[ English ]

Even though, the Doubling Cube is unknown to most of the backgammon casual players, it’s an essential tool in advanced backgammon techniques and in backgammon for cash games and tournaments.

This cube is specified for increasing the limits of the match and its introduction to the backgammon world is 1 of the principal causes for the rise of reputation of backgammon.

The cube has six sides and the numbers written on it- 2, four, eight,sixteen,32,64.

At the start of the match, the doubling cube is positioned near the game board or for the Bar between the gamblers.

Any player, who feels at any point of the match, that he/she is leading adequately in the match, just before tossing his dice, may suggest to double the risks by placing the doubling cube with the range two facing up.

For example gambler A decided to boost the limits.

Player B, his/her challenger, the player the offer is given to, soon after reviewing their situation, has 2 selections:

S/he may possibly refuse the deliver and thus lose the game and one unit.

He or she might agree to double the limits, and in this case the game continues with higher stakes.

Player B, who agreed to the present, is now the owner of the doubling cube, meaning only him/her (player Two) has the alternative to double the limits again at any stage of the casino game.

If player Two decides to try and do so, s/he has to do it on his turn prior to throwing his dice.

Now s/he takes the dice and places it to ensure that the number four is facing up.

Gambler One, has now the same 2 possibilities, only this time if s/he declines the deliver he will shed 2 units, and if she agrees the risks will rise to 4 times the original and the doubling cube returns to his control.

The cube can move from gambler to gambler, each and every time raising the limits.

The Crawford rule-

If you might be wagering a game until N- points, and your opponent is leading and reaches N-1 points, meaning he/she is short one point from winning the game, you are not permitted to use the Doubling cube in the subsequent game, nevertheless, it is possible to use the dice in the right after matches when the casino game continues.

The reason stands out as the weaker gambler will always wish to raise the stakes because he has nothing to lose anymore and we want maintain the use of the dice in fairness of both sides.

The Jacoby rule-

This rule is used in cash matches and by no means in match games. It decides that a backgammon or gammon might not be scored as such only if your cube has been passed and accepted. The cause behind this guideline is speeding up.

The Holland rule-

The Holland rule is utilized in match games and decides that in post-Crawford games, the trailer can only double right after both sides have bet 2 rolls. The rule makes the no cost drop a lot more beneficial to the primary gambler except generally just confounds the issue.

Unlike the Crawford rule, this rule isn’t well-liked, and is rarely used today.

The beavers, raccoons, otters and many other animals in the backgammon game-

These creatures appear only, if wanted by each side, in cash games and in no way in match games.

If player One, doubles the risks, and player B believes One is incorrect and he (player B) has the advantage, B can double the stakes and retain the doubling cube on their side. As an example, if A makes the first double and puts the doubling cube on 2, B can say "Beaver", turn the cube to 4 and keep the cube at her side. If One believes Two is wrong he/she can say "Raccoon" and rotate the cube to 8. All this time, Two continues to be the proprietor of the doubling cube. If B wishes to boost the risks once a lot more, he or she only needs to say yet another silly name (the creature’s name can be a controversy amongst gamblers) and so on.

The Chouette-

Chouette is a version of backgammon for more than a couple of gamblers. One of the gamblers stands out as the "Box" and plays against the rest of the team on a single board.

Another gambler is the "Captain" of the team, who tosses the dice and makes the moves for the team wagering against the box.

When the Box succeeds, the Captain goes to the back of the line and the succeeding gambler becomes the Captain of the team. If your Captain is victorious, s/he becomes the new Box, and the old Box goes to the end of the line.

The rules concerning the skill of the group to consult using the Captain changes from

version to version. In a number of variations of the Chouette the team can freely give advice to the Captain, and in other versions, consulting is absolutely not allowed.

The compromised version could be the most popular- consulting is legitimate only after the dice have been thrown.

Initially, Chouette was played with one die .The only choice that players other than the Captain were permitted to generate on their very own was regarding the takes: When the Box had doubled, every single player about the team could take or drop individually. These days, a multiple-cube Chouette is more well-liked among backgammon gamblers; each gambler around the team has his very own cube, and all doubling, dropping, and taking decisions are made independently by all players.