down the center of the board called the bar.

Figure 1. A board with the checkers in their initial position. An alternate arrangement is the reverse of the one shown here, with the home board on the left and the outer board on the right. Figure 2. Movement of the Checkers To start the game, each player throws a single die.

This determines both the player to go first and the numbers to be played. If equal numbers come up, then both players roll again until they roll different numbers. The player throwing the higher number now moves his checkers according to the numbers showing on both dice.

After the first roll, the players throw two dice and alternate turns. The roll of the dice indicates how many points, or pips , the player is to move his checkers. The checkers are always moved forward, to a lower-numbered point. The following rules apply: A checker may be moved only to an open point , one that is not occupied by two or more opposing checkers.

The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he may move one checker five spaces to an open point and another checker three spaces to an open point, or he may move the one checker a total of eight spaces to an open point, but only if the intermediate point either three or five spaces from the starting point is also open.

Figure 3. Two ways that White can play a roll of. A player who rolls doubles plays the numbers shown on the dice twice. A roll of 6 and 6 means that the player has four sixes to use, and he may move any combination of checkers he feels appropriate to complete this requirement.

A player must use both numbers of a roll if this is legally possible or all four numbers of a double. When only one number can be played, the player must play that number. Or if either number can be played but not both, the player must play the larger one. When neither number can be used, the player loses his turn. In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he can.

Hitting and Entering A point occupied by a single checker of either color is called a blot. If an opposing checker lands on a blot, the blot is hit and placed on the bar. Any time a player has one or more checkers on the bar, his first obligation is to enter those checker s into the opposing home board. A checker is entered by moving it to an open point corresponding to one of the numbers on the rolled dice.

Figure 4. Figure 5. White rolls and bears off two checkers. If a checker is hit during the bear-off process, the player must bring that checker back to his home board before continuing to bear off. The first player to bear off all fifteen checkers wins the game. Doubling Backgammon is played for an agreed stake per point. Each game starts at one point.

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Chouette is a social form of backgammon for three or more players. One player, the box , plays on a single board against all the others who form a team lead by a captain. To determine the order of play, players each throw one die, and rerolls are used as needed to break ties. The player rolling highest becomes the box ; second highest becomes the captain of the team playing against the box.

The captains plays for the team, and has the final say on all checker-play decisions. When the box wins a game, he collects from each team member and retains his position as the box. The captain goes to the back of the line and the next player on the team becomes the new captain. When the team wins a game, the box pays off to each team member and goes to the end of the line.

The captain becomes the new box, and the next player in line becomes the new captain. Players can leave or join a chouette at any time. A new player starts at the bottom of the rotation. A chouette may be played with either a single doubling cube or multiple cubes. In a single-cube game, the only decision that the members of the team make individually concerns takes. If the box doubles, each team member can decide on his own whether to play on or drop out.

Those who drop out each pay off to the box and no longer participate as team advisers. If the captain drops out while there are others on the team who wish to play on, the captaincy is assumed by one of these players and the previous captain drops to the bottom of the rotation. Most chouettes today use multiple cubes. Each member of the team has his own doubling cube. The box can double the individual team members, and each team member can decide whether and when to double the box.

With multiple cubes in play, it is possible for the box to win against some players while losing against others. So the question arises, when does a player get to keep the box? The usual rule is that a player retains the box if he defeats the captain. Customs vary as to the rights of the team. In some chouettes, they may consult freely as to how rolls should be played.

Too much consulting, however, can really slow the game down, so many chouettes ban consulting. A popular compromise permits consultation only after the cube has been turned. Serving players. A not-for-profit organization devoted to advancing the awareness, participation, education and enjoyment of the skill-based game of backgammon. ABT Online! Rules ABT Online! The triangles alternate in color and are grouped into four quadrants of six triangles each. The home and outer boards are separated from each other by a ridge down the center of the board called the bar.

Figure 1. A board with the checkers in their initial position. An alternate arrangement is the reverse of the one shown here, with the home board on the left and the outer board on the right. Figure 2. Movement of the Checkers To start the game, each player throws a single die. This determines both the player to go first and the numbers to be played. If equal numbers come up, then both players roll again until they roll different numbers. The player throwing the higher number now moves his checkers according to the numbers showing on both dice.

After the first roll, the players throw two dice and alternate turns. The roll of the dice indicates how many points, or pips , the player is to move his checkers. The checkers are always moved forward, to a lower-numbered point. The following rules apply: A checker may be moved only to an open point , one that is not occupied by two or more opposing checkers.

The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he may move one checker five spaces to an open point and another checker three spaces to an open point, or he may move the one checker a total of eight spaces to an open point, but only if the intermediate point either three or five spaces from the starting point is also open.

Figure 3. Two ways that White can play a roll of. A player who rolls doubles plays the numbers shown on the dice twice. A roll of 6 and 6 means that the player has four sixes to use, and he may move any combination of checkers he feels appropriate to complete this requirement.

A player must use both numbers of a roll if this is legally possible or all four numbers of a double. When only one number can be played, the player must play that number. Or if either number can be played but not both, the player must play the larger one. When neither number can be used, the player loses his turn. In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he can.

Hitting and Entering A point occupied by a single checker of either color is called a blot. If an opposing checker lands on a blot, the blot is hit and placed on the bar. Any time a player has one or more checkers on the bar, his first obligation is to enter those checker s into the opposing home board. A checker is entered by moving it to an open point corresponding to one of the numbers on the rolled dice. Figure 4. Figure 5. White rolls and bears off two checkers. If a checker is hit during the bear-off process, the player must bring that checker back to his home board before continuing to bear off.

The first player to bear off all fifteen checkers wins the game. Doubling Backgammon is played for an agreed stake per point. Each game starts at one point. During the course of the game, a player who feels he has a sufficient advantage may propose doubling the stakes.

He may do this only at the start of his own turn and before he has rolled the dice. A player who is offered a double may refuse , in which case he concedes the game and pays one point. Otherwise, he must accept the double and play on for the new higher stakes. A player who accepts a double becomes the owner of the cube and only he may make the next double. Subsequent doubles in the same game are called redoubles. If a player refuses a redouble, he must pay the number of points that were at stake prior to the redouble.

Otherwise, he becomes the new owner of the cube and the game continues at twice the previous stakes. There is no limit to the number of redoubles in a game. Gammons and Backgammons At the end of the game, if the losing player has borne off at least one checker, he loses only the value showing on the doubling cube one point, if there have been no doubles. However, if the loser has not borne off any of his checkers, he is gammoned and loses twice the value of the doubling cube.

Optional Rules The following optional rules are in widespread use. Automatic doubles. If identical numbers are thrown on the first roll, the stakes are doubled. The doubling cube is turned to 2 and remains in the middle. Players usually agree to limit the number of automatic doubles to one per game. When a player is doubled, he may immediately redouble beaver while retaining possession of the cube. The original doubler has the option of accepting or refusing as with a normal double.

The Jacoby Rule. Gammons and backgammons count only as a single game if neither player has offered a double during the course of the game. This rule speeds up play by eliminating situations where a player avoids doubling so he can play on for a gammon. Irregularities The dice must be rolled together and land flat on the surface of the right-hand section of the board.

The player must reroll both dice if a die lands outside the right-hand board, or lands on a checker, or does not land flat. A turn is completed when the player picks up his dice. If the play is incomplete or otherwise illegal, the opponent has the option of accepting the play as made or of requiring the player to make a legal play. A play is deemed to have been accepted as made when the opponent rolls his dice or offers a double to start his own turn.

This rule is generally waived any time a play is forced or when there is no further contact between the opposing forces. Common Questions: Q: Who goes first? Q: What is the object of the game? Yes, if you hit a checker, you are allowed to run your hitter to safety. The doubling cube is used to raise the stakes in an individual backgammon game. The stakes may be points or a sum of money, depending on the type of game being played.

The doubling cube looks like a large dice but with the numbers 2, 4, 8, 16, 32 and 64 on its faces. As long as it stays in this position the stakes remain at their original level. This challenges your opponent to double the stakes of the game. The other player must now make a decision: either accept the double and continue the game at a twice the stakes, or refuse the double and concede the game for its current value.

If your opponent accepts the double they take control over the cube. The option to use the cube now rests with them. The decision is now yours as to whether you will accept the re-double and take over the cube, or concede the game.

So the stakes increase with each use of the cube. If it is at, say, 16 then the stakes are now at 16 times the original value. The doubling cube is really just used to keep track of the enhanced value of the stake. Incidentally, whilst it is customary to use a doubling cube, in actual fact the process of doubling can occur without one. If a cube is not available you can just keep a written record of the stake value. If a player declines a double or a redouble they concede the game immediately and must pay winnings to the other player at the last doubling value that was accepted.

Normally, when a player announces a double they lose control of the doubling cube. In some circumstances the players may agree to other animals being allowed in the game! This works as follows:. The Crawford rule is another option which can be brought into a game of backgammon. This states that if either player is just one point away from winning the match, the next game is played without the doubling cube.

If the match is still not over after that game the doubling cube comes back in use. The reason for this rule is that the weaker player is inclined to simply double and redouble because they have nothing to lose.

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Those numbers are 2, 4, 8, 16, 32 and At the start of the game no one is in possession of the cube and it sits on the bar, between the players. At any point during a game being played at single stakes, either player can offer the cube to the other player.

This offer is an offer to double the stakes of the game, from single stakes to double stakes. The person that is offered the cube has two options. He can decline the offer, which immediately resigns the game for a score of one point; or he can accept the cube, thus doubling the stakes to two points, and play on.

Once the cube has been offered and accepted once in a game, it is always in the possession of one of the two players it can never return to being in the middle as it was at the start of the game. The cube can be offered and accepted an unlimited number of times, passing back and forth between the two players. From double stakes the game could theoretically go to quadruple stakes, then 8-times stakes, times stakes, and so on.

In practice it is very rare for the stakes to get this high, as that should only occur if strong favouritism to win the game swung back and forth violently between the two players many times throughout the game. Gammons and backgammons still count toward the final result, in addition to any action on the doubling cube. For example, if the doubling cube has been offered and accepted twice in a game, it is now being played for quadruple or 4-times stakes.

If you win a gammon you will win 8 points. A backgammon will win you 12 points! The Macau government will spend the rest of spreading its responsible gambling message to WGM concludes our three-part series on the complex yet fascinating game of pai gow.

Pai gow is a At the beginning of every game of backgammon, the doubling cube is placed on the side of the board showing That means that it has not been used yet. Thus the players start to roll the dice and move their checkers around the board. At some point one of the players might feel that he has an advantage over his opponent. In this case, when it is his turn to play and always before rolling the dice, a player can offer to double the stake of the game. To do so, he has to take the doubling cube and put it in front of his opponent with the face of the dice showing 2.

Once a player takes the doubling cube, he owns it and he is the only one that can offer to redouble the stakes of the game to 4. In certain scenarios, doubles in backgammon have additional rules that we are going to detail below. Most of the time backgammon is played in a match format. Two players try to reach a number of points in order to win the match the number of points is always odd.

The Crawford rule stipulates that when a player is one point away from victory, his opponent cannot use the doubling cube on this particular game it is what we call a Crawford game. The other way to enjoy backgammon is the money play. The game stops when one of the players gives up.

Usually in money play the Jacoby rule is on. This rule is made to speed up the game by not letting a player hoping to gammon his opponent hold to turn the cube for too long. Thus, the game is faster and more action happens because the players are eager to turn the cube early.

Knowing when to offer and when to drop a cube is an essential skill to be successful at backgammon. We advise you to get familiar with using the cube from the beginning as it brings a big strategic part to the game we all love so much. Stay tuned for more articles about strategies and equipment on backgammon-rules. Have fun around the board and may the dice be with you.

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