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.


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 Boxs
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 cubes 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 Captains 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 games
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
Captains 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.