Backgammon Doubling cube
To speed up match play and to provide an added dimension for
strategy, a doubling cube may be put into play. A standard doubling
cube is a six-sided die marked with the numbers 2, 4, 8, 16, 32,
and 64. At the start of each game, the doubling cube is placed on
the board with the number 64 showing; the cube is then said to be
"centered on 1". When the cube is centered, and before rolling the
dice on his turn, either player may propose that the game be played
for twice the current stakes. His opponent must either accept
("take") the doubled stakes or resign ("drop") the game
immediately. If the opponent takes, the cube, showing the doubled
stake, is moved to his side of the board. Thereafter, the right to
re-double belongs exclusively to the player who last accepted a
double. Whenever a player accepts doubled stakes, the cube is
placed with the corresponding power of two facing
upward.[1][2]
The game is rarely redoubled beyond four times the original stake,
but there is no limit on the number of doubles. Although 64 is the
highest number depicted on the doubling cube, the stakes may rise
to 128, 256, and so on. In money games, a player is often permitted
to "beaver" when offered the cube, doubling the value of the game
again, while retaining possession of the cube.
A variant of the doubling cube "beaver" is the "raccoon." The
player who doubled his opponent, seeing him beaver the cube, may in
turn then double the stakes once again ("raccoon") as part of that
cube phase before any dice are rolled. His opponent retains the
doubling cube. E.g. White doubles Black to 2 points, Black accepts
then beavers the cube to 4 points; White, confident of a win,
raccoons the cube to 8 points, whilst Black retains the cube. Such
a move adds greatly to the risk of having to face the doubling cube
coming back at 8 times its original value when first doubling the
opponent (offered at 2 points, counter offered at 16 points) should
the luck of the dice change.
Some players may opt to invoke The Murphy rule or the "automatic
double rule." If both opponents roll the same opening number, the
doubling cube is incremented on each occasion yet remains in the
middle of the board, available to either player. The Murphy rule
may be invoked with a maximum number of automatic doubles allowed
and that limit is agreed to prior to a game or match commencing.
When a player decides to double his opponent, the value is then a
double of whatever face value is shown (e.g. if two automatic
doubles have occurred putting the cube up to 4, the first in-game
double will be for 8 points). The Murphy rule is not an official
rule in backgammon and is rarely, if ever, seen in use at
officially sanctioned tournaments.
The Jacoby rule allows gammons and backgammons to count for their
respective double and triple values only if the cube has already
been offered and accepted. This encourages a player with a large
lead to double, possibly ending the game, rather than to play it to
conclusion hoping for a gammon or backgammon. The Jacoby rule is
widely used in money play but is not used in match play.
The Crawford rule is designed to make match play more equitable for
the player in the lead. If a player is one point away from winning
a match, that player's opponent will always want to double as early
as possible in order to catch up. Whether the game is worth one
point or two, the trailing player must win to continue the match.
To balance the situation, the Crawford rule requires that when a
player first reaches a score one point short of winning, neither
player may use the doubling cube for the following game, called the
Crawford game. After the Crawford game, normal use of the doubling
cube resumes. The Crawford rule is routinely used in tournament
match play.[4] It is possible for a Crawford game never to occur in
a match.
If the Crawford rule is in effect, then another option is the
Holland rule, which stipulates that after the Crawford game, a
player cannot double until after at least two rolls have been
played by each side. It was common in tournament play in the 1980s
but is now rarely used.