UNIFIED BACKGAMMON TOURNAMENT
CLOCK RULES
March 2004

(In conjunction with the ABA December 2003 edition.)

 

1.0 CLOCK ISSUANCE

1.1 On Director's own initiative or at the request of any participant in the tournament, Director may require both players to use clocks. Supplies permitting, Director may announce and/or 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 Clocks shall be set based on match length. When using a STANDARD CLOCK, Director shall place six minutes per point (less three minutes per point already scored by either player) on the clocks of both players. When using a BRONSTEIN CLOCK, Director shall place two minutes per point (less one minute per point already scored by either player) in conjunction with a 12-second-per-move deductible on the clocks of both players. Players shall confirm the proper setting of the clocks.

3.0 THE PLAY

3.1 EQUIPMENT. One pair of dice, shared by both players, and two dice cups, one for each player.

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. The player demanding the dice mix picks second.

3.3 OPENING ROLL. To begin the game, each player rolls one die. The player rolling the lower die starts his opponent's clock. Then the player with the higher die moves.

3.4 COMPLETING A PLAY. Each player signals the completion of his turn by "hitting" the clock with the same hand used in moving, leaving the dice in place on the board. ("Hitting" the clock simultaneously stops the player's clock and starts the opponent's clock.) The turn then passes to the opponent. A player may not touch the dice until his opponent's turn is completed. A player who has no legal checker moves (e.g.: closed out on the bar) is not required to roll the dice but must continue hitting the clock to signify completion of turn.

3.5 CUBE. After doubling or redoubling, player hits his clock. After accepting the cube, player says "take" and hits his clock. To reject the double, player says "pass," stops both clocks, and resets the board.

3.6 CONCEDING OR CLAIMING POINTS IN A GAME. A player may concede or claim a plain game, gammon or backgammon on his turn prior to rolling the dice by stopping both clocks and stating the offer. To accept an offer, opponent says "accept" and resets the board for a new game. To reject an offer, opponent says "reject" and summons Director to adjudicate. The Director will require the opponent to accept the offer if no outcome of the game that is more favorable to him can occur; otherwise Director deems the offer invalid and restarts the clock. Without a concession or claim, each game must be rolled to completion if not ended by a pass. After bearing off the last checker, player stops both clocks and resets the board.

4.0 STOPPING THE CLOCK

4.1 Player stops both clocks (a) to start a new game, (b) to offer a concession or claim, (c) to announce an intention to take an authorized break between games in the match, (d) to retrieve fallen dice, (e) to contest an opponent's action, or (f) to summon Director.

5.0 CLOCK PENALTIES

5.1 TIME EXPIRATION. When a player's time expires, Director shall be summoned. If using BRONSTEIN CLOCKS, a player whose time expires loses the match. If using STANDARD CLOCKS, Director shall add two penalty points to the opponent's score for a player's first offense and one penalty point for each repeat offense, then reset the expired clock to five minutes and direct play to resume. Penalty points may end the match immediately. In games whose outcome will always end the match (e.g. double match-point), one grace period shall be given: when a player's time first expires, Director shall reset the expired clock to five minutes without awarding penalty points.

5.2 FROZEN CUBE. If penalty points bring a player's score to within one point of winning the match, the opponent may not turn the doubling cube for the remainder of that game or during the next.



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