Backgammon Rules - Gambling with the Doubling Cube
Backgammon is played as a series of
games, with the winner of each game earning one point. The overall winner
is the first to reach a set number of points, say 5. So in this example,
the first to win 5 games takes the crown. Alternatively there may be a
set time limit or a set number of games and the person with the most points
at the end wins.
If you want to play for money you
can either set a fixed stake for each game, or for the match, both players
put their money down and the winner takes the pot, or you can agree a monetary
value per point, so that the more points the winner gets, the bigger their
prize.
Seems straightforward? Yes indeed,
but this simple system is spiced up by the addition of the doubling cube
which brings an exciting gambling element to the game.
The doubling cube:
The doubling cube is used to raise
the stakes in an individual 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. It is initially
placed in the middle of the bar with the 64 face up, though its actual
value at the beginning of the game is 1 (there is no 1 face). As long as
it stays in this position the stakes remain at their original level.
If you reach a position in the game
where you feel confident of winning, on your turn and before you roll the
game dice, you can choose to turn the doubling cube to 2 to announce a
double. 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. If at some point they feel that the game has turned in their favour
they can redouble, turning the cube to 4. The decision is now yours as
to whether you will accept the redouble and take over the cube, or concede
the game.
Control of the doubling cube is passed
between the players in this way with each given the option to redouble
at any time before they roll the dice.
So the stakes increase 1-2-4-8-16-32-64
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.
The importance of the doubling cube
is particularly apparent if you get a gammon or backgammon:
*If you bear off all of your checkers
before the other player has borne off any of theirs, you have 'gammoned'
your opponent. Ordinarily a gammon is worth 2 points (or double money).
If a doubling cube is in use, the game is thus worth twice the value of
the doubling cube. So, for example if you are playing $10 per point and
the doubling cube is set at 8, you win $10 x 2 x 8 = $160.
*If you bear off all your checkers
before the other player has borne off any of theirs, and while they have
at least one checker left in your home board or on the bar, you have 'backgammoned'
your opponent. Ordinarily a backgammon is worth 3 points, or triple money.
With the doubling cube in use the game is worth three times the value of
the doubling cube. So in the example above a backgammon would win you the
grand total of $10 x 3 x 8 = $240.
The Beaver Rule - and other animals!
The Beaver rule may often be used
in money games, though not in match-play or tournaments.
Normally, when a player announces
a double they lose control of the doubling cube. If the Beaver rule is
being played, the player to whom the double has been offered can opt to
immediately announce a redouble and still maintain control of the cube.
This is called a 'beaver'.
In some circumstances the players
may agree to other animals being allowed in the game! This works as follows:
*Player One believes he has the upper hand and doubles
*Player Two feels this confidence is misplaced and immediately says 'Beaver!' and redoubles, turning the cube to 4
*Player One is adamant of their superiority and redoubles again, calling 'Raccoon!' and moving the cube to 8.
*Player Two could if he likes turn the cube again, naming some other creature.
The Crawford rule
The Crawford rule is another option
which can be brought into a game. 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. They are seen as having an unfair opportunity to
use the doubling cube to snatch victory against the run of play.
The Jacoby rule
This optional rule is used only
in money games. It states that a backgammon or gammon may not be scored
as such once the doubling cube is in play. This is to avoid the possibility
of one player taking a huge number of points in one game and skewing the
match to an excessive degree.
Mai Shen is a writer and researcher
on The Backgammon Guide, which provides online Backgammon information and
resources, including reviews
of online backgammon games, backgammon
tips, backgammon
shopping & gifts and more. Use of this article is permitted as
long as there are clickable links back to us at The Backgammon Guide (http://www.the-backgammon-guide.com/)
and credit is given to the author.
Article Source:
Amazines.Com