Official Mind Sports Olympiad Backgammon Rules For Play
1.0 INTERPRETATION
1.1 INTERPRETATION The Tournament Rules & Procedures cannot, and
should not, regulate all possible situations that may arise during a game. No set of rules
should deprive the Director of his freedom of judgement and prevent him from finding the
solution dictated by fairness and compatible with the circumstances of a particular case.
1.2 SCOPE Except where otherwise specified, the commonly
accepted rules of backgammon apply.
1.3 STAFF At each tournament the Director shall be Michael
Crane or others appointed by him, having had similar experience.
1.4 ENTRIES All entries are subject to the approval of the
Director and the MSO.
1.5 AIDS Once a match is in progress, neither player may use
mechanical or written aids except to keep score. Players may forbid opponents from wearing
headphones.
1.6 LANGUAGE The official tournament language is English.
Speech in any other language will not be permitted at any time between players and/or
spectators whilst a match is in progress.
1.7 SPECTATORS Spectators should remain silent while observing
a match. They have no right to draw attention to any misplays or comment on plays but have
the right to report cheating to the Director (see Rule 6.2). Players may request the
Director to bar any spectator without reason.
2.0 REGULATIONS
2.1 PLACE All matches to be played in areas agreed by the
Director. Any player missing from the main playing room when called out in the draw shall
incur penalty points after an absence of 10 minutes unless they are absent with the
Director's permission.
2.2 TIME Matches shall start promptly at the appointed time.
Three 5-minute recesses only are allowed per match.
2.3 PENALTY POINTS Penalty points will be awarded against
latecomers and absentees at the rate of one per five minutes late. When the total of penalty
points amount to more than 50% of the total points to win the match the absent player shall
forfeit the match. (see 2.6)
2.4 SLOW PLAY Players are expected to play at a reasonable
pace. If, in the Director's opinion (or that of a player) a match is not progressing at a
reasonable pace clocks may be issued in accordance with MSO Clock Rules. The Director's
decision is final.
2.5 MONITORS The Director/Assistant Director may appoint a
monitor to observe a match on his own initiative or at the request of any player. The
Monitor shall have full powers to protect each player from an opponent's irregularities.
2.6 BYES In the Swiss Format any byes shall be at the
Tournament Director's discretion.
3.0 PRELIMINARIES
3.1 EQUIPMENT Either player may demand that both use when available and
approved by the Director, precision dice (over any others), and/or lipped cups or
baffle boxes, supplied tournament boards or players' own boards no larger than 21".
3.2 PREFERENCE If necessary, the direction of play, equipment,
choice of checker colour and seat location shall be decided by the roll of the dice prior to
the commencement of play.
3.3 DICE Either player may demand a mixing of the dice prior
to the start of any game. The demanding player shakes and rolls all four dice then each
selects a dice in turn.
4.0 PLAY OF THE GAME / IRREGULARITIES
4.1 RANDOM ROLLS Both dice must be placed into the cup and
shaken vigorously before rolling simultaneously to the right of the bar. They are to be
thrown from a discernible height and be seen to bounce.
4.2 VALID ROLLS Both dice must come to rest flat (not cocked)
on the playing surface to the right of the bar; otherwise they must be rolled again.
4.3 MOVING Players should move clearly, using only one hand to
play the checkers. Players shall re-enter any checker on the bar before moving any other
checker. No player shall move any checkers during an opponents turn. Deviations from proper
moving procedure may result in an adverse ruling in cases of dispute.
4.4 CHECKER HANDLING Checkers that have been hit must be kept
on the bar pending re-entry. Checkers that have been borne off must be kept off the entire
playing surface for the rest of the game. Failure to observe these procedures may result in
an adverse ruling in any case of dispute or redress to an opponent harmed thereby.
4.5 LIFTING DICE Players conclude their turn by lifting either
or both dice. With notice to the opponent the player may reposition the dice on the playing
surface to facilitate the moving of checkers. After the player has lifted both of the dice
the move can only be changed upon an opponent's demand to replay an illegal move.
4.6 PREMATURE ACTION All premature actions, including
premature rolls, shall stand if otherwise valid. An opponent who has yet to complete his
turn or act upon the cube, may then do so with the foreknowledge of the premature roller's
dice throw.
4.7 ERROR IN SET-UP An incorrect starting position must be
corrected prior to the fifth roll of the game. The set-up thereafter becomes official.
Players starting with less than fifteen checkers can still be gammoned or backgammoned.
4.8 ILLEGAL MOVES Upon drawing attention to an illegal move the
player may condone it or demand that it be played legally. An illegal move is condoned by the
opponent rolling their own dice or turning the cube.
4.9 COMPLETION Games must be rolled to completion unless ended
by a pass of a double or redouble, or conceded in no-contact positions, single game, gammon
or backgammon losses. No game may be cancelled, replayed or settled. Matches must be played
the appointed length or as decided by the Director.
5.0 SCORING / DOUBLING
5.1 KEEPING SCORE The match starting time will be recorded on
all score cards; failure to do so may incur a penalty point at the Director's discretion.
Players shall keep a running match score and compare with opponent's at the start of each
game. In the event of a scoring dispute the player not keeping score will be at a
disadvantage.
5.2 CUBE SET-UP It is the responsibility of both players to
ensure that the cube is in the middle of the board and that the "64" face is showing at the
start of every game. In the event of a dispute, current position and level of the cube will
strongly affect the Director's ruling. The cube should be removed during the Crawford game
only. (See 5.5)
5.3 CUBE RULES Gammons and backgammons shall count at all
times. It is not necessary to double an opponent first to win a gammon or backgammon.
Beavering is not allowed. Automatic doubles are not allowed.
5.4 CUBE HANDLING Players may only double when it is their
turn to throw and must do so before throwing, but not after rolling cocked dice. To offer a
double or redouble move the cube towards the opponent at the higher level saying clearly,
"double" or similar. To take, draw the cube towards oneself and say, "take" or similar,
placing the cube on your side of the board. Both players should ensure that the correct
level is displayed. To reject the cube one says, "pass" or "drop" and the game concludes.
Care should be exercised when handling the cube as either verbal or physical acts might be
interpreted as cube actions by an opponent.
5.5 CRAWFORD RULE The Crawford Rule will apply to all matches.
When a player reaches match point, the cube cannot be used for that one game. In any
subsequent games the cube can be used prior to any legal throw, except the opening roll.
(See 5.2)
5.6 SCORE RESULT The final score should be reported to the
Director or someone appointed by him, checking that the correct result is recorded. Any
mistakes must be corrected immediately.
6.0 CONTENTIONS
6.1 DISPUTES When a dispute arises, both players must leave
dice, checkers, cube and score-sheet unchanged while the Director is summoned. Violations in
this area by either player are most serious and create a presumption in favour of the
opponent.
6.2 TESTIMONY Any player may argue issues of fact or rule.
Spectators, except to report cheating, testify only at the Director's request.
6.3 APPEALS A player may appeal against the Director's ruling
but must do so promptly, while timely redress may be obtained. To resolve an appeal, the
Director shall convene a committee of three MSO Arbiters who shall hear the testimony and
all relevant arguments from all parties and may overturn the Director's ruling by a unanimous
vote. A fee of £20 per appeal is payable to the MSO and is refunded subject to the Director's
decision being overturned.
7.0 OLYMPIAD SWISS FORMAT
7.1 MATCHES Each player shall play rounds against other players
in accordance with the Swiss Format. The tournament winner will be the player who has won the
maximum number of rounds with the highest points total.
7.2 POSITION CRITERIA Position within the Swiss format will be
decided thus: a) Rounds Won, b) Sum-of opponent's scores.
7.3 ROUND MATCHING Round One, random draw, thereafter matched
with an opponent who has a similiar score. Whilst every effort will be made to ensure correct
matching, mismatching may occasionally occur.
7.4 QUALIFICATION To qualify for maximum position within the
tournament players are expected to complete all rounds. Failure to do so will affect the
final position.
8.0 OPEN KNOCKOUT FORMAT
8.1 MATCHES Each player is entered into the 1st round of the
Main on a random draw, and thereafter will enter subsequent elements (Consolation etc.) when
they lose a match on a knockout basis.
8.2 OPEN RANKINGS (Biba members only) All 11-, 7- and 5-point
Knockout matches will be ranked and the scores will supplement the Ranking Score gained in
other Biba tournaments. NB: All 11-point matches count towards the Biba Ranking
Championships.
9.0 WINNERS
9.1 BEGINNER The MSO Beginner Gold winner will be the player
with the highest number of wins (see 7.2), Silver will be 2nd and Bronze 3rd. The three
highest Junior placings will receive certificates for 1st, 2nd & 3rd.
9.2 OLYMPIAD CHAMPIONSHIP The MSO Championship Gold Category
winner will be the winning finalist, Gold, with the runner-up Silver. There will be a 3rd/4th
place play-off for the Bronze. The Silver category winner will win Silver with the runner-up,
Bronze. The Bronze Category winner will win Bronze and the runner-up a certificate.
9.2 WEEKEND The MSO Weekend Gold Category winner will be the
winning finalist, Gold, with the runner-up a certificate. The Silver Category winner will
win Silver with the runner-up a certificate. The Bronze Category winner will win Bronze and
the runner-up a certificate.
9.3 OPEN CHAMPIONSHIP Trophies will be awarded to 1st, 2nd, and
3rd/4th positions in each element.
© Michael Crane - MSO Backgammon Director June 2000
Official Mind Sports Olympiad Backgammon Clock Rules
1.0 Issue Of Clocks
1.1 On his own initiative or at the request of any participant in the tournament, the
Director may require both players to use clocks. Supplies permitting, the Director may
announce and post on the draw sheet for any round, "CLOCKS REQUIRED," or "CLOCKS ALLOWED"
(on request of either player). Clocks shall be introduced only at the start of a new game.
2.0 Preliminaries
2.1 The Director shall pre-warn slow matches about the possible use of a clock unless play
speeds up to acceptable levels. If a clock is issued the Director will place minutes on each
player's clock according to the following timetable:
BACKGAMMON CLOCK TIME TABLE
Suggested amount of time to put on each clock with the following match scores up to 11-point
matches:
3.0 The Play
3.1 Equipment: Players share one pair of dice. Each player has his own dice cup.
3.2 Dice Mix: Either player may demand a mixing of dice prior to the start of any game. Four
predetermined dice (including the two already in play) are mixed with each player picking one
die.
3.3 Opening Roll: At the start of each game, both clock buttons are centred and each player
rolls one die. The player rolling the lower die pushes (hits) the clock button nearest him,
starting his opponent's clock. Then the player with the higher die moves.
3.4 Completing a Play: Each player signals the end of his turn by hitting the clock with the
same hand used in moving, leaving the dice in place on the board. The turn then passes to the
opponent. No player may touch the dice during his opponent's turn. By mutual agreement, a
player may continue to roll and play without hitting his clock as long as his opponent has
no legal moves.
3.5 Cube Action: After doubling or redoubling, a player hits his clock. After accepting the
cube, a player says "take" and hits his clock. To reject the double, a player says "drop",
centres both clock buttons, and resets the board.
3.6 Conceding or Completing a Game: A player may offer to concede a plain game, gammon or
backgammon only after completing his turn and then centring both clock buttons. To accept a
concession, opponent says "accept" and resets the board for a new game. To reject a
concession, opponent says "reject" and rolls his dice. The player who offered the concession
should then hit his clock. Else, each game shall he rolled to completion if not ended by a
pass. After bearing off his last piece, the player centres both clock buttons and resets the
board.
4.0 Stopping the Clock
4.1 A player centres both clock buttons (a) to start a new game, (b) to offer a concession,
(c) to announce his intention to take an authorized break in the match, (d) to retrieve
fallen dice, (e) to contest an opponent's action, or to summon the Director.
5.0 Penalty Points
5.1 Time Expiration: When a player's time expires, the Director shall be summoned.
Spectators may not inform either player that a flag has dropped. The Director shall add two
(2) penalty points to the opponent's score for a player's first offence and one (1) penalty
point for each repeat offence. The penalized player's clock is then reset for an additional
five minutes and the game in progress continues. Penalty points may end the match
immediately.
5.2 Frozen Cube: If penalty points bring a player's score to within one point of winning the
match, the doubling cube (regardless of its current location and value) shall be frozen for
the duration of the game in progress. In addition the next game (if necessary) will be the
Crawford game.
© Michael Crane - MSO Backgammon Director June 2000