Matches and Rules


THE PLAY

We play, weekly, a Swiss-style tournament of three matches to 7 points. The doubling cube is used in all matches.

In the first round, players are paired randomly and in each subsequent round players of close ranking are paired as long as they have not met before in the tournament.

The whole process is run by our customised computer program, allowing players to follow all score results on a large monitor in real time.

The winner of the tournament is the player with the highest score at the conclusion of all rounds.
If there is a draw between the top players the prizemoney is split.

SCORING

We use the Stavrou Backgammon Scoring System which is the preferred system in matches where the scoreline matters.

In any match, the score difference (points won minus points lost) determines your Score Points. For example, if you beat your opponent 7-2 your Score Points are 5 and your opponent’s are -5. 
As the match winner, you are awarded a further 100 Match Points, so your Total Points for the match are 105 and your opponent’s are -5.

This total is added to the totals of prior matches to give the current ranking score and this will determine the pairing of the next round.

If there are an odd number of players, a provisional bye is randomly chosen in the first round and awarded to the lowest scorer in subsequent rounds. The bye counts as a win and attracts 100 points. The bye is confirmed after 30 minutes have elapsed to allow for latecomers who may enter with penalty points. 

TIMING MATCHES
Matches may be timed in either of two ways, clocks or time limits.
If players can't agree on the method, time limits are the default.
Either physical or phone-app clocks may be used and need to be supplied by the players. They shall be set at a bank of 14 minutes and a delay of 12 seconds.
When playing to time limits 80 minutes are allowed per match.
Once play has commenced, the chosen timing method is in force until the end of the match. There can be no change of methods during a match unless approved by the Tournament Director.


UNFINISHED MATCHES

If time on the clock runs out for a player, the match stops immediately. The scoring is calculated as before with the opponent deemed to have reached full match points and the timed-out player remaining on actual points scored.


Aborted matches are scored similarly to timed-out matches.

If playing with a time limit and a match has not finished by 80 minutes, the game-in-play is allowed to conclude. If a player reaches full match points, he or she is the winner and the scoring is as usual.
If, on conclusion, neither player has reached full match points and the score is uneven, the higher scorer is awarded Score Points plus 97 Match Points (97 being 100 minus the number of rounds).

If, on conclusion, neither player has reached full match points and the score is even, a simple throw of the dice will determine the winner who will receive Score Points plus 97 Match Points.

JACKPOT

At the start of the tournament a player is selected at random to be the Jackpot Player.
If the Jackpot Player also wins (or draws) the tournament then he or she also wins the Jackpot which, if not won, accumulates week by week.

STARTING TIME

Registration from 6:20 pm
The draw occurs at 6:40 pm sharp
The evening usually finishes about 10:30-11 pm
You are strongly encouraged not to abandon matches as this can affect other players’ standings.


LATECOMERS

Players arriving late to any round will be penalised one point for each

10 minutes of lateness. If more than 30 minutes late the match will be 

forfeited.

Latecomers to the first round who cannot be paired may enter Round 

2 with a zero score. After the Round 2 pairings are made, no further 

latecomers will be accepted.

COST
Entry to the tournament is $10 and all monies are returned as prizes. 4 prizes are awarded for player numbers up to 31
5 prizes are awarded for player numbers 32-39
6 prizes are awarded for player numbers 40 or greater

The (rounded) prize money distribution is:

APPROX.45%25%15%10%5%
PLAYERS1st2nd3rd4thJACKPOT
8352010105
9402015105
10452515105
11503015105
12553020105
13603020155
14653520155
15703525155
167040251510
177545251510
188045252010
198545302010
209050302010
219555302010
2210055352010
2310555352510
2411060352510
2511560402510
2611565402515
2712070402515
2812570403015
2913070453015
3013575453015
3114080453015
APPROX.40%20%15%10%10%5%
PLAYERS1st2nd3rd4th5thJACKPOT
321306550303015
331306550353515
341357050353515
351407050353520
361457055353520
371507555353520
381507555404020
391557560404020
APPROX.40%20%15%10%5%5%5%
PLAYERS1st2nd3rd4th5th6thJACKPOT
40160806040202020
41165856040202020
42170856540202020
43170906545202020
44175956545202020
45175956545252520
46180957045252520
47190957045252520
48190957050252525
49195957550252525
502001007550252525

An optional $10 Side Pool is offered. The Pool is split 70%-30% between the top two scored participating players. The score can include any bonus points accrued from byes.
Every week a further $2 is collected from each attending player. This goes toward the running costs of the Sydney Backgammoners.
LIBRARY
The best way to develop your backgammon skills is to study the many books written by masters of the game. Sydney Backgammoners has a collection of backgammon books for loan. For a refundable deposit of $50 any player may join the Library "Club" and borrow books from our librarian, David Reitzin. 
List of books:
BACK CHECKER STRATEGY by Michy
BACKGAMMON by Magriel
BACKGAMMON by Sobolenski
BACKGAMMON by Stern
BARR ON BACKGAMMON by Barr
BETTER BACKGAMMON by Holland
ENDGAME TECHNIQUE by Michy
HOW GOOD ARE YOU AT BACKGAMMON by Tzannes
HOW TO PLAY THE OPENING IN BACKGAMMON (trilogy)
1. A New Way of Thinking
2. Everything Matters
3. Order from Chaos
by Bill Robertie
MASTER CLASS by Mochy and Olsen
MODERN BACKGAMMON by Bill Robert
NEW YORK TIMES BACKGAMMON by Jacob
OPENING CONCEPTS by Michy
RULES OF BACKGAMMON by Goldberg and Hamilton
WIN AT BACKGAMMON by Hopper

TOURNAMENT RULES

The Tournament Director is the arbiter of all disputes and will be guided by, but not bound by, Australian and internationally rules. 

The official Tournament language is English. Speech in any other language will not be permitted between players and/or spectators while matches are in progress.

Disputes that are unrelated to moves (e.g. choice of direction) shall be settled by the roll of the dice.

If a dispute related to the play arises, both players must leave dice, checkers, cube and score unchanged while the TD is summoned. Violations by players in this area are most serious.

Players must use precision dice if available. Either cups or a dice scrambler (or both) must be used. Hand rolling of the dice is not permitted. One set of dice is the default requirement, the end of a move being signalled by a tap on the board. If both players request it, two sets of dice may be used and the end of a roll is signalled by the player picking up his dice. One dice change per person per match is permitted.

Dice must be rolled together and land flat on the surface of the right-hand section of the board. With the opponent’s permission, a player may, for the duration of one game, roll on the left-hand side of the board. A player must re-roll both dice if a die lands outside the right-hand section of the board or lands on a checker or does not land flat.

Players must point out and correct all illegal moves or actions noticed before each player has made a valid roll, otherwise the move stands.
Premature rolling of the dice is an illegal action and must be retracted.
A starting position error must be corrected if noticed before each player has rolled once, otherwise it stands. A player starting with fewer than 15 checkers may still lose a gammon.

Spectators shall remain silent while observing a match. Spectators must not draw attention to any misplays or comment on plays. Spectators who observe improprieties or irregularities during a match should discuss them in private with the TD. A player may request the TD to bar one or more spectators from viewing his or her match.

The Crawford Rule shall apply. When the leading player comes within one point of winning the match, the following game is played without a doubling cube.

Each player should manually keep score. Not keeping score disadvantages a player in case of a dispute. After each match the winner should proceed to the tournament desk to report the score. Players should ensure that their score is recorded correctly.

The use of backgammon programs (or any devices deemed to be of unfair assistance) during a match is strictly forbidden.

Under no condition will foul language, abusive behaviour, bullying, badgering or cheating be allowed. The offending player will be given only one warning and will be disqualified from the tournament if the offending behaviour does not cease. In such cases the entry fee is forfeited.