• Advanced Backgammon Techniques – Using the Doubling Cube

    [ English ]

    Despite the fact that, the Doubling Cube is unknown to the majority of of the backgammon recreational players, it’s an essential application in complex backgammon strategies and in backgammon for money matches and tournaments.

    This cube is designated for raising the limits of the match and its introduction to the backgammon world is one of the primary reasons for the increase of popularity of backgammon.

    The cube has 6 sides and the numbers written on it- 2, four, eight,sixteen,thirty-two,sixty-four.

    At the beginning of the game, the doubling cube is positioned beside the game board or on the Bar between the players.

    Any player, who feels at any phase of the game, that he is primary adequately in the match, before throwing his dice, might recommend to double the risks by setting the doubling cube using the number a couple of facing up.

    For instance player One decided to raise the risks.

    Player Two, his/her opponent, the gambler the offer is given to, immediately after critiquing her situation, has 2 possibilities:

    S/he may well refuse the offer you and thus lose the game and one unit.

    He/she may possibly agree to double the risks, and in this case the game continues with higher stakes.

    Player Two, who agreed to the offer you, is now the owner of the doubling cube, which means only him/her (player Two) has the choice to double the stakes again at any stage of the game.

    If gambler B decides to try and do so, she has to complete it on his turn before throwing his dice.

    Now she takes the dice and places it so that the number 4 is facing up.

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

    The cube can pass from gambler to gambler, every time raising the stakes.

    The Crawford rule-

    If you are playing a game until N- points, and your adversary is primary and reaches N-1 points, meaning he or she is short one point from winning the casino game, you are not allowed to use the Doubling cube in the right after casino game, nonetheless, it is possible to use the dice in the following matches if the game continues.

    The reason will be the weaker player will always desire to raise the stakes because he/she has nothing to lose anymore and we want retain 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 determines that a backgammon or gammon might not be scored as such only if the cube has been passed and accepted. The purpose behind this rule is accelerating the game.

    The Holland rule-

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

    Unlike the Crawford rule, this rule is not well-liked, and is rarely utilized currently.

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

    These creatures appear only, if wanted by both sides, in money matches and never in match games.

    If player One, doubles the risks, and player B believes One is incorrect and he or she (player B) has the advantage, Two can double the stakes and hold the doubling cube on his/her side. For instance, if A makes the first double and puts the doubling cube on a couple of, B can say "Beaver", turn the cube to 4 and maintain the cube at her side. If One believes B is wrong she can say "Raccoon" and turn the cube to 8. All this time, B continues to be the proprietor of the doubling cube. If Two wishes to raise the stakes once far more, he only needs to say one more silly name (the animal’s name is usually a hot debate amongst players) and so on.

    The Chouette-

    Chouette is a version of backgammon for more than a couple of gamblers. One of the players is the "Box" and plays against the rest of the group on a single board.

    An additional player may be the "Captain" of the team, who throws the dice and makes the moves for the group playing against the box.

    If the Box wins, the Captain returns to the back of the line and the succeeding gambler becomes the Captain of the team. If the Captain is victorious, he or she becomes the new Box, and the old Box goes to the end of the line.

    The rules concerning the skill of the team to consult with the Captain changes from

    variation to version. In a number of variations of the Chouette the group can freely give advice to the Captain, and in other variations, consulting is strictly forbidden.

    The compromised version is the most popular- consulting is legitimate only immediately after the dice have been tossed.

    Originally, Chouette was bet with one die .The only choice that players other than the Captain were allowed to generate on their personal was concerning the takes: If your Box had doubled, each and every player within the team could take or drop independently. Nowadays, a multiple-cube Chouette is additional well-known among backgammon gamblers; every gambler about the team has his personal cube, and all doubling, dropping, and taking decisions are made independently by all players.

     March 26th, 2010  Makenzie   No comments

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