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Club Rules

Club Rules

1. At the request of either player, playing preferences (e.g. seating position, choice of board, color of checkers, direction of play) will be determined by separate rolls of the dice.

2. Four dice will be used - two dice per player. Each player's dice may be of either matching or contrasting colors.

3. Either player may require the mixing of the dice prior to any game. To do so, he rolls out all four (or more) dice (from the board being used) from one cup. The opponent selects a single die, then the player selects a single die. The opponent selects a second single die, and the player takes his second die. If a player demands a remixing after having done so for the previous game, the opponent may insist on being the one to initiate the process, thereby being the one to take the second and fourth die selections.

4. Dice cups MUST be used (and kept within view), and the dice must be shaken vigorously (along the LENGTH of the cup) and rolled forcefully onto the board (directly from the mouth of the cup - not rolled off the hand or fingers), without the cup touching the board.

5. The dice MUST be rolled onto the player's right-hand board AT ALL TIMES. (This may not be waived by either player.)

6. A baffle-box device may be used. If used, it will be positioned on the outer board (negating rules #4 & #5 while it is in use). Two dice cups and two sets of dice will be used with the baffle box, unless both players agree to a single cup, a single pair of dice, and/or no cups at all. If one player declines to use the baffle box, he will not be required to join in its use.

7. Each move concludes when the player TOUCHES the dice to pick them up following his intended play, unless both players agree on an alternate signal (e.g. tapping the bar).

8. Each game will begin with a roll of one die by each player on his respective right-hand board; the player with the higher number will play both numbers as thrown. That player will pick up his die first, to conclude his opening move; only THEN will the opponent pick up his own die. In the event of a cocked die on the opening roll, only that one die will be re-rolled.

9. Both dice must land flat on the playing surface (aside from surface flaws and pip seams). If a die lands atop a checker or the other die, or cocked at an angle, or off the right-hand board surface altogther, both dice (except on the opening roll) must be re-rolled. (A cube may not then be offered in lieu of a re-roll.)

10. There will be no automatic doubles, nor immediate redoubling ("beavers").

11. If both dice can be played, both dice must be played - although either die may be played first (including while bearing off).

12. If only one die can be played, the higher number must be played (if possible to do so).

13. The player must use only one hand to handle his checkers and dice.

14. The player may not obscure his checkers or dice from the opponent's view.

15. The opponent may not move for the player, no matter how obvious or obligatory the move may be.

16. The player may not move checkers nor pick up his dice so rapidly as to hinder the opponent from reasonably viewing the play.

17. The opponent may not touch the board or checkers during the player's turn, nor otherwise unreasonably distract the player.

18. The opponent may not shake or roll his dice prior to the player's picking up of his own dice at the conclusion of his move.

19. If the opponent's dice are rolled prematurely, the player may insist that they remain frozen until he completes his move, and may opt either for the play of that roll or for a re-roll of the opponent's dice.

20. A premature double will stand; the player will complete his interrupted move, then respond to the double.

21. In any apparent cube-offer movement (including premature), a player's mere touching of the cube commits him to the double.

22. The player may not touch either die prior to completing his move (unless - AND ONLY IF - it blocks the actual movement of a checker).

23. In retracting a move (without the dice having been touched for pick-up), the player must return each checker to its own original position - not that of another checker. (Confusing shell-game switching of the checkers is not allowed.)

24. Play will be under the traditional “Illegal Moves” (i.e. “Responsible Moves”) rule - not what has come to be known as the “Legal Moves” rule. That is, if the player concludes his move by touching his dice to pick them up, without having played a legal or complete move, the opponent (and ONLY he) may require that the move remain as played, or may require the correction of an illegal, incomplete, or erroneous move prior to his own subsequent roll. (Spectators are barred from pointing out errors or incomplete moves.) If replayed, the checker(s) played in error must be correctly played, but the entire move may be replayed to correct the error.

25. The opponent's roll (or initiation of a double) constitutes acceptance of the previous move as played.

26. The cube must be kept in clear view of both players at all times.

27. The "Crawford Rule" applies to all matches. (When match-point is first reached, neither player may double during the next single game; after that game, either player may double normally.)

28. The "Jacoby Rule" does NOT apply. (Gammons and backgammons count, whether or not the cube has been played.)

29. Kibitzing is forbidden. Each player will play his own game. Spectators may not assist, distract or critique a player unless an opinion or assistance is requested by a player without objection by the opponent. Coaching or instructing by a spectator must have the explicit approval of both players.

30. The only language that may be spoken, by players or spectators, is English.

31. No reference aids or earphones may be used.

32. A player may not leave the table for a break, while a game is in progress, without the opponent's approval; he may do so between games only. Leaving mid-game without approval will cause the forfeiture of that game. A break between games is limited to ten minutes, and may not be taken frivolously for the purpose of distracting or inconveniencing the opponent.

33. Clocks will not be used unless agreed-to by both players.

34. Players are not to ignore, nor allow the ignoring of, any of the rules, for the purpose of fostering a "friendlier" atmosphere. (A friendly, social playing atmosphere is best achieved when all players know that they can count on cordial but strict adherence to known and consistently followed rules of play.)

35. In the event of a difference of opinion, argument will cease and all checkers and dice will be left frozen in place until a decision is rendered by the director. Issues not addressed above will be decided at the director's discretion.

36. Cordial and courteous conduct by players and spectators is required. Heckling, needling, bickering, shouting and swearing are not allowed. Offensive behavior or intentional misplays will cause the offender to be excluded by the director from further participation.

(Revised 3/7/18. Supercedes previous versions.) — T. Valentine, terryv123 @ yahoo.com