Backgammon Doubling Cube, Gammon & Backgammon Rules Explained
The doubling cube changes the value of a backgammon game without changing the movement rules.
Offering a double
Before rolling on your turn, when legally permitted, you may offer to double the current game value. The opponent may take or pass.
Take
If the opponent accepts, the game continues at twice its previous value and the accepting player normally gains control of the cube for the next possible redouble.
Pass
If the opponent refuses, the game ends immediately at the previous cube value.
Gammon
If the loser has not borne off any checker when the winner bears off all 15, the result is a gammon worth twice the cube value.
Backgammon
If the loser has borne off no checker and still has a checker on the bar or in the winner’s home board, the result is a backgammon worth three times the cube value.
Crawford rule
In match play, current USBGF tournament rules remove the doubling cube for the first game after either player reaches exactly one point from winning the match. This is the Crawford game.
Optional money-game rules
Automatic doubles, beavers and the Jacoby rule are optional conventions rather than universal requirements. Agree on them before play.
Related guides
Complete rules · Strategy · Hub