Rules of Play

 

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We have adopted the standard US Tournament rules and procedures as follows.

UNITED STATES BACKGAMMON TOURNAMENT
RULES & PROCEDURES

January 2008

1.0 PROPRIETIES

1.1 INTERPRETATION. The Tournament Rules and Procedures cannot and should not regulate all possible situations that may arise during a match. No set of rules should deprive the Director of his freedom of judgment or prevent him from finding the solution dictated by fairness and compatible with the circumstances of a particular case.

1.2 SCOPE. Except where otherwise specified, the commonly accepted rules of backgammon apply.

1.3 STAFF. A knowledgeable and disinterested Director or Directors advised by a Tournament Committee shall represent the Tournament.

1.4 ENTRIES. All entries are subject to the approval of the Tournament. Reasons for exclusion need not be stated. Where more than one Tournament division exists, an entrant may be restricted from playing in a lower division.

1.5 AIDS. Once a match is in progress, players shall not use written, mechanical or electronic aids except to keep score.

1.6 COMMUNICATIONS. The official Tournament language is English. Speech in any other language will not be permitted between players and/or spectators while matches are in progress. Players may not use cell phones or other electronic communication devices except during authorized breaks.

1.7 SPECTATORS. Spectators shall remain silent while observing a match. Spectators have no right to draw attention to any misplays or comment on plays. Spectators who observe improprieties or irregularities during a match should discuss them in private with the Director. A player may request the Director to bar one or more spectators from viewing his match.

 

2.0 REGULATIONS

2.1 PLACE. Matches shall be played in designated Tournament areas.

2.2 TIME. Matches shall start promptly at the appointed times. Each player may take one 5 minute recess (between games) in a match not exceeding 13 points in length. The Director may permit additional recess time in longer or especially important matches.

2.3 PENALTY POINTS. Unless excused by the Director, a late player shall be penalized by points awarded to the opponent. The first penalty point shall be awarded 15 minutes after the appointed starting time and accrue thereafter at the rate of 1 point for each 5 minute delay. When the penalty points awarded exceed half the number needed to win the match, the absent player loses by forfeit. To avoid penalties, a player shall obtain the Director's consent when leaving the Tournament site for more than 10 minutes.

2.4 SLOW PLAY. Players are expected to play at a reasonable pace. The Director may require a time clock to pace slow matches.

2.5 MONITORS. On his own initiative or at the request of a player, the Director may appoint a monitor to observe a match and protect against irregularities during play.

 

3.0 PRELIMINARIES

3.1 EQUIPMENT. Either player may demand that both use, when available and approved by the Director: (a) precision dice (over any others) and/or (b) lipped dice cups (over unlipped). A baffle box may be used by agreement of both players or by requirement of the Director.

3.2 PREFERENCES. Prior to the commencement of a match, the backgammon board, direction of play, checker color, and seat location may be decided by rolls of the dice.

3.3 EQUIPMENT CHANGES. The Director may replace equipment at any time. Otherwise the equipment initially selected shall be used throughout. Either player may demand a mixing of the four initially selected dice prior to the start of any game. To mix the dice the demanding player shakes the four dice together in one cup and rolls them out. The opponent selects a die, then roller, then opponent, with roller taking the last die.

 

4.0 PLAY OF THE GAME/IRREGULARITIES

4.1 RANDOM ROLLS. Dice are strictly a means of obtaining random numbers; any other use violates the rules and the spirit of backgammon. A legal roll consists of shaking the dice vigorously in a dice cup and then simultaneously tossing them out at a discernible height above the playing surface, allowing them to bounce and roll freely. Both dice must leave the cup before either die contacts the board; otherwise they must be rerolled. Between turns the dice shall remain in the dice cup with the cup kept in plain view. Alternatively, players may roll legally by casting both dice simultaneously through a baffle box.

4.2 VALID ROLLS. Both dice must come to rest flat on the playing surface to the right of the bar; otherwise they are “cocked” and must be rerolled. In the event of dispute, a player who rerolls prior to receiving acknowledgment from his opponent that the dice are cocked will be at a disadvantage.

4.3 MOVING. A player shall move the checkers in an unambiguous manner, using only one hand. Checkers must be reentered from the bar before moving any other checker. A player shall not touch any checkers or dice during the opponent's turn.

4.4 CHECKER HANDLING. Checkers which have been hit must be kept on the bar pending reentry. Checkers which have been borne off must be kept off the entire playing surface for the rest of the game. A player with a checker illegally removed from play may still be gammoned or backgammoned.

4.5 LIFTING DICE. A player concludes his turn by lifting either or both of his dice. He may reposition the dice on the playing surface to facilitate moving the checkers, but in the event of a dispute he will be at a disadvantage if he fails to give notice to the opponent before doing so.

4.6 PREMATURE ACTIONS. All premature actions (dice rolls or cube actions) shall stand if otherwise valid. An opponent who has yet to complete his turn or act upon the cube may then do so with foreknowledge of the premature action.

4.7 ERROR IN SETUP. An incorrect starting position must be corrected prior to the fifth roll of the game. Thereafter the existing setup becomes official. Players starting with less than 15 checkers in play may still be gammoned or backgammoned.

4.8 ILLEGAL MOVES. A player may condone his opponent’s illegal play by rolling his dice or turning the cube. Otherwise, he must require the opponent to replay the entire roll legally.

4.9 COMPLETION. Each game must be rolled to completion, unless ended by passing a double or redouble, or conceding a no-contact position as a single game, gammon or backgammon loss. Neither matches nor games may be canceled, replayed or settled. Players are responsible for playing to the posted match length. The first player to reach the posted match length is the winner.

4.10 REPORTING RESULTS. The match result shall be reported to a Tournament official by the winner. The official shall verify and post the result on the draw sheet. The director may correct a wrongly-posted result and should do so in a timely manner fair to all.

 

5.0 SCORING/DOUBLING

5.1 KEEPING SCORE. Each player shall keep a running match score and compare it to his opponent's score at the start of every game. In the event of a scoring dispute, a player not keeping a written log of the score will be at a disadvantage.

5.2 CUBE SETUP. Both players shall take care that each game (except the Crawford game) begins with the cube centered at 1 (or “64"). Should a dispute arise, the current position and level of the cube will influence the Director's ruling.

5.3 CUBE RULES. Gammons and backgammons count at all times whether or not the cube has been turned.

5.4 CUBE HANDLING. A player may double when it is his turn only before rolling the dice, but not after rolling cocked dice. To double or redouble, a player moves the cube toward his opponent with the higher value face up while saying "double" or words to that effect. To take, the opponent says "take" or words to that effect while placing the cube on his side of the board in plain view with the new value face up. To reject the double, the opponent says "pass" or words to that effect, records the score and resets the board. The cube should not be handled capriciously; verbal or physical acts may be interpreted as cube actions.

5.5 CRAWFORD RULE. When either player reaches one point from victory, the next game (the “Crawford game”) shall be played to conclusion with a cube value of 1. The cube shall be removed from the board during the Crawford game.

5.6 DEAD CUBE. When the cube level is high enough to ensure that the match will end with the current game, that game shall be played to conclusion at the present cube level.

 

6.0 CONTENTIONS

6.1 DISPUTES. When a dispute arises, all players must leave dice, checkers, cube and score unchanged while the Director is summoned. Violations by players in this area are most serious and create a presumption in favor of the opponent.

6.2 TESTIMONY. Any player may argue issues of fact or rule. Spectators shall only testify at the Director's request.

6.3 APPEALS. A player may appeal a Director's ruling, but he must do so promptly while timely redress may still be obtained. To resolve an appeal, the Director shall convene a committee of three knowledgeable and disinterested backgammon players. The committee shall hear relevant testimony and arguments and may only overturn the Director's ruling by unanimous decision. This exhausts a player's right to appeal.

 


Thanks to Chicago Point Backgammon Club for posting this information.

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Nashville Backgammon Club 'Bye Laws' 

As much as we wanted to strictly keep to the US rules the following bye laws have been added as local rules to supplement the US standard tournament rules.

A.     Breaks

        Every tournament participant is entitled to the following.

        1) One 5 minute break between matches. Depending on tournament format and progress breaks between matches are often longer than this.

        2) One brief break between games of the same match only if necessary. Aim to keep your break to an average of 2-3 minutes. Taking a break between each and every game is not acceptable.

        It is never acceptable to leave a game in progress except in extraordinary circumstances. The tournament director should be called if this occurs.

B. UnSportsmanlike Conduct

    Every player and spectator should conduct themselves with due respect to all present. In the case of unsportsmanlike conduct the tournament director should be called.

    At the tournament directors discretion, penalty points may be awarded to the innocent player. As with other rulings players have the right to an appeal as detailed in the tournament rules and procedures above.

C. No Smoking

    No smoking is allowed in the tournament area. Ample opportunity to smoke at the venue in between matches or during breaks is possible for those who need to smoke.

 

Rules of Play for Chouettes

We have taken the following rules directly from the Atlanta Backgammon Association Chouette rules.

Basics and Terms

1.1) These rules assume knowledge of the game of backgammon, how it is scored, the role of the doubling cube, and procedures for handling dice and doubling cubes.

1.2) In a chouette, one person, called Box, plays a game of backgammon for points against a Team of other players, headed by Captain, who rolls the dice and plays the checkers for the Team. Optionally, Box may take a Partner, customary when the Team is large (often restricted to chouettes with 6 or more by mutual agreement). At the end of each game, the Team rotates, with the next in line becoming the new Captain. The new position of Box, Partner, and Captain is according to the rotation rules below.

1.3) The initial determination of Box, Partner, and Team with Captain is customarily done by each player rolling 2 dice, (doubles not counting extra), and the highest number becomes Box, the next is Captain, then the next determines the order of the Team. The last person on the team would be the first selection as Partner, if any.

1.4) Each member of the Team has a doubling cube.

1.5) A cube is said to be in the game if and only if it has been turned and accepted, regardless of the value of the centered cube.

Stakes

2.1) The basic stake (number of dollars per point) is determined by mutual agreement and should be written at the top of the score sheet.

2.2) When joining the chouette, a player arranges to play for the basic stake, or for multiples of the basic stake. For the basic stake, the centered cube begins with "64" showing. If the player wishes to play for double stakes, the cube begins at "2" provided that Box is also willing to play for that stake. For quadruple stakes the cube begins at "4", and so on, always subject to Box’s preference.

2.3) A player wishing to change his stake arrangement between games may do so only if all participants agree.

Consultation

3.1) The Team may not consult on cube decisions, nor should they announce their reasons for doubling, taking or dropping. Cube decisions should be made in order, first by the Captain, then by each member of the team in the order of the established rotation.

3.2) For checker play, Captain may consult with any player whose cube is in the game regardless of his own cube’s status. Otherwise, those without a cube in the game must not consult or comment.

3.3) Box may consult with Partner regarding cube decisions at any point.

3.4) Box may consult with Partner regarding checker play only if two cubes have been turned, regardless if they were taken or passed.

3.5) The only players who can handle the dice or checkers are Box and Captain, but the Team members may handle their own cube, if desired.

Scoring and Settlements

4.1) Jacoby Rule: Gammons and backgammons count only if the cube in question is in the game.

4.2) Scoring is kept to whole point accuracy. If Box and Partner win an odd number of points, Box receives the extra point. When Box and Partner lose an odd number of points, Box loses the extra point.

4.3) If games are settled for a fractional point amount, the fraction is ‘rolled off’ by both players throwing two dice. The higher total (doubles not counting extra), wins the extra fractional point.

4.4) Box may preempt a settlement between players in the Team. For example, ‘A’ has elected to double, but ‘B’ has not. ‘A’ offers ‘B’ ½ the cube value for his interest in the game in order to double. If ‘B’ accepts the offer, Box may preempt the offer, paying ‘B’ in order to reduce the Team.

4.5) Box may offer settlements to any player or number of players, and is not obligated to offer the same settlement to the entire Team.

Doubling

5.1) By default automatic doubles are not used. When matching starting dice are rolled, an automatic double (cube turned to next higher value with the cube remaining in the center) can be made by mutual agreement between Box and any number of the other players.

5.2) A player doubles by placing the cube on the backgammon board with the doubled value showing. A Team member may also have Captain turn his cube for him.

5.3) When a double is offered to a player, the player acts with a drop, take, or beaver (turn the cube to the next value and hold it).

5.4) If a player beavers, the player who offered the double may accept the beaver, raccoon (turning the cube once more without changing possession) or drop the beaver, immediately losing the value of the cube before the beaver. Raccoons and other further immediate redoubles are allowed only with consent of both players involved.

5.5) Misunderstandings about doubling, drops, and takes should be avoided by announcing the decision and making sure all involved have heard. However, if there is confusion, the cube position resolves any dispute. When dropping, the cube is restored to its initial value and, should be put in a different location than cubes that still remain in play in the middle. When accepted, a cube shows the new value and is positioned so that it is easily visible and all know that it is in the game.

5.6) Box may offer initial doubles selectively, and may also redouble selectively.

5.7) When Box doubles all cubes from the middle and a lone player takes, he is obligated to accept any offered extras. The lone player is paid the value of the undoubled cube, and now will hold the cube of the participant who offered the extra at double the value. Beavers and raccoons are allowed. The players who offered the extras are now on the side of Box, with no consulting permitted, with independent cube action between them and the lone player from that point on. The taking player has the option to change his decision to a drop if he does not wish to accept the offered extras.

Alternate rule 5.7a: The taking player must continue the game with his take, but may immediately drop any of the offered extras (to reduce his gammon risk), losing a net of one point to each of those players.

Alternate rule 5.7b: (for 3-handed chouettes only). When the box doubles both players and one takes and one drops, an extra can be offered, which the lone player must take, or change his decision to a drop.

Alternate rule 5.7c: (for 3-handed chouettes only). Extras in a 3-handed chouette must be taken.

5.8) Players in the Team may act on a cube offer by Box in any order, but have the right to wait until all those preceding them in the rotation have acted. However, Box can insist that the team makes cube decisions in order.

5.9) At Captain’s turn, a player in the Team may offer Box a double, at which time the Box is required to verbally solicit the Team for other players that also may wish to double. This applies to initial doubles and redoubles. When a Team member may wish to double on the next sequence, he must tell the Captain to ‘hold his roll’ or words to that effect to give that Team member the option to double before the dice are rolled.

5.10) When all cubes are turned from the center, Box may drop or accept all cubes, or may accept at least one half of the cubes and drop the rest. Box may not accept less than one half the number of offered cubes, regardless of their value. Box may beaver any cubes but still must accept at least half of the cubes.

Alternate rule 5.10a: (for 3-handed chouette only). When both cubes are turned from the center, Box must take both or drop both cubes.

5.11) For cubes that are redoubles, Box may accept or pass any number of cubes. The Box may also accept or pass any number of initial cubes if the entire Team does not double together.

Rotation

6.1) Box for the next game is the winner of Box vs. the initial Captain. However, Box must always at least break even for the last game to remain Box. If Captain loses and Box also loses points in that game or if Captain and Box settle their cube for zero points, then Captain goes to the end of the Team behind Box, and the player behind the original Captain becomes Box, and the next player becomes Captain. A person scheduled to be Box has the option to relinquish that role and go to the bottom of the rotation.

6.2) If Box defeats Captain with the cube and other players in the Team remain in the game, the game continues with the next player in line becoming Acting Captain. The losing Captain goes to the end of the current Team for the next game. This first Acting Captain is also scheduled to be Captain for the following game regardless of this game’s outcome. If an Acting Captain also loses while others are still playing, the next player in rotation becomes Acting Captain. No Acting Captain loses his place in the rotation for the following game.

6.3) If the initial Captain defeats Box with a double, he sits out, but will be Box for the following game. If other players are still in the game, the next player in line becomes Acting Captain and is also scheduled to be Captain in the following game. For the following game, Partner retains the position he would have had if he did not become Partner, and losing Box becomes Partner (or goes to the end of the Team if new Box plays solo).

6.4) A player wishing to join the chouette does so at the discretion of Box or any of the players, subject to the maximum number of participants allowed. The new player joins the end of the Team. The player at the bottom of the Team is the first choice for Partner (if any), not any new player joining. When 2 or more players join at the same game they roll 2 dice, (doubles not counting extra), to determine their order at the end of the Team. Generally, it is recommended not to arbitrarily exclude new players from the chouette, unless it has become large (6 or more players).

Proxies

7.1) A player in the Team who leaves the scene temporarily may appoint a proxy to act for him regarding cube decisions. The proxy can be any other participant in the chouette, whether still in the game or not. The proxy may also appoint yet another proxy, and so on. If no proxy is appointed, Captain acts as the proxy for the missing player(s).

Legal Plays

8.1) Any player including players not still in the current game can bring attention to any illegal play and have it moved in a legal way. This must be corrected before the following player rolls his dice.

Pip Count

9.1) The pip count should be considered common knowledge, so when one player (or the box) does a pip count, it is acceptable and recommended to announce the count to the entire group. This speeds the game by avoiding having every Team member do a separate pip count.

Scorekeeping

10.1) The score sheet should be available to any player to review at any time. It is best practice for the scorekeeper to announce the number of points that are have been won or lost by each player as the score is recorded. Recording points from dropped cubes as they happen is also recommended. After each game is scored, the scorekeeper should verify that the total of all scores adds to zero. To facilitate tracking the rotation, the loser of each game is circled. As each player becomes Box, their circled score is crossed through. If both Box and Captain lose, they are both circled, with a ‘b’ by Captain’s circle to indicate that Captain will follow Box in the rotation. The highest circle on the score sheet is the player that is due to be the next Captain.

Modifications to the Rules

11.1) By mutual consent of all players in the chouette, these rules may be modified to suit the preferences of the chouette. All players must agree to any change, and any new player entering the game must be informed of the change.

 

 

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