BACKGAMMON TOURNAMENT RULES

ISTAVDER TOURNAMENT RULES - 2025

Hereinafter, Istanbul Backgammon Club will be mentioned as Istavder.

These general rules encompass all Istavder events, including various leagues organized by Istavder and also are applied to every single player without any exceptions.

Istavder's first and foremost rule is "Sportsmanlike Conduct". Not abiding by this rule, or trying to manipulate any of the rules for personal gain is punishable by immediate disqualification and also might result in a ban from all future events by Istavder.

Every player is expected to abide by these rules, to respect the game and the opponent.

Experienced Istavder players are expected to be tolerant with tournament rookies as they are getting accustomed to the rules of tournament play and clock use.

Smoking and the consumption of all tobacco products that produce smoke, vapor, or unpleasant odors, including electronic devices, are prohibited in environments where backgammon is played.

  1. Interpretation of the Rules:

Please be aware that these rules are general guidelines to ensure the smooth running of the tournament. As such, they might not offer an ironclad solution for any and all disputes.

It is in the power of the "Tournament Referee" to offer a solution whenever such a dispute arises.

  1. Scope:

As long as an "event specific" announcement is not made prior to the start of the tournament, these rules apply as is.

  1. Registration and Execution:

Players who are over 18 years old and have not been previously expelled may register for the tournament.

Tournaments are conducted through the Ftbgsystem application. Players are expected to download the mobile app to register for the tournament, enter results, and track the tournament's progress. Players who do not have access to the mobile app will receive necessary notifications via SMS, automatically sent by the system.

The tournament director has the right to remove a player from the registration list before the draw if deemed inappropriate. The director is not required to provide a reason for the exclusion.

If necessary, the director may reopen registration for the Consolation and Last Chance stages.

  1. Headphones/Earphones:

Wearing headphones is not subject to the opponent's permission. Any player may use headphones without asking their opponent.

  1. Mobile Phones and Electronic Devices:

It is not appropriate to use mobile phones or electronic devices containing backgammon-related software during a match. Players should not use their phones unless necessary, except for taking photos of positions when needed.

  1. Matches Broadcast Live on the Internet:

Players participating in recorded and live-streamed matches must keep their mobile phones turned off throughout the match. It is unethical for players in live-streamed matches to make phone calls, check incoming SMS or emails, or wear headphones during the game. Keeping their phones and other devices turned off for the entire match is more appropriate.

  1. Spectators:

Spectators must remain silent and still while watching the match. Moving after a move has been played, conversing with other spectators, or signaling is not appropriate. Spectators are also prohibited from touching the table or the players.

If spectators notice improper clock usage or an illegal move, they may inform the referee first. If no referee is present, they may directly notify the players. (For example, if the game clock remains in pause mode or if a player rolling 1-1 moves five times instead of four.) However, if a spectator incorrectly assesses the situation and unnecessarily interferes with the game, they may be prohibited from watching the remainder of the match.

Players who feel disturbed by spectators exhibiting distracting behavior may request the tournament director to remove one or more spectators. Upon such a request, the director will first warn the spectators. If the disruptive behavior continues, the director will remove them from the match.

  1. Position and Match Recording. Recording of the General Tournament Area:

A player may record and live stream their match. They do not need their opponent’s permission to take photos of a position or record the entire match with a camera.

The tournament director has the right to record, live stream, and relocate matches to designated areas instead of their originally assigned tables. Players participating in key matches, such as finals, which have been pre-planned for recording and live streaming, cannot object to this process.

If necessary, the tournament organizing committee may monitor and record the entire tournament hall using cameras. The organizing team may also share numerous images on social media platforms such as Facebook and Instagram during and after the tournament.

Players who object to match recordings or general tournament environment recordings and sharing should refrain from participating in the tournaments.

  1. Determination of the Match Table:

After each new round draw, players are informed of their assigned table number and opponent’s name via the Ftbgsystem application and/or SMS.

Upon learning their table number, players must go to their designated table at the start time and wait for their opponent. Once at the correct table, players should ensure they are facing the correct opponent. After confirming this, they must wait for the tournament director’s official start instruction before beginning the match.

  1. Player Not Ready at the Match Start Time:

If a player's opponent has not arrived at the scheduled match start time while other matches have already begun, the waiting player must remain at the table and wait for the tournament director’s announcement: “Players whose opponents have not arrived, press the clocks.” The player should then start their opponent’s match time and must not leave the table until the time expires.

The tournament director will make the "press the clocks" announcement five minutes after the scheduled start time, which has been communicated in advance via the tournament program, SMS, or announcements.

If neither player is present at the start time, the tournament director will start each player’s time separately. A player who arrives late must complete the match within whatever time remains on their clock. If a player’s time runs out before they arrive at the table, they will be considered to have lost the match.

  1. Match Start:

The player who arrives at the table first has the right to choose their seating side.

Before starting the match, both players must check the backgammon set, game clock, scoreboard, checkers, dice cups, doubling cube, and dice.

If the players cannot agree on the direction of play or checker color selection, they will roll the dice separately for each issue, and the player with the higher roll will have the deciding choice.

  1. Dice Selection and Dice Change:

The use of precision dice is mandatory in all matches. Every player participating in the tournament must have at least one precision die.

At the start of the match, each player selects a die and presents it for their opponent’s approval. Players must examine the dice and finalize their decision before the match begins.

Once a match starts with an agreed-upon set of dice, it must be completed using the same dice. Dice cannot be exchanged during the match, nor can any external dice be introduced. No additional dice are allowed on the table or near the backgammon set.

If the tournament director determines that the dice do not comply with the rules, they have the right to replace them immediately, without prior notice or waiting for a break in the game.

  1. Use of Dice Cups and Baffle Boxes:

A valid dice roll requires both dice to be shaken vigorously at least three times inside the dice cup and then released together from a noticeable height onto the backgammon surface, allowing them to roll freely. Alternatively, the dice may be rolled using a baffle box, where they tumble onto the board.

When shaking the dice, the player’s hand covering the cup’s opening must be placed beside the cup during the roll, ensuring the dice drop without touching any fingers. If the dice make contact with the fingers, the roll is invalid and must be repeated.

Players using a baffle box must shake the dice in their palms or use a dice cup before dropping them into the baffle box. Placing dice directly into the baffle box from the board is not allowed.

If dice land improperly ("cocked dice"), the player must inform their opponent before picking them up.

At the start of each new game, both players roll one die. The player who rolls the lower number takes the clock out of pause mode and starts the opponent’s time. The player who rolls the higher number then makes the first move.

Both dice must land on the right half of the board (from the player's perspective) and lie flat, parallel to the playing surface. If the dice do not land on the right side of the board, they are invalid, even if they are flat. A die resting on a checker is also invalid. If an invalid roll occurs, both dice must be re-rolled. However, for opening rolls, only the player who rolled an invalid die must re-roll their die.

If one or both dice hit a stationary, inanimate object outside the board before landing on the playing surface, the roll is valid. However, if a die bounces off a living object and then returns to the board, the roll is invalid.

Players must roll the dice using lipped dice cups provided by İstavder. They may also use their personal dice cups, provided they comply with the rules and have a proper lip. The tournament director has the authority to disallow a personal dice cup if deemed inappropriate.

If a player chooses to use a baffle box, their opponent cannot object. A player is free to use a baffle box if they wish, while their opponent may continue using a standard dice cup. However, once the choice between a baffle box or a dice cup is made at the beginning of the match, it must remain unchanged until the match concludes.

  1. Dice falling out of the Playing Area:

If the dice fall out of the playing area, the opponent should immediately pause the clock while the player retrieves the dice and prepares for the re-roll. The game should resume only once the player is ready, with their move timer reset to its initial state.

Applying the same courtesy in cases of invalid rolls is considered good sportsmanship.

  1. Match Duration and Clock Usage:

The use of clocks is mandatory in all rounds of all tournaments. Unless otherwise specified, the standard time settings are as follows:

  • 9-point matches: 14 minutes total time + 12 seconds per move
  • 7-point matches: 10 minutes and 30 seconds total time + 12 seconds per move
  • 5-point speed gammon matches: 2 minutes total time + 10 seconds per move
  • Advisory doubles matches:
  • 7-point matches: 14 minutes total time + 12 seconds per move
  • 9-point matches: 18 minutes total time + 12 seconds per move

        

During game breaks, clocks must be paused. If a player's time expires before the match is completed, they lose the match. Their opponent does not have the authority to grant extra time. Granting additional time is not considered sportsmanship; instead, it is a rule violation that may result in penalties.

Clock Usage in Illegal Moves:

Regardless of time constraints, if a player makes an illegal move and presses the clock, the following procedure applies:

  • The opponent must immediately pause the clock and declare the move illegal.
  • The position must be reset to its original state before the illegal move.
  • All checkers must be returned to their previous positions, not just the incorrectly moved ones.
  • Once both players agree on the restored position, the opponent restarts the clock for the correcting player’s move.
  • The move timer resets to its full duration when a move is redone due to an illegal play.

However, if a player repeatedly makes illegal moves to regain time, the match will be played under referee supervision. In such cases, the referee may decide not to reset the move timer for illegal moves.

Similarly, if a player wrongfully challenges a legal move in an attempt to exploit their opponent’s time shortage, the referee may impose a time penalty. If a player loses time due to excessive incorrect illegal move claims by their opponent, the referee may grant additional time to the affected player.

To prevent disputes, matches with severe time pressure should be played under referee supervision. Players in this situation are encouraged to request a referee’s presence.

  1. Break Policy:

Breaks are strictly prohibited! Players are not allowed to take breaks unless there is an emergency, such as a restroom need.

A player requiring an emergency break must obtain approval from the tournament director. If the player does not return within 5 minutes, the director will restart their clock and impose a time penalty.

If the player fails to return before their time expires, they will lose the match.

  1. Move Execution & Player Responsibilities:
  • Players must roll the dice on the right side of the board (from their perspective).
  • A player may adjust their move as long as they have not pressed the clock.
  • Until the active player presses the clock, the opponent may not touch the board, checkers, or dice.
  • Moves must be made clearly and using one hand only.
  • If a player has a checker on the bar, they must enter it first before making any other moves.
  • If a checker move requires repositioning the dice for clarity, the player must inform their opponent before adjusting the dice to a clearer position.
  • The opponent must stay still and refrain from touching the board, dice, or checkers while the active player is making their move.
  • If the opponent takes the dice before the player has pressed the clock, any resulting issues are not the responsibility of the tournament management or director.
  • If the opponent rolls prematurely before the player's move is finalized (before pressing the clock), the player may either:
  • Accept the premature roll as valid.
  • Require the opponent to reroll.
  • If a player doubles (offers the cube) before their opponent has completed their move (pressed the clock), the cube action is still valid.
  • Players who take dice, roll prematurely, or double before the appropriate time will receive a warning from the tournament director. If repeated, the player may be disqualified.

Illegal Moves & Corrections

  • If a player realizes they have made an illegal move after pressing the clock but before the opponent has rolled, they may stop the game and correct the move.
  • If an illegal move is noticed after the opponent has rolled, the decision to correct or accept the move is entirely up to the opponent.
  • The tournament director cannot enforce a correction after the opponent has rolled.
  • When correcting an illegal move, all checkers must be reset to their original positions, not just the incorrectly placed one.

  1. Handling the Checkers:
  • Hit checkers must be placed on the bar. If a player's checker is hit, it must always be placed on the bar.
  • Checkers that are borne off must be placed outside the playing area. When a player starts bearing off their checkers, they must place them outside the board.
  • Placing a borne-off checker on the bar is an illegal move. If a player mistakenly places a collected checker on the bar, it is considered an illegal move.
  • The opponent, spectators, referee, or tournament director must intervene in case of an illegal move. As with all illegal moves, this mistake must be corrected immediately.
  • Illegal moves must be corrected before the dice are rolled. If a player mistakenly places a borne-off checker on the bar, the opponent must ensure that it is corrected before rolling the dice.
  • Once the dice have been rolled, the opponent has the final decision. If the mistake is only noticed after the dice have been rolled, it is up to the opponent to decide whether to allow the correction.

  1. Error in Setup:
  • If there is an error in the initial setup, players must point it out before the 5th move. If the error is noticed within this limit, the setup will be corrected.
  • If the incorrect setup is not corrected by the 5th move, it remains valid until the end of the game.
  • A player who starts the game with missing checkers is not considered to have borne off any checkers and can still lose by gammon or backgammon.

  1. Illegal Moves:
  • If a player makes an illegal move, their opponent cannot accept it as valid.
  • Regardless of who notices the illegal move—whether it’s the opponent, the player who made the mistake, a referee, or a spectator—it must be corrected before the opponent rolls the dice.
  • If the opponent fails to notice the illegal move and rolls the dice, the move stands as played, and the game continues without correction.
  • Once the dice have been rolled, no one (including the referee, tournament director, spectators, or the player who made the mistake) can request a correction.
  • If the opponent offers the doubling cube after the illegal move, the error remains uncorrected and the game continues as is.

22. Use of Digital Board:

If the tournament director deems it necessary, a player who repeatedly makes illegal moves or rule violations due to distractions or other reasons may be required to play all their matches using a Digital Board.

22. Keeping Score:

At the end of each game, both players must record the match score on the scoreboard. If a player forgets to record their score, referees and spectators may remind them. In case of a dispute, the player who failed to record the score will be at a disadvantage when the referee makes a decision.

23. Setting the Cube:

At the beginning of every game, except for the Crawford game, the doubling cube must be placed in the center showing 64. In case of a dispute, the referee will evaluate the situation based on the cube’s current position. During the Crawford game, the doubling cube is placed outside the backgammon board.

24. Doubling Cube Moves:

A player must double before rolling their dice when it is their turn. If the player rolls the dice, even if the roll is invalid for any reason, they lose the right to double for that turn.

To offer a double, the player picks up the doubling cube, places it on their right center side of the board showing twice its current value, and then presses the clock to pass the turn to the opponent. The opponent should not indicate their decision before the doubler presses the clock.

To accept the double, the opponent takes the cube, places it on their side of the board, and presses the clock to pass the turn. To decline the double, they reset the cube to its starting value, return it to its original position, and put the clock in pause mode.

As a matter of sportsmanship, a player should only touch the doubling cube when they are certain about doubling. Once a player has touched the cube in a way that suggests they intend to double, withdrawing from the action is considered unsportsmanlike behavior. If the opponent objects, touching the cube is considered a valid double.

Similarly, if the opponent picks up the doubled cube and places it in their area to indicate acceptance, they cannot later change their mind and decline. If the opponent objects to this reversal, the cube is considered accepted.

25. Doubling Cube Value and Placement:

Ensuring that the doubling cube's value and placement are correct during the game is a shared responsibility of both players. If an incorrect value or placement is noticed at any point, the cube must be adjusted to reflect the correct value and position.

26- Crawford Rule:

The Crawford rule applies to all matches. When one player reaches match point, the doubling cube cannot be used for the following game. In subsequent games, the cube is back in play.

If the doubling cube is mistakenly offered during the Crawford game and this mistake is noticed before the Crawford game ends, the cube is deemed invalid. However, if this mistake is discovered after the score has been recorded or the match has concluded, the match can continue from the correct score only if both players mutually agree. In such cases, the responsibility primarily lies with the leading player.

27- Backgammon Rule and Game Value:

At the end of a game:

  • A player who bears off all their checkers before their opponent wins 1 point × the cube value.
  • A player who bears off all their checkers while the opponent has not borne off any wins a gammon (2 points × the cube value).
  • A player who bears off all their checkers while the opponent still has one or more checkers in their home board or on the bar wins a backgammon (3 points × the cube value).

28- Match Result and Reporting:

The match result must be entered into the FTBGSystem mobile application immediately after the match ends by the winning player. The winner only needs to input their opponent's score into the system.

Players who do not have access to the mobile app must report the score to the organizing team. Ensuring that the result is correctly recorded in the system is the responsibility of the winning player.

The winner should also verify the result via display screens, SMS notifications, or the FTBGSystem mobile application. Any incorrect entries can be corrected until the next round begins—once the next round starts, no corrections will be allowed.

29- Disputes:

In the event of a dispute, players must leave the dice, checkers, doubling cube, and score sheets exactly as they are and call for the referee. It is crucial that this rule is strictly followed.

If a player alters any game elements (such as moving dice, checkers, the doubling cube, or score sheets) before the referee arrives, they will be at a disadvantage when the referee makes a ruling on the situation.

30- Appeal of a Decision:

Players have the right to appeal a referee's decision. However, the appeal must be made immediately, while there is still an opportunity to reverse the decision.

In such cases, at least three referees from the referee committee will convene, evaluate the situation, and make a final decision through a vote. Once this decision is made, players can no longer appeal further.

31- Playoff in Case of a Three-Way Tie at the End of the Tournament:

If the final three players in the tournament have an equal number of losses and bye rounds, the total prize money designated for the top three positions will be equally distributed among them.

A manual draw will determine which of the three players receives a bye and advances directly to the final match. The remaining two players will compete, and the winner of that match will face the bye player in the championship match.

32- Bye Application:

In triple-elimination tournaments, during the first eight rounds, byes are given to players with more losses. However, from the 9th round onward, players with fewer losses will receive byes through a draw.

In double-elimination tournaments, byes are always granted to players with fewer losses in every round.

When 3, 5, or 7 players remain and receiving a bye would create a significant advantage, the bye recipient will be determined through a manual draw.

33- Sportsmanship Rule:

In accordance with the sportsmanship rule, the İstavder management reserves the right to exclude players from future tournaments if they are found to be taking advantage of inexperienced players who are new to backgammon or lack tournament experience.

Additional Example Cases and Rule Interpretations

1- While rolling the starting dice, Player A’s die landed cocked. Player B’s roll was valid. In this case, should both dice be re-rolled?
Answer:
 No, according to Rule 13, only Player A re-rolls.

2- A player rolled the dice, and they fell off the board. Before re-rolling, the player paused and decided they should have doubled instead. Can they still double?
Answer:
 No, according to Rule 24, once a player rolls the dice, they are considered to have forfeited the right to double for that turn.

3- In a Crawford game, Player A doubled, and Player B accepted. At the end of the game, they realized it was a Crawford game. What is the ruling?
Answer:
 According to Rule 26, the doubling cube cannot be used in a Crawford game. If this mistake is noticed before the next game starts, the cube is considered invalid.

4- Player A, with the cube at 2 and in their possession, decided to double. Instead of doubling to 4, they mistakenly set it to 8. Player B accepted the cube at 8. What happens if this mistake is later noticed?
Answer:
 According to Rule 25, if the players notice the cube is at the wrong value or in the wrong position before the next game starts, it must be corrected. In this example, the cube should be set to its correct value of 4. If there is a dispute, the cube’s current position at the time of discovery will influence the ruling.

5- The players completed a match to 7 points, ending with a score of 7-6. However, they later discovered the match was actually supposed to be played to 11 points. What happens?
Answer:
 It is the responsibility of both players to know the correct match length. In this case, the 7-6 score is final, and the match is considered completed.

6- Player A picked up the doubling cube as if they were going to double but then changed their mind. What happens?
Answer:
 According to the sportsmanship rule, a player should only touch the cube once they are fully certain they want to double. If a player touches the cube and creates the impression that they are doubling but then changes their mind, this is considered unsportsmanlike behavior. If the opponent objects, touching the cube is considered a valid double.


This document is prepared by ISTAVDER.

Last updated: 27.02.2025

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