BACKGAMMON PLUS RULES - BACKGAMMON PLUS The regular backgammon rules and procedures are followed. To start Backgammon Plus each player must choose a SHUE with a letter to

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<ul><li><p>BACKGAMMON PLUS RULES </p><p>Backgammon Plus (BG+) is a new and exciting way to play backgammon </p><p>as a team sport. A party of three to eight people can enjoy the same game. </p><p>It is an excellent way to sharpen your technical backgammon skills. </p><p>Beginners and intermediates will show dramatic improvement by </p><p>participating in Backgammon Plus and seeing how others might play a roll </p><p>of the dice. </p><p>BACKGAMMON PLUS EQUIPMENT </p><p> The SHUE a status and position indicator </p><p> SHUE-PAPER to keep score </p><p> A doubling cube a six-faced die, marked with </p><p>the numerals 2,4,8,16,32 &amp; 64. </p><p>What is also needed but not supplied with the game: </p><p>A backgammon board or layout. </p><p>Thirty checkers, 15 each of two different colors </p><p> A pair of regular dice (two pairs, one for each player, are generally </p><p>used) </p><p>A dice cup, used to shake and cast the dice (two cups is generally </p><p>used) </p><p>OBJECT OF THE GAME </p><p> The object of Backgammon Plus is to be the player with the highest </p><p>plus score at the end of a predetermined amount of backgammon games or </p><p>time limit wins the game. Another variation would be to pre-determined a </p><p>plus score on which the game would end. The player who reaches the plus </p><p>score is the winner. SEE BG+ WIN point. 1980 J.A.B. </p></li><li><p>Backgammon Plus (BG+) Team play </p><p>To Start Backgammon Plus the BOX plays against the Captain &amp; Team. </p><p>Choose BOX, CAPTAIN, &amp; PLAYER Positions by throwing die. Player </p><p>positions start after CAPTAIN. </p><p>Ties throw again for that position - Each person starts with 10 points </p><p>Whichever player reaches the BG+ WIN point wins the game. </p><p>3 player BG+ game 17 BG+points to win </p><p>4 player BG+ game 19 BG+points to win </p><p>5 player BG+ game 21 BG+points to win </p><p>6 player BG+ game 23 BG+points to win </p><p>7 player BG+ game 25 BG+points to win </p><p>8 player BG+ game 27 BG+points to win </p><p>Groups can add points to start &amp; BG+ win points if they want a longer </p><p>game. </p><p>Doubling cube can only be turned twice in each round-a total of 4 on cube. </p><p>No consulting with CAPTAIN or BOX until the persons doubling cube </p><p>has been turned. </p><p>No automatics or animals signs. </p><p>Player can only risk up to the points that they have. </p><p>If Player reaches zero or negative they are out of the game. </p><p>No Negative points are scored. </p><p>No Jacoby rule (no gammon or backgammon if cube has not been turned). </p><p>When all cubes are turned at same time - Box must take Captain than </p><p>anyone else. </p><p>Box must have at least a break even game when taking cubes. </p><p>Have to Pass the Box if you don't have enough points (go to end of line) </p><p>LOSING PLAYER scores the round and writes BGPLUS+ TOTAL for </p><p>validation. </p><p>BOX moves the SHUEs to the correct positions. </p></li><li><p>Backgammon Plus (BG+) 4 Player Game </p><p> Scoring Sheet 4 Players </p></li><li><p>STARTING BACKGAMMON PLUS </p><p> The regular backgammon rules and procedures are followed. To </p><p>start Backgammon Plus each player must choose a SHUE with a letter to </p><p>represent themselves. To begin, each player rolls a die for position </p><p>highest number is the man in the BOX (referred to as the BOX , </p><p>hereafter) and the BOX plays against all other players, except as explained </p><p>later. The player rolling the second highest die is the CAPTAIN and the </p><p>CAPTAIN is the leader of those playing against the BOX. The other </p><p>players are Player/Associates members of the team with the CAPTAIN and </p><p>their die roll determines position after CAPTAIN. Ties Roll against each </p><p>other for that position. </p><p>To Play BACKGAMMON PLUS using the SHUE &amp; BG+ WIN POINT </p><p>The following Chouette rules apply except that all People in </p><p>Backgammon Plus start with 10 points. The BG+ WIN Point depends on </p><p>the number of Players and the Plus &amp; Minus points on each round are </p><p>added or subtracted to the 10 Points. As mentioned above, if you are </p><p>reduced to zero or negative then you are out of the game and have to wait </p><p>for the next game. </p><p>To Play a Chouette using the SHUE </p><p>Illustration 1 shows the setup of the SHUEs for a game of four players </p><p>after the following initial rolls: Player A rolled a 3, player B rolled a 5, </p><p>player C rolled a 3 and player D rolled a 1. Players A&amp;C rolled the same </p><p>number (3) so they must roll again to break the tie. Player A rolled a 2 and </p><p>Player C rolled a 5. Therefore Player C will be positioned ahead </p><p>of Player A because he won the roll off. </p><p>The setup of the SHUEs are shown in illustration 1 Player B is the </p><p>BOX(since his number was the initial highest -5), Player C is the </p><p>CAPTAIN (since his number was the second highest -3 and he won the </p><p>roll off for that position), Player A is the first PLAYER/ASSOCIATE after </p><p>the CAPTAIN and Player D is the next PLAYER/ASSOCIATE in line. </p></li><li><p> ILLUSTRATION 1 </p><p> BOX B </p><p> CAPTAIN C </p><p> PLAYER A </p><p> PLAYER D </p></li><li><p> After the positions have been determined, the BOX and CAPTAIN </p><p>proceed in a two handed game of backgammon. The CAPTAIN may </p><p>consult any or all of his PLAYER/ASSOCIATES, in the game, any play </p><p>that may arise in the course of the game. </p><p>(Note: in Some BG+ games NO ADVISE unless player turned or </p><p>accepted doubling cube) </p><p>The Box may also consult with their PARTNER , if the BOX has one (as </p><p>will be explained in the rules for 6 to 8 players and tournament rules). The </p><p>BOX and CAPTAIN are the only players that are allowed to roll and move </p><p>the checkers. Their moves are final and binding on all respective players. </p><p>The winner of the backgammon game becomes the BOX for the next </p><p>backgammon game. Examples: </p><p>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 </p><p>2. </p><p>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. </p><p>In both examples each PLAYER advances one place with PLAYER A, </p><p>who ranks right behind CAPTAIN C, now becoming CAPTAIN A for the </p><p>next backgammon game. </p></li><li><p> ILLUSTRATION 2 ILLUSTRATION 3 </p><p> BOX B </p><p> BOX C </p><p> CAPTAIN A </p><p> CAPTAIN A </p><p> PLAYER D </p><p> PLAYER D </p><p> PLAYER C </p><p> PLAYER B </p></li><li><p>SCORING </p><p> SHUE-PAPER keeps a running total of each players score after </p><p>each backgammon game is played. When a backgammon game starts, it is </p><p>worth one 1 point(shown by the doubling cube with 64 facing up). During </p><p>the game either side may turn the doubling cube to 2 and if accepted the </p><p>backgammon game is worth 2 points. If the doubling cube is redoubled to </p><p>4 and accepted, the backgammon games is now worth 4 points. And so on. </p><p>Also gammons will count double, twice the cube and backgammons will </p><p>count triple, three times the cube. A few illustrations will will clarify the </p><p>above using the previous example of 4 players. The scoring for each </p><p>situation is shown in illustrations 4a, 4b &amp; 4c where BOX B won the </p><p>game and the doubling cube stayed on 64(meaning that the game was </p><p>worth 1 point). BOX B wins 3 points(1 from the CAPTAIN and each </p><p>PLAYER), 6 points if there is a gammon(2 from the CAPTAIN and each </p><p>PLAYER), 9 points if there is a </p><p>backgammon(3 from the CAPTAIN and each PLAYER). </p><p>NOTE: throughout the scoring illustrations the names of JOHN, JAYNE, </p><p>PAUL &amp; KATHI will be used for demonstration purposes. </p><p>Illustration 4d, 4e &amp; 4f show the scoring for each situation when </p><p>the doubling cube was on 64 and showing cube NOT turned to 2 so game </p><p>is worth 1 point. </p><p> Illustration 4a Illustration 4b Illustration 4c </p><p> (single) (gammon) (backgammon) </p></li><li><p>Illustration 4d, 4e &amp; 4f show the scoring for each situation </p><p> if the doubling cube was turned to 2 and accepted. </p><p> Illustration 4d Illustration 4e Illustration 4f </p><p> (single) (gammon) (backgammon) </p></li><li><p>The scoring for each situation is shown by illustration 5a, 5b &amp; 5c where </p><p>CAPTAIN D won the game and the doubling cube stayed on 64. </p><p>CAPTAIN D, PLAYER A &amp; PLAYER C win one point each(BOX B </p><p>loses 3 points), </p><p> 2 points each if there is a gammon(BOX B loses 6 points), or 3 points </p><p>each if there is a backgammon(BOX B loses 9 points) </p><p> Illustration 5a Illustration 5b Illustration 5c </p><p> (single) (gammon) (backgammon) </p></li><li><p>Illustrations 5d, 5e &amp; 5f shows the scoring for each situation </p><p>if the doubling cube was turned to 2 and accepted. </p><p>Illustration 5d Illustration 5e Illustration 5f </p><p> (single) (gammon) (backgammon) </p></li><li><p>A player does not have to accept the cube and upon surrendering will </p><p>forfeit the points at stake before the doubling cube was turned. The </p><p>surrendering player loses the points even if the accepting players win the </p><p>game. For example: BOX B turns the doubling cube to 2, CAPTAIN D &amp; </p><p>ASSOCIATE A accept and ASSOCIATE C surrenders. The backgammon </p><p>game is won by CAPTAIN D. Therefore the CAPTAIN wins 2 points, </p><p>ASSOCIATE A wins 2 points, ASSOCIATE C loses 1 point and BOX B </p><p>loses 3 points(lost 2 points each to CAPTAIN D &amp; ASSOCIATE A but </p><p>won 1 point from ASSOCIATE C). Illustration 6 shows the scoring for this </p><p>example. </p><p> Illustration 6 </p></li><li><p>CIRCLING </p><p>When a player wants to leave for a few games, there are two options: </p><p>1) the player can choose someone in the game to act for them. OR </p><p>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 </p><p>temporarily, his SHUE is removed from the line up. Illustration 7 </p><p>shows a player that was circled and later returned for the tenth 10th </p><p>round. </p><p> Illustration7 </p></li><li><p>ANIMAL SIGNS </p><p> There are four signs used beaver, raccoon, skunk &amp; porcupine. </p><p>They are used in that order and examples are shown in illustrations 8a, 8b, </p><p>8c &amp; 8d. These are optional variations used in conjunction with the </p><p>doubling cube. The timing of their use in the backgammon game is up to </p><p>the accepting player or players but when used they must take place at the </p><p>time of accepting the doubling cube. It is usually decided before starting </p><p>Backgammon Plus which animal signs, if any, can be played during the </p><p>backgammon games(the SHUE-PAPER has a section for this purpose) </p><p>A Beaver in effect doubles the double. This means that when your </p><p>opponent turns the doubling cube, you not only accept it but redouble the </p><p>stakes AND keep the doubling cube under your control. For example, your </p><p>opponent turns the doubling cube to you for 2; you can accept it and </p><p>beaver it to 4. </p><p>A RACCOON in effect doubles the beaver. It is a recourse for the </p><p>player or players who got beavered. This means that when your opponent </p><p>turns the doubling cube to you for 2; you accept it and beaver it to 4 then </p><p>the opponent can raccoon it and cube goes to 8 BUT (NOTE*) </p><p>A SKUNK in effect doubles the raccoon. It is a recourse for the </p><p>player or players who got raccooned. This means that when your opponent </p><p>turns the doubling cube to you for 2, you accept it &amp; beaver it to 4 then the </p><p>opponent raccoons it to 8, you can skunk the cube to 16. (NOTE*). </p><p>A PORCUPINE in effect doubles the skunk. It is a recourse for </p><p>the player or players who got skunked. This means that when your </p><p>opponent turns the doubling cube to you for 2; you accept it and beaver the </p><p>cube to 4 then the opponent raccoons the cube to 8, you can then skunk the </p><p>cube to 16 and your opponent can porcupine the cube to 32. (NOTE*). </p><p>Since each player has their own doubling cube the animal signs will turn </p><p>the doubling cube physically to the next number as each animal is invoked. </p><p>As mentioned before, each sign declaration has to take place at the same </p><p>time as accepting the doubling cube. </p><p>*NOTE: 1st ACCEPTING PLAYER KEEPS DOUBLING CUBE when </p><p>signs are invoked. </p></li><li><p>A comprehensive example of the animal signs will follow. Your opponent </p><p>turns the doubling cube to you to 2 and you accept it. Later on in the game </p><p>you redouble to 4 and you opponent beavers it (cube at 8), you raccoon it </p><p>(cube at 16) and he skunks it (cube at 32). The control of the doubling cube </p><p>remains with them (the accepting player) who can redouble the cube </p><p>amount any time before any of his turns. </p></li><li><p>Adding Players </p><p> When another player wants to join the game, he must wait until the </p><p>present backgammon game is over. The new player will then place their </p><p>SHUE at the bottom of the line after the losing player or players. </p><p>ADDITIONAL DOUBLING CUBE RULES </p><p> The doubling cube works this way in BACKGAMMON PLUS. If </p><p>the BOX turns the doubling cube to the CAPTAIN &amp; </p><p>PLAYER/ASSOCIATE, each player can accept, surrender or beaver (if </p><p>signs were agreed to). The CAPTAIN must decide first and then each </p><p>player in ranking SHUE order thereafter. Whoever surrenders will lose the </p><p>points at stake before the cube was turned and remains out for the balance </p><p>of the backgammon of the game but does not lose their position in line. If </p><p>the CAPTAIN surrenders, he loses his points and places his SHUE at the </p><p>end of the line. The next person in line who accepts the cube will then be </p><p>the CAPTAIN. If this captain wins, he now becomes the BOX for the next </p><p>game. If this CAPTAIN loses, he still retains his original position in line. </p><p>The next PLAYER/ASSOCIATE behind the first losing CAPTAIN </p><p>becomes the new CAPTAIN for the next game, even though he </p><p>refused/surrendered the doubling cube. </p><p>A REMINDER: the doubling cube initially is in the middle with 64 facing </p><p>up which indicates that the game has not been doubled and is worth 1 </p><p>point. If the doubling cube gets doubled so much that it gets back to the </p><p>number 64 then it is indeed worth 64 points. </p><p>The doubling cube can be turned in two ways: </p><p>1) AUTOMATICS: each tie (between the BOX &amp; CAPTAIN) on </p><p>the opening roll may turn the cube. The amount of automatics </p><p>should be determined before the game starts (there is a section on </p><p>SHUE-PAPER for this) </p><p>2) VOLUNTARILY: any player (BOX or CAPTAIN or PLAYER </p><p>or PARTNER) may turn their doubling cube at their discretion. </p><p>A Helpful Hint: the doubling cube is a strategic weapon that can be used to </p><p>intimidate a weak player or bluff a pro. </p></li><li><p>COMPREHENSIVE EXAMPLE </p><p>All scoring will take place in illustration 9. </p><p>Players A,B,C, &amp; D. One automatic is agreed upon. </p><p>Raccoon is the highest animal that can be used. </p><p>For simplicity, Player A is the BOX, Player B is the CAPTAIN, Players C </p><p>&amp; D are PLAYERS. This is shown in illustration 9a. </p><p> The backgammon game is played and BOX A wins. The cube was </p><p>not turned so BOX a wins a single game or 3 points (1 from the CAPTAIN </p><p>&amp; each PLAYER). The scoring is shown in illustration 9 column 1. The </p><p>new SHUE line up is shown in illustration 9b. </p><p>A game is in play and BOX A turns the cube to 2. CAPTAIN C and </p><p>PLAYER D accept but PLAYER B surrenders. BOX A won the game and </p><p>5 points (2 from CAPTAIN C, 2 from PLAYER D and 1 from PLAYER </p><p>B). The scoring is shown in illustration 9 column...</p></li></ul>

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