Rules
Intermediate rules
The doubling cube
Doubling is the name given to the process of raising the number of points the game is worth. You can use the doubling cube, a large die placed centrally to the left of the board, to increase the value of the game before you roll. The faces of the doubling cube are all powers of two, and show 2, 4, 8, 16, 32, and 64. Both players have the option of doubling before they roll.
Your opponent can reject your offer to double. This would mean they forfeit the game at its current value. If he accepts the offer, he gains control of the doubling cube. This means he retains control until either the game ends or he chooses to redouble and pass the cube to his opponent.
The doubling cube shows 64 when the game starts. This signifies that it has not yet been used in the game.
Winning and scoring the game
You win if you are the first player to remove all his checkers from the board. If the opponent has taken at least one checker off the board before you remove your last checker, you win the number of points shown on the doubling cube (or one point if the cube has not been used).
The winner scores a ‘gammon’ if is opponent hasn’t borne off any of his checkers when the game is won. This means the winner scores twice the value of the points shown on the doubling cube (two points if the cube has not been activated).
The winner scores a ‘backgammon’ if is opponent hasn’t borne off any of his checkers and still has one of his checkers in his opponent’s home board when the game is won. This means the winner scores three times the value of the points shown on the doubling cube (three points if the cube has not been activated).


