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BACKGAMMON PLUS © RULES Backgammon Plus (BG+) is a new and exciting way to play backgammon as a team sport. A party of three to eight people can enjoy the same game. It is an excellent way to sharpen your technical backgammon skills. Beginners and intermediates will show dramatic improvement by participating in Backgammon Plus and seeing how others might play a roll of the dice. BACKGAMMON PLUS EQUIPMENT The SHUE a status and position indicator SHUE-PAPER to keep score A doubling cube a six-faced die, marked with the numerals 2,4,8,16,32 & 64. What is also needed but not supplied with the game: A backgammon board or layout. Thirty checkers, 15 each of two different colors A pair of regular dice (two pairs, one for each player, are generally used) A dice cup, used to shake and cast the dice (two cups is generally used) OBJECT OF THE GAME The object of Backgammon Plus is to be the player with the highest plus score at the end of a predetermined amount of backgammon games or time limit wins the game. Another variation would be to pre-determined a plus score on which the game would end. The player who reaches the plus score is the winner. SEE BG+ WIN point. © 1980 J.A.B.

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BACKGAMMON PLUS © RULES

Backgammon Plus (BG+) is a new and exciting way to play backgammon

as a team sport. A party of three to eight people can enjoy the same game.

It is an excellent way to sharpen your technical backgammon skills.

Beginners and intermediates will show dramatic improvement by

participating in Backgammon Plus and seeing how others might play a roll

of the dice.

BACKGAMMON PLUS EQUIPMENT

The SHUE – a status and position indicator

SHUE-PAPER – to keep score

A doubling cube – a six-faced die, marked with

the numerals 2,4,8,16,32 & 64.

What is also needed but not supplied with the game:

A backgammon board or layout.

Thirty checkers, 15 each of two different colors

A pair of regular dice (two pairs, one for each player, are generally

used)

A dice cup, used to shake and cast the dice (two cups is generally

used)

OBJECT OF THE GAME

The object of Backgammon Plus is to be the player with the highest

plus score at the end of a predetermined amount of backgammon games or

time limit wins the game. Another variation would be to pre-determined a

plus score on which the game would end. The player who reaches the plus

score is the winner. SEE BG+ WIN point. © 1980 J.A.B.

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Backgammon Plus (BG+) Team play

To Start Backgammon Plus the BOX plays against the Captain & Team.

Choose BOX, CAPTAIN, & PLAYER Positions by throwing die. Player

positions start after CAPTAIN.

Ties throw again for that position - Each person starts with 10 points

Whichever player reaches the BG+ WIN point – wins the game.

3 player BG+ game – 17 BG+points to win

4 player BG+ game – 19 BG+points to win

5 player BG+ game – 21 BG+points to win

6 player BG+ game – 23 BG+points to win

7 player BG+ game – 25 BG+points to win

8 player BG+ game – 27 BG+points to win

Groups can add points to start & BG+ win points if they want a longer

game.

Doubling cube can only be turned twice in each round-a total of 4 on cube.

No consulting with CAPTAIN or BOX until the person’s doubling cube

has been turned.

No automatics or animals signs.

Player can only risk up to the points that they have.

If Player reaches zero or negative – they are out of the game.

No Negative points are scored.

No Jacoby rule (no gammon or backgammon if cube has not been turned).

When all cubes are turned at same time - Box must take Captain than

anyone else.

Box must have at least a break even game when taking cubes.

Have to Pass the Box if you don't have enough points (go to end of line)

LOSING PLAYER scores the round and writes BGPLUS+ TOTAL for

validation.

BOX moves the SHUEs’ to the correct positions.

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Backgammon Plus (BG+) 4 Player Game

Scoring Sheet – 4 Players

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STARTING BACKGAMMON PLUS

The regular backgammon rules and procedures are followed. To

start Backgammon Plus each player must choose a SHUE with a letter to

represent themselves. To begin, each player rolls a die for position –

highest number is the “man in the BOX” (referred to as the BOX ,

hereafter) and the BOX plays against all other players, except as explained

later. The player rolling the second highest die is the “CAPTAIN” and the

CAPTAIN is the leader of those playing against the BOX. The other

players are Player/Associates members of the team with the CAPTAIN and

their die roll determines position after CAPTAIN. Ties Roll against each

other for that position.

To Play BACKGAMMON PLUS using the SHUE & BG+ WIN POINT

The following Chouette rules apply except that all People in

Backgammon Plus start with 10 points. The BG+ WIN Point depends on

the number of Players and the Plus & Minus points on each round are

added or subtracted to the 10 Points. As mentioned above, if you are

reduced to zero or negative then you are out of the game and have to wait

for the next game.

To Play a Chouette using the SHUE

Illustration 1 shows the setup of the SHUEs for a game of four players

after the following initial rolls: Player A rolled a 3, player B rolled a 5,

player C rolled a 3 and player D rolled a 1. Players A&C rolled the same

number (3) so they must roll again to break the tie. Player A rolled a 2 and

Player C rolled a 5. Therefore Player C will be positioned ahead

of Player A because he won the roll off.

The setup of the SHUEs are shown in illustration 1 – Player B is the

BOX(since his number was the initial highest -5), Player C is the

CAPTAIN (since his number was the second highest -3 and he won the

roll off for that position), Player A is the first PLAYER/ASSOCIATE after

the CAPTAIN and Player D is the next PLAYER/ASSOCIATE in line.

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ILLUSTRATION 1

BOX B

CAPTAIN C

PLAYER A

PLAYER D

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After the positions have been determined, the BOX and CAPTAIN

proceed in a two handed game of backgammon. The CAPTAIN may

consult any or all of his PLAYER/ASSOCIATES, in the game, any play

that may arise in the course of the game.

(Note: in Some BG+ games – NO ADVISE unless player turned or

accepted doubling cube)

The Box may also consult with their PARTNER , if the BOX has one (as

will be explained in the rules for 6 to 8 players and tournament rules). The

BOX and CAPTAIN are the only players that are allowed to roll and move

the checkers. Their moves are final and binding on all respective players.

The winner of the backgammon game becomes the BOX for the next

backgammon game. Examples:

1) if Box B wins then he remains as the BOX and the losing

CAPTAIN C goes to the bottom of the line, as shown in illustration

2.

2) if CAPTAIN C wins then C becomes the BOX and losing BOX B

goes to the bottom of the line, as shown in illustration 3.

In both examples each PLAYER advances one place with PLAYER A,

who ranks right behind CAPTAIN C, now becoming CAPTAIN A for the

next backgammon game.

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ILLUSTRATION 2 ILLUSTRATION 3

BOX B

BOX C

CAPTAIN A

CAPTAIN A

PLAYER D

PLAYER D

PLAYER C

PLAYER B

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SCORING

SHUE-PAPER keeps a running total of each players score after

each backgammon game is played. When a backgammon game starts, it is

worth one 1 point(shown by the doubling cube with 64 facing up). During

the game either side may turn the doubling cube to 2 and if accepted the

backgammon game is worth 2 points. If the doubling cube is redoubled to

4 and accepted, the backgammon games is now worth 4 points. And so on.

Also gammons will count double, twice the cube and backgammons will

count triple, three times the cube. A few illustrations will will clarify the

above using the previous example of 4 players. The scoring for each

situation is shown in illustrations 4a, 4b & 4c where BOX B won the

game and the doubling cube stayed on 64(meaning that the game was

worth 1 point). BOX B wins 3 points(1 from the CAPTAIN and each

PLAYER), 6 points if there is a gammon(2 from the CAPTAIN and each

PLAYER), 9 points if there is a

backgammon(3 from the CAPTAIN and each PLAYER).

NOTE: throughout the scoring illustrations the names of JOHN, JAYNE,

PAUL & KATHI will be used for demonstration purposes.

Illustration 4d, 4e & 4f show the scoring for each situation when

the doubling cube was on 64 and showing cube NOT turned to 2 so game

is worth 1 point.

Illustration 4a Illustration 4b Illustration 4c

(single) (gammon) (backgammon)

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Illustration 4d, 4e & 4f show the scoring for each situation

if the doubling cube was turned to 2 and accepted.

Illustration 4d Illustration 4e Illustration 4f

(single) (gammon) (backgammon)

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The scoring for each situation is shown by illustration 5a, 5b & 5c where

CAPTAIN D won the game and the doubling cube stayed on 64.

CAPTAIN D, PLAYER A & PLAYER C win one point each(BOX B

loses 3 points),

2 points each if there is a gammon(BOX B loses 6 points), or 3 points

each if there is a backgammon(BOX B loses 9 points)

Illustration 5a Illustration 5b Illustration 5c

(single) (gammon) (backgammon)

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Illustrations 5d, 5e & 5f shows the scoring for each situation

if the doubling cube was turned to 2 and accepted.

Illustration 5d Illustration 5e Illustration 5f

(single) (gammon) (backgammon)

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A player does not have to accept the cube and upon surrendering will

forfeit the points at stake before the doubling cube was turned. The

surrendering player loses the points even if the accepting players win the

game. For example: BOX B turns the doubling cube to 2, CAPTAIN D &

ASSOCIATE A accept and ASSOCIATE C surrenders. The backgammon

game is won by CAPTAIN D. Therefore the CAPTAIN wins 2 points,

ASSOCIATE A wins 2 points, ASSOCIATE C loses 1 point and BOX B

loses 3 points(lost 2 points each to CAPTAIN D & ASSOCIATE A but

won 1 point from ASSOCIATE C). Illustration 6 shows the scoring for this

example.

Illustration 6

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CIRCLING

When a player wants to leave for a few games, there are two options:

1) the player can choose someone in the game to act for them.

OR

2) CIRCLED – this means that the players’ score is actually circled

and remains the same until he rejoins. Since he is out of the game

temporarily, his SHUE is removed from the line up. Illustration 7

shows a player that was circled and later returned for the tenth 10th

round.

Illustration7

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ANIMAL SIGNS

There are four signs used – beaver, raccoon, skunk & porcupine.

They are used in that order and examples are shown in illustrations 8a, 8b,

8c & 8d. These are optional variations used in conjunction with the

doubling cube. The timing of their use in the backgammon game is up to

the accepting player or players but when used they must take place at the

time of accepting the doubling cube. It is usually decided before starting

Backgammon Plus which animal signs, if any, can be played during the

backgammon games(the SHUE-PAPER has a section for this purpose)

A Beaver in effect doubles the double. This means that when your

opponent turns the doubling cube, you not only accept it but redouble the

stakes AND keep the doubling cube under your control. For example, your

opponent turns the doubling cube to you for 2; you can accept it and

beaver it to 4.

A RACCOON in effect doubles the beaver. It is a recourse for the

player or players who got beavered. This means that when your opponent

turns the doubling cube to you for 2; you accept it and beaver it to 4 then

the opponent can raccoon it and cube goes to 8 BUT (NOTE*)

A SKUNK in effect doubles the raccoon. It is a recourse for the

player or players who got raccooned. This means that when your opponent

turns the doubling cube to you for 2, you accept it & beaver it to 4 then the

opponent raccoons it to 8, you can skunk the cube to 16. (NOTE*).

A PORCUPINE in effect doubles the skunk. It is a recourse for

the player or players who got skunked. This means that when your

opponent turns the doubling cube to you for 2; you accept it and beaver the

cube to 4 then the opponent raccoons the cube to 8, you can then skunk the

cube to 16 and your opponent can porcupine the cube to 32. (NOTE*).

Since each player has their own doubling cube the animal signs will turn

the doubling cube physically to the next number as each animal is invoked.

As mentioned before, each sign declaration has to take place at the same

time as accepting the doubling cube.

*NOTE: 1st ACCEPTING PLAYER KEEPS DOUBLING CUBE when

signs are invoked.

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A comprehensive example of the animal signs will follow. Your opponent

turns the doubling cube to you to 2 and you accept it. Later on in the game

you redouble to 4 and you opponent beavers it (cube at 8), you raccoon it

(cube at 16) and he skunks it (cube at 32). The control of the doubling cube

remains with them (the accepting player) who can redouble the cube

amount any time before any of his turns.

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Adding Players

When another player wants to join the game, he must wait until the

present backgammon game is over. The new player will then place their

SHUE at the bottom of the line after the losing player or players.

ADDITIONAL DOUBLING CUBE RULES

The doubling cube works this way in BACKGAMMON PLUS. If

the BOX turns the doubling cube to the CAPTAIN &

PLAYER/ASSOCIATE, each player can accept, surrender or beaver (if

signs were agreed to). The CAPTAIN must decide first and then each

player in ranking SHUE order thereafter. Whoever surrenders will lose the

points at stake before the cube was turned and remains out for the balance

of the backgammon of the game but does not lose their position in line. If

the CAPTAIN surrenders, he loses his points and places his SHUE at the

end of the line. The next person in line who accepts the cube will then be

the CAPTAIN. If this captain wins, he now becomes the BOX for the next

game. If this CAPTAIN loses, he still retains his original position in line.

The next PLAYER/ASSOCIATE behind the first losing CAPTAIN

becomes the new CAPTAIN for the next game, even though he

refused/surrendered the doubling cube.

A REMINDER: the doubling cube initially is in the middle with 64 facing

up which indicates that the game has not been doubled and is worth 1

point. If the doubling cube gets doubled so much that it gets back to the

number 64 then it is indeed worth 64 points.

The doubling cube can be turned in two ways:

1) AUTOMATICS: each tie (between the BOX & CAPTAIN) on

the opening roll may turn the cube. The amount of automatics

should be determined before the game starts (there is a section on

SHUE-PAPER for this)

2) VOLUNTARILY: any player (BOX or CAPTAIN or PLAYER

or PARTNER) – may turn their doubling cube at their discretion.

A Helpful Hint: the doubling cube is a strategic weapon that can be used to

intimidate a weak player or bluff a pro.

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COMPREHENSIVE EXAMPLE

All scoring will take place in illustration 9.

Players A,B,C, & D. One automatic is agreed upon.

Raccoon is the highest animal that can be used.

For simplicity, Player A is the BOX, Player B is the CAPTAIN, Players C

& D are PLAYERS. This is shown in illustration 9a.

The backgammon game is played and BOX A wins. The cube was

not turned so BOX a wins a single game or 3 points (1 from the CAPTAIN

& each PLAYER). The scoring is shown in illustration 9 column 1. The

new SHUE line up is shown in illustration 9b.

A game is in play and BOX A turns the cube to 2. CAPTAIN C and

PLAYER D accept but PLAYER B surrenders. BOX A won the game and

5 points (2 from CAPTAIN C, 2 from PLAYER D and 1 from PLAYER

B). The scoring is shown in illustration 9 column 2. The new SHUE line

up is shown in illustration 9c.

A game is in play and CAPTAIN D, PLAYER B, PLAYER C turn

the cube to 2. BOX A accepts all cubes. CAPTAIN D won the game and

also gammoned BOX A. CAPTAIN D, PLAYER B, PLAYER C each

won 4 points(cube 2 X gammon = 4 points) and BOX A loses 12 points.

The scoring is shown in illustration 9 column 3. the new SHUE line up is

shown in illustration 9d.

A game is in play and BOX D turns the cube to 2 to each

PLAYER. CAPTAIN B accepts, PLAYER C accepts and Beavers,

PLAYER C accepts. BOX D in return Raccoons PLAYER C’s Beaver.

BOX D won the game and 12 points (2 from CAPTAIN B, 2 from

PLAYER A & 8 from PLAYER C – Cube at 8). The scoring is shown in

illustration 9 column 4. The new SHUE line up is shown in illustration 9e.

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A game is starting and there was a die tie(BOX & CAPTAIN rolled the

same number) on the opening roll(AUTOMATIC). The cube is

automatically turned to 2 since 1 automatic was agreed upon. The roll

again was a tie but the cube does not turn since only one 1 automatic was

agreed upon. As the game is in play, CAPTAIN C and the rest of the team

turned their cubes to 4 and BOX D surrendered. So CAPTAIN C,

PLAYER A and PLAYER B each win 2 points and BOX D loses 6

points. The scoring is shown in illustration 9 column 5. The new SHUE

line up is shown in illustration 9f.

A game is in play and CAPTAIN A and each team PLAYER turns

the cube to 2. BOX C accepts and Beavers each cube. Nobody raccooned.

BOX C won the game and also a gammon. BOX C wins 24 points (8

points X 3 PLAYERS), 8 each from CAPTAIN A, PLAYER B,

PLAYER D (2 X beaver = 4 X gammon = 8 points). The scoring is shown

in illustration 9 column 6.

NOTE: when adding up the columns, the total of the negative numbers will

equal the total of the positive numbers and the TOTAL POSITIVE number

should be shown in the PLUS+ TOTAL column

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ILLUSTRATION 9

ILLUSTRATION 9a ILLUSTRATION 9b

BOX A

BOX A

CAPTAIN B

CAPTAIN C

PLAYER C

PLAYER D

PLAYER D

PLAYER B

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ILLUSTRATION 9c ILLUSTRATION 9d

BOX A

BOX D

CAPTAIN D

CAPTAIN B

PLAYER B

PLAYER C

PLAYER C

PLAYER A

ILLUSTRATION 9e ILLUSTRATION 9f

BOX D

BOX C

CAPTAIN C

CAPTAIN A

PLAYER A

PLAYER B

PLAYER B

PLAYER D

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RULES FOR 6 to 8 PLAYERS

All of the previous rules apply. The additional rule refers to the

PARTNER status on the SHUE. When there are more then 6 players the

“point pressure” on the BOX becomes too big. So it is now permitted for

the BOX to take a PARTNER, to share the points and also consult.

The BOX obtains a PARTNER by asking the CAPTAIN first. If

the CAPTAIN refuses then each PLAYER, in line order, is asked. If a

PLAYER accepts (nobody has to accept the PARTNER’s position) that

PLAYER takes his SHUE out of the line up, turning it to the PARTNER

status and places the SHUE next to the BOX. This setup is shown in

illustration 10, where PLAYER E accepted the PARTNER position.

ILLUSTRATION 10

BOX A

PARTNER E

CAPTAIN B

PLAYER C

PLAYER D

PLAYER F

PLAYER G

When a loss occurs for the BOX and the PARTNER, the PARTNER’s

SHUE is placed next to the last and the BOX’s SHUE is the last in the

line up (unless a new player joins upon which that new PLAYER’s

SHUE is last in the line up).