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World Backgammon Association (WBA)
Tournament Rules
Edition 1.1 – March 2010
1. PROPRIETIES
1.1 Interpretation
These tournament rules cannot and are not meant to cover every
possible situation that might arise during the course of a match.
They are not a substitute for the tournament director’s judgement
and right to find a fair solution, suitable for the specific
circumstances.
1.2 Scope
1.BACKGAMMON RULES. The rules of backgammon approved by the
WBA/EBGT/WBGT board must be used in all tournaments approved by
the WBGT board. Tournament directors and/or players must not use
rules other than the current rules of backgammon.
2.TOURNAMENT RULES. The current tournament rules apply to all
tournaments approved by the WBGT and tournament directors and
players must not use rules other than these.
3.ETIQUETTE.
1.In general. Tournament directors and players are expected to
behave in the spirit of the game exhibiting good sportsmanship and
considerate behaviour at all times
2.Handling of equipment. Players must handle the equipment in a
suitable manner. Inappropriate handling may result in
disqualification.
4.PENALTIES. A player in violation of § 1.2, subsections 1-3 may
be disqualified and excluded from the tournament. In special cases
the player may be temporarily barred from future tournaments. A
tournament director in violation of § 1.2, subsections 1-3 may be
banned from acting as a tournament director.
1.3 Staff
1.TOURNAMENT DIRECTORS. The tournament must be supervised by
one or more skilled and impartial tournament directors.
RULING COMMITTEE A tournament committee can be formed as needed
according to § 5.2. The committee should comprise either three or
five knowledgeable and impartial backgammon players. A tournament
director connected to the tournament cannot be a member of the
ruling committee.
1.OBSERVERS. The tournament director can, on his or her own
initiative, or at the request of a player, appoint someone to
monitor the match. The monitor has the authority to protect the
player from illegalities. The tournament director has the right to
charge a fee from the players, when an observer is appointed.
1.4 Registration
1.APPROVAL. All players who sign up for a tournament must be
approved by the tournament director. A player may be excluded
without explanation.
2.ASSIGNMENT TO HIGHER FLIGHTS. In tournaments held with more than
one flight, a player may be barred from a lower flight and be
placed in a higher flight.
3.REPORT. When a tournament director refuses entry to a player in
accordance with § 1.4, subsection 1, or places a player in a
higher flight in accordance with §1.4, subsection 2, this fact
must be reported to WBA/EBGT/WBGT board by the tournament director
immediately after the completion of the tournament. The report
must explain the reasons for the ruling.
1.5 Languages
The official language of international tournaments is English.
While a match is in progress players and/or spectators are not
permitted to speak in anything but the official language, English.
1.6 Spectators
1.IN GENERAL. Spectators must observe the match in silence.
Spectators may not direct attention to mistakes in the game nor
comment on the game. In cases of cheating, spectators may alert
the tournament director.
2.SIGNALLING AND OTHER FORMS OF OUTSIDE HELP. When a match is in
progress, spectators are not allowed to signal or help the players
in any way.
3.PENALTIES. Violation of § 1.6, subsections 1-2 may result in
expulsion of the spectators involved. In special cases the
spectators may be temporarily barred from participating in and/or
watching future tournaments.
4.REQUESTS. A player may make a request to the tournament
director, that one or more spectators be barred from watching the
match.
5.REPORTS. When a tournament director has disqualified and/or
excluded a spectator in accordance with § 1.6, subsection 3, the
fact must be reported to the WBA/EBGT/WBGT board by the tournament
director immediately after the completion of the tournament. The
report must explain the reasons for the ruling.
1.7 Aids, signalling and other forms of outside help
1.IN GENERAL. When a match is in progress, a player is not
permitted to use electronic, mechanical, written or other aids
other than those necessary to keep score. A player may use
position cards, headphones, a cell phone, camera or the like, if
the opponent accepts it in each instance. The tournament director
can revoke this permission at any time. In matches played without
the use of a game clock, position cards must be used after the end
of the player’s turn. In matches played with game clock players
are allowed to record matches and positions in their own time. The
position must be written down in the player’s own time. When the
writing of the position has commenced, the move may not be
changed.
2.SIGNALLING AND OTHER FORMS OF OUTSIDE HELP. When a match is in
progress, players are not allowed to receive signals or help in
any other way from the spectators.
3.PENALTIES. Violation of § 1.7, subsections 1-2 may result in
disqualification and expulsion of the player. In special cases the
player may be temporarily barred from participation in future
tournaments.
4.REQUESTS. A player may make a request to the tournament director
that the remaining part of the match be overseen by a monitor.
5.REPORTS. When a tournament director has disqualified and/or
expelled a player in accordance with § 1.7, subsection 3, the fact
must be reported to the WBA/EBGT/WBGT board by the tournament
director immediately after the completion of the tournament. The
report must explain the reasons for the ruling.
2. REGULATIONS
2.1 Place
All matches must be played in the tournament area designated
by the tournament director. A player may demand that a match is
played in a non-smoking area if such exists.
2.2 Starting times and breaks
1.STARTING TIMES. All matches must begin at the scheduled
times.
2.BREAKS. A player is entitled to a number of 5 minute breaks. In
matches up to 9 points: one break. In matches of 11-13 points: two
breaks. In matches of 15-19 points: three breaks: In matches of
more than 19 points: four breaks. Breaks are held between games.
Breaks can be held back to back. This may be done either by one
player combining several of his or her permitted breaks or by both
players combining their breaks. Any situation when a player leaves
the board is considered to be a break unless doing so is a
necessary part of the game. When playing best of three matches to
3-7 points breaks are only allowed between the matches.
3.EXEMPTIONS. In special cases the tournament director may make an
exemption from § 2.2, subsections 1-2, if particular concerns to
one or both players warrant this. In matches of special importance
the tournament director can make exemptions from § 2.2,
subsections 1-2.
4.PENALTIES. Violation of the rules for starting times and breaks
will result in penalty points. If a player is not present and has
not started the match 5 minutes after the starting time, one
penalty point is awarded. Subsequently a further penalty point is
awarded for each subsequent 5 minute delay. When a player has been
awarded penalty points corresponding to more than half of the
length of the match, the late player loses the match. Players
leaving the tournament area for more than 10 minutes must make
sure they have permission from the tournament director before
doing so to avoid sanctions. If a player is awarded penalty points
and the match is played with a game clock, the game is considered
to be in progress and the time is calculated in accordance with §
3.5, subsection 6.
2.3 Slow play
1.PENALTIES. If the tournament director considers that a match
is being played at an unreasonably slow pace, the following
sanctions may be used:
1.The remainder of the match is played using a game clock. See §
3.5.6.
2.A warning. If the slow pace persists, penalty points may be
awarded.
2.REQUESTS. A player may make a request to the tournament
director, that the remainder of the match is played using a game
clock or that an observer is appointed to monitor the match.
2.4 Random and valid dice
1.PENALTIES. If the tournament director considers a player to
be in violation of § 4.1, subsection 1 or § 4.1, subsection 4, no.
1, he or she may rule that the remainder of the match has to be
played using a baffle box.
2.REQUESTS. A player may make a request to the tournament director
that the remainder of the match is played using a baffle box or
that an observer is appointed to monitor the match.
3. PREPARATION
3.1 The board
If it is available, a player can demand that the board, when
opened, is a minimum of 44 cm by 55 cm and a maximum of 66 cm by
88 cm. If such a board is only available after the match is
started, a player can demand that the board is replaced at that
time. The board can be replaced only between games. All dice and
doubling cubes not in use must be removed from the board before
the start of the match.
3.2 Cups
If they are available, a player can demand that cups with an
interior lip are used in preference to those without an interior
lip. If cups with an interior lip are available only after the
match is started, a player can demand that the cups in use are
replaced at that time.
3.3 The dice
1.IN GENERAL. If they are available a player can demand that
precision dice are used in preference to other dice. If precision
dice are only available after the match is started, the player can
demand that the dice are replaced at that time.
2.IN MATCHES PLAYED WITHOUT THE USE OF A GAME CLOCK. The players
must select four dice. These must be used for the entire match,
except for situations as described in § 3.3, subsection 1 and §
3.7, subsection 1. Each player must use two dice.
3.IN MATCHES PLAYED WITH THE USE OF A GAME CLOCK. The players must
select four dice. These must be used for the entire match, except
for situations as described in § 3.3, subsection 1 and § 3.7,
subsection 1. Only two dice are in use in each game. Four dice
must be present at the board though, so that a change of dice is
possible.
3.4 Baffle box
1.SITUATIONS. Backgammon matches involving the use of a baffle
box may occur as an option, preference, obligation or penalty.
1.Option. In any tournament the players can choose to play the
match using a baffle box if both parties agree to use it.
2.Preference. A player may demand that the match is played using
baffle box, if it is announced in the tournament invitation that
the tournament, or parts thereof, is to be held with a preference
for baffle boxes.
3.Obligation. Players are obligated to play the match using baffle
box, if it is announced in the tournament invitation that the
tournament, or parts thereof, is held with an obligation to use
baffle boxes.
4.In any tournament the players are obligated to play the match
using a baffle box, if the tournament director requests it.
1.EXEMPTIONS. In special cases the tournament director may make
exemptions from § 3.4, subsection 1 no. 2-3, if special concerns
to one or both players warrant such exemptions.
2.CONSTRUCTION AND APPROVAL. The baffle box must be properly
constructed. If a player demands that the baffle box be approved
by the tournament director, it must be approved before the match
can be started.
3.PLACING. If a baffle box is in use, it must be placed opposite
the home boards of the players.
3.5 Game clocks
1.SITUATIONS. Backgammon matches with the use of a game clock
may occur as an option, preference, obligation or penalty.
1.Option. In any tournament the players may choose to play the
match using a game clock if both parties agree to it.
2.Preference. A player can demand that the match is played using a
game clock, if it is announced in the tournament invitation, that
the tournament, or parts thereof, is held with a preference for
game clocks.
3.Obligation. Players are obligated to play the match using game
clocks, if it is announced in the tournament invitation, that the
tournament, or parts thereof, is held with an obligation for game
clocks.
4.Penalty. In any tournament the players are obligated to play the
remainder of a match in progress using a game clock, if the
tournament director makes such a ruling in accordance with § 2.3.
5.The tournament director can demand that a match is played using
a game clock at any time.
2.EXEMPTIONS. In special cases the tournament director may make
exemptions from § 3.5, subsection 1 no. 2-3, if special concerns
to one or both players warrant this.
3.CONSTRUCTION AND APPROVAL. The game clock must be properly
constructed. If a player demands for the game clock to be approved
by the tournament director, it must be approved before the match
can be started.
4.PLACING. If a game clock is in use, it must by default be placed
on the same side as the home boards of the players. If both
players agree to put it on the other side this is acceptable.
5.SETTING THE GAME CLOCK. All matches played using game clocks
must use Bronstein time. Each player is allotted 2 minutes per
point of the match (match time). In addition to this each player
is allowed 12 seconds delay before the match time commences (delay
time). The 12 seconds of delay time cannot be accumulated.
6.TIME CONTROL. In a match played using game clocks in situations
such as those referred to in § 3.5, subsection 1, no. 1-4 each
player is allotted a certain number of minutes according to the
length of the match. The number of minutes allotted is calculated
as RA+RB, where RA is the number of points lacking for player A to
win the match and RB is the number of points lacking for player B
to win the match.
3.6 Preferences
Preferences such as seating, direction of play, choice of
board, checkers, dice, baffle box or game clock are determined by
the throw of the dice before the start of the match if this proves
to be necessary.
3.7 Change of equipment
1.IN GENERAL. The tournament director can change the equipment
being used at any time. The players are only allowed to change the
equipment in use in a match in progress, if the equipment is
defective, or if they are in agreement or under the provisions of
§ 3.1, § 3.2 or §3.3, subsection 1.
2.PARTICULARLY FOR GAME CLOCKS. A game clock with obvious errors
must be replaced immediately. The tournament director must set the
time on the substitute game clock according to his or her best
estimate.
3.8 Notation and filming
The tournament director can, on his or her own initiative, or at
the request of a player, appoint a third party to record the
match.
4. THE GAME
4.1 Dice and throws
1.RANDOM DICE. The dice are a means to obtain random numbers
ranging from 1 to 6. Any other use of the dice is a violation of
the rules and the spirit of backgammon.
2.HANDLING OF THE DICE. Touching the dice while they are on the
board is prohibited. However, a player may move his or her own
dice to make room for moving the checkers after notifying the
opponent of this.
3.CHANGE OF DICE. A player can demand that all four dice are mixed
before any game of the match. In that case the player demanding
the mixing must shake all four dice in a cup and roll them. Then
the players take turns selecting dice, starting with the player
that did not demand the mixing.
4.VALID ROLLS.
1.In matches played without a baffle box. A valid roll consists of
the dice being shaken in a cup, and then rolled out of the cup not
touching the player’s hand and the cup not touching the board, so
that the dice may tumble and roll freely. After the roll, both
dice must be lying flat on the board to the roller’s right of the
bar, otherwise the roll must be redone. If the opponent has given
his or her permission, the dice may be rolled to the roller’s left
of the bar. A player who has obtained permission to throw to the
left of the bar may only throw to the right of the bar after
notifying the opponent of this. Permission to throw to the left of
the bar expires when such notice is made or when the game is
played to the end.
2.In matches played using baffle box. A valid roll consists of the
dice being shaken in a cup, and then rolled out of the cup and
into the baffle box not touching the player’s hand. After the
roll, both dice must be lying flat on the board to the right of
the bar, otherwise the roll must be redone.
5.PREMATURE ACTION.
1.In general. If a player rolls the dice before the opponent has
finished his or her turn, the roll may only be rerolled if the
opponent demands so.
2.In matches using a game clock. If player B picks up the dice
before player A has ended his or her turn, player B is given a
warning. If the premature action is repeated the player is
assigned a time penalty of 30 seconds. Player A makes his or her
claim of the time penalty by finishing his or her turn, then
stopping the game clock and presenting the fact to player B. When
player B has accepted the fact, the penalty is executed by player
A starting the game clock in player B’s time. After the countdown
of the delay time and the assigned 30 seconds of game time, player
B presses the game clock, and then Player A presses the game
clock. Now player B is ready to commence his or her turn. If
Player A has less than 30 seconds on the clock the clock is set to
1 second. If the premature action is repeated after the clock is
set to 1 second the match is lost.
6.END OF TURN.
1.In matches played without the use of a game clock. The player
ends his or her turn by lifting either or both of his or her dice.
2.In matches played using a game clock. The player ends his or her
turn by pressing the button on his or her side of the game clock.
If the opponent will not be able to make a valid move or turn the
cube, the player must still end his or her turn by pressing the
button. The dice may not be picked up, because the opponent will
have to use them. If the dice have been picked up anyway and the
player has activated the opponent’s time on the game clock, the
game clock may be stopped and the opponent may roll the dice and
move or consider doubling without the clock being started.
4.2 Checkers and moves
1.MOVES. The players must move clearly and use only one hand
to move the checkers. Checkers on the bar must be re-entered into
play before any other checker may be moved.
2.HANDLING OF CHECKERS. A player may not touch his or her own
checkers or the opponent’s checkers during the opponent’s turn.
Checkers that have been hit must remain on the bar until they can
be re-entered into the game in a legal manner. Checkers borne off
must be kept away from the board until the end of the game.
3.ILLEGAL MOVES.
1.If an illegal move is noticed before the opponent has rolled his
dice it must be corrected. Only the two players and tournament
officials are allowed to point out an illegal move.
2.Undoing of illegal moves in matches played without the use of
game clock. Demands for undoing are made by presenting the
opponent with the fact. Once the opponent has accepted the fact
the dice must be replaced on the board showing the correct value
and the move must be remade.
3.Undoing of illegal moves in matches played with a game clock.
Demands for undoing are made by stopping the game clock and
presenting the opponent with the fact. Once the opponent has
accepted the fact, the opponent’s time must be restarted on the
game clock. When the delay time has run out, the opponent may make
a legal move.
4.Repeated illegal moves may result in a warning. If the player
continues to make illegal moves, penalty points may be awarded.
4.ERRORS IN THE STARTING POSITION. If an error in the starting
position is noticed after the player starting the game has
commenced his second turn, the starting position is valid in spite
of the error. Therefore a player starting with less than 15
checkers can still lose a gammon or backgammon. An error noticed
before the player starting the game has commenced his second turn
must be corrected in accordance with the correct starting
position, if possible.
5.Players may not, in an uncontrolled manner, move their checkers
back and forth across the board in order to test new positions.
Players are recommended to place the checkers at least 2
centimetres above the checker/checkers that are already in the
intended point or on the edge of the board if the intended point
is empty.
4.3 Game clocks
1.HANDLING OF THE GAME CLOCK. Players must stop and start the
game clock with the same hand used for moving the checkers.
2.STOPPING THE GAME CLOCK. Stopping the game clock is only allowed
in the following eight situations:
1.When a game has been played to the end.
2.During breaks. If one or both players are leaving the game
table, both players must note down the time on the game clock on
their scorecards. If the players have not noted the time on the
game clock and the game clock has been activated during the break,
the tournament director must be called immediately. The tournament
director then sets the game clock according to his best estimate.
3.When a die falls to the floor.
4.When the tournament director is called.
5.When a player has picked up the dice before the opponent has
ended his turn in accordance with § 4.1, subsection 5, no. 2.
6.When a player has picked up the dice and started his opponent’s
time in accordance with § 4.1, subsection 6, no. 2.
7.When a player demands that an illegal move or presumed illegal
move is remade in accordance with § 4.2, subsection 3, no. 3.
8.When player A thinks that the game is settled. If player B
concurs, the players note down the result of the game and the next
game can be started. If player B disagrees, the tournament
director is called to settle the disagreement. If player B is
right he or she is awarded 2 minutes of extra time, the game clock
is restarted and the game is played to conclusion.
3.TIME HAS RUN OUT. The time is considered to have run out when
one of the players or the tournament director realises that it has
run out. If the time of one of the players has run out, the game
clock is stopped and the tournament director is called. The player
whose time has run out has lost the match. If the time has run out
for both players and it is not possible to determine which of the
players first ran out of time, the remainder of the match must be
played to its end without the use of the game clock. An exception
to this is the "gin" situation. If the player whose time has run
out is certain to win the match, no matter what is rolled in the
remainder of the game, including an already rolled legal throw,
the player is still declared the winner of the match.
4.4 Doubling cube
1.PLACING OF THE DOUBLING CUBE. It is the responsibility of
both players that at the start of each game the doubling cube is
placed in the centre between the two players with the ‘1’ or ‘64’
facing up. If the doubling cube has not been placed in the centre,
it must be placed in the centre as soon as the players notice the
error. An exception to this is the Crawford game, when the
doubling cube must be removed from the board entirely.
2.DOUBLING. The players may use the doubling cube on their turn.
It must be used before any throw of the dice though, and therefore
cannot be used after an invalid roll. A player doubles by turning
the doubling cube and placing it on the board, so that the cube is
showing the doubling level directly above the previous level and
saying the words “I double” or the like. In matches played using a
game clock, the player must also press the button on his or her
side of the game clock, so that the opponent is considering the
double on his or her own time. The doubling cube must be
considered with care, since both verbal and physical acts can be
interpreted as doubling, even if a player has not touched the
cube.
3.ACCEPTING/PASSING A DOUBLE. Players accept a double by moving
the doubling cube to their side of the board and saying “I take”
or the like and hit the clock if used. The doubling cube must then
be placed within the limits of the board, visible to both players,
on the side of the player being doubled. The double is passed by
saying “I pass” or the like. In matches played using a game clock,
the player who is passing must also stop the game clock. After a
pass the scoreboard is updated and the next game is started. The
doubling cube must be considered with care, since both verbal and
physical acts can be interpreted as an acceptance or pass of the
double.
4.CRAWFORD RULE. The Crawford rule applies to all matches. In the
first game in which one of the players is exactly one point away
from winning the match, neither of the players can use the
doubling cube. If a player doubles in the Crawford game, the
double is annulled in the following situations. 1) If the game is
in progress. When a double is annulled in a game in progress, the
game is continued without the use of the doubling cube. 2) If the
game has ended, but the next game has not yet started. When a
double is annulled between games the scorecards of the players are
corrected so that the point totals equal the number of points that
would have been correct without the use of the doubling cube. 3)
If the game in which the double was made was the last game of the
match. When a double is annulled after the end of the match the
scorecards of the players are corrected so that the point totals
equals the number of points that would have been correct without
the use of the doubling cube and the match is resumed. The
tournament director is obligated to intervene if he is informed
that a Crawford game has been doubled so that the double can be
annulled.
5.PREMATURE ACTION. If a player doubles before the end of the
opponent’s turn, the double stands in effect if it is otherwise
valid. The opponent is then entitled to finish his turn knowing
that the opponent will be doubling.
6.DOUBLES TO WRONG LEVELS. If a player doubles or accepts/passes a
double at a wrong level, the double or acceptance/pass is still
valid, but the level of the doubling cube must be corrected, so
that it is consistent with what would have been a correct double.
4.5 Completion
All games and matches must be played to the end, unless
brought to an end by the pass of a double or a player running out
of time, if the match is played using a game clock. A player with
no contact can accept the loss of a single point, a gammon or
backgammon, though. Except for this situation the players are not
allowed to agree on the outcome of points, of a game or a match.
All matches must be played to the appointed number of points.
Violation of this rule may result in disqualification of one or
both players. In special cases the players involved may be
temporarily barred from future tournaments.
4.6 Reporting of the results
The winner must report the results of the match to the
tournament director immediately after the end of the match. The
tournament director verifies the result and announces it on the
tournament board. If a faulty result has been announced it can be
corrected as long as the correction is made within a reasonable
time, and neither of the players has started a subsequent match in
the tournament.
4.7 Scorekeeping
Both players must keep an ongoing record of the score of the
match and announce to each other the score of the match before
each game. Before the start of the Crawford game, the players must
announce the fact that it is the Crawford game to each other. If
the players agree to do so it is permitted to use a scoreboard
that shows the length of the match, the score, the status of
Crawford and such. Scoreboards must be used if the tournament
director demands it. The players are still obligated to keep the
score on individual scorecards when a scoreboard is in use. It is
the duty of both players to double-check both score-sheets before
start and after completion of each game. In case of non-resolvable
dispute about the score, the score-sheet of the trailing player in
the match will be valid.
5. DISPUTES
5.1 Complaints
If a dispute arises between two players, they must leave dice,
checkers, doubling cube, scorecards and other things untouched,
while calling for the tournament director to settle the dispute.
If one of the players is also the tournament director, the dispute
must be settled by another tournament director attached to the
tournament. If no other tournament director is attached to the
tournament, the dispute must be settled according to § 5.2.
5.2 Appeals
The players can appeal the decision of the tournament
director, but this must be done immediately, while reversal of the
decision is still possible. The appeal must be immediately
processed by a tournament committee. The tournament committee can
reverse the decision of the tournament director by a simple
majority. This rule exhausts the player’s right to appeals.
5.3 Non-compliance with the tournament rules
Non- compliance with the current tournament rules will put the
party who failed to follow the rules at a disadvantage in the case
of a dispute.
5.4 Testimonies
The tournament director as well as the tournament committee is
obligated to collect relevant testimonies and statements. A player
is always entitled to argue the facts and debate points concerning
the rules. Spectators, except to report cheating, may testify only
at the tournament director's request.
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