Border Backgammon Club

Border Backgammon Club

 

  
 

 

 
 

 
 
 

Welcome to the Border Backgammon Club page.

Tucson, Phoenix, and Tempe, Arizona, USA.

(www.borderbackgammon.com)

 

NOTE: We are no longer active.  To see how we've approached it previously, read the links below.

 

Terry Valentine  (terryv123 @ yahoo.com)

 

 

Welcome, new players!

We are pleased to have you join our weekly activity, and hope that you will continue to come. Remember that we are here for one purpose only...to have some fun! If we begin to take ourselves or the game too seriously, the fun can quickly diminish. To help KEEP it fun, please review the following points:

Please thoroughly read - and re-read - the rules sheet. Its detail results from years of playing experience that now allows us to avoid unnecessary confusion and disagreement. Please don't merely set it aside or use it as a cocktail napkin.

It is important that you arrive early, so that we may count heads and determine the format and match-lengths PRIOR to our scheduled start-time. If a player arrives late (without prior arrangements), he may not take part in the structured tournament, unless others arrive late for him to play in a separate latecomers' bracket (for reduced points).

In order that all players, regardless of ability, may enjoy a full evening's play, we normally play a simple round robin format in which each player plays every other player one match each. If we have over ten players, we play a single-elimination format with a consolation bracket.

We've found that most players are comfortable playing up to about four hours or so. In order to finish within that time-frame, without concluding too early or dragging on too long, we have established a points-table, developed through experience, by which the match-lengths are set based on the number of players. (In round robins: 8-or-more players/3-point matches, 7 players/4 points, 6 players/5 points, 5 players/7 points, and 4 players/10 points.) Although short 3-point matches and even-numbered 4- and 10-point matches may seem unusual or unorthodox, please keep in mind the 4-hour window and our desire not to finish too early or too late.

Please help us to maintain a calm, relaxed, cordial atmosphere. If, in the course of a match, your opponent's demeanor becomes annoying, or you notice some irregularity in his play, bring it to his attention - but in a reasonable, non-confrontational manner. And if your opponent should question a move of yours - even if in a rude or excessive manner - defuse the moment by responding in the civil, restrained tone you would have expected from him. If the issue cannot be settled between yourselves, leave the board frozen in-place and call me over to decide the matter impartially.

Remember, our objective is just to have some friendly weekly diversion for a few hours - without unnecessary bloodshed or gnashing of teeth. If our little gathering seems too tame compared to the high-stress, high-stakes games you may be accustomed to, do move on to a more challenging or finely-tuned tournament venue. But if you enjoy a fun, relaxed, easy-going good time, please continue to take part. Once again... welcome!

-- Terry Valentine

 

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.

— Terry Valentine, terryv123 @ yahoo.com

(Revised 3/7/18. Supercedes previous versions.)

 

 

Point Systems & Match Lengths

Point Systems & Match Lengths 

POINTS AWARDED IN ROUND ROBIN AND ELIMINATION TOURNAMENT FORMATS

Round Robin:

(Players) - 1st Place - 2nd Place - 3rd Place - 4th Place

(2) - 4 - 1 - (x) - (x)

(3) - 8 - 2 - 1 - (x)

(4) - 8 - 4 - 2 - 1

(5) - 10 - 6 - 2 - 1

(6) - 12 - 6 - 3 - 2

(7) - 14 - 8 - 4 - 3

(8) - 16 - 8 - 6 - 4

(9) - 18 - 10 - 6 - 4

(10) - 20 - 10 - 6 - 4

(11) - 22 - 12 - 8 - 6

(12) - 24 - 12 - 8 - 6

(For novice and/or latecomers' divisions, divide the above points by 2, or by 2 and 4. Non-winners are awarded one quarter of their division's lowest winner's points. When practical, ties are broken based on the match played between the tied players, and/or the total points among several tied players.)


Elimination:

(Players)-1st(main)-2nd(m)-Semi-fin's(m)-1st(cons.)-2nd(c)

(6)--12--6--1--(x)--(x)

(7)--14--8--2--(x)--(x)

(8)--16--8--6--8--4

(9)--18--10--6--10--4

(10)--20--10--6--10--6

(11)--22--12--8--12--6

(12)--24--12--8--12--6

(13)--26--14--10--14--6

(14)--28--14--10--14--8

(15)--30--16--10--16--8

(16)--32--16--12--16--8

(For novice and/or latecomers' divisions, divide the above points by 2, or by 2 and 4. For more than 16 players, divide & multiply as appropriate from the above numbers; approximate as required. Main-flight losing semi-finalists acquire semi-finalist points only, and do not participate in the consolation flight. Non-winners are awarded one quarter of the lowest main/consolation winner's points.)

 


MATCH-LENGTH GUIDELINES FOR A 4-HOUR ROUND ROBIN:

8 players: 3 points

7 players: 4 points

6 players: 5 points

5 players: 7 points

4 players: 10 points

3 players: 11 points

2 players: 25 points

 

MATCH-LENGTH GUIDELINES FOR A 4-HOUR ELIMINATION:

17 players: 3 points

11-16 players: 5 points

6-10 players: 7 points

Note: These match lengths have been developed through lengthy trial and error to result in an approximately 4-hour event, allowing participants to plan their evening reliably. If you are not accustomed to short or even-numbered match lengths, please adjust accordingly. Also, match lengths may be shortened by the director in matches involving slower-playing participants.


(Revised 2/8/03; supercedes previous versions.)

 

Tempe - Final 2001 Point Standings:

Tempe - Final 2001 Point Standings:

Judy Hartley -- 12

Terry Valentine -- 11

Chris Freitag -- 8

Chuck Freitag -- 4

 

 

Phoenix - Final 1999 Point Standings:

Phoenix - Final 1999 Point Standings:

Terry Valentine -- 16

Pepper Ritchie -- 8

Patrick Temborius -- 6

Kristen Homar -- 5

David Hilton -- 1

 

 

Tucson - Final 1999 Point Standings:

Tucson - Final 1999 Point Standings: 

Gary Wong -- 69.25

Terry Valentine -- 52.5

Marge Koenig -- 40.25

Craig Miller -- 40

Joanne Martin -- 26

Grace Osborn -- 11.5

Charles Lee -- 6

W. L. Barlow -- 4

Betty Ward -- 0.5

Tim Andrews -- 0.5

(Photo: Awards Night, December 1998, Tucson, AZ. L-to-R: Joanne, Craig, Marge, Grace, Gary, Barlow, Terry.)

 

 

Tucson - Final 1998 Point Standings:

Tucson - Final 1998 Point Standings:

Craig Miller -- 242.75

W. L. Barlow -- 213

Terry Valentine -- 212.5

Marge Koenig -- 209.75

Gary Wong -- 114.75

Joanne Martin -- 68.5

Grace Osborn -- 66.75

Walt Barnes -- 42

Michael Gann -- 27

Jennifer Schmitt -- 24

Gayle Wolf -- 20

Charles Lee -- 18

Miaisha Badawi -- 15.75

Karsten Busch -- 14

Ruth Miller -- 11.5

Wally Wolf -- 10

Brother Thomas -- 9

Jay Giuttari -- 8

Lenore Miller -- 8

Becky Sachse -- 7

Juanita Kennedy -- 6

Tyler Rauch -- 6

Missy Shelley -- 4.75

Susan Greenway -- 4

D. C. James -- 4

Turk -- 4

Crystal Greenway -- 2

Shane Osterman -- 2

John McLaughlin -- 2

Eli Medina -- 2

Therese Eyer -- 1.5

Barbara Golos -- 1.5

Doug McEdwards -- 1.25

Sis -- 1

Molly Schmitt -- 1

Phil Radoff -- 1

Lita Radoff -- 1

Liz Nelson -- 1

Jay Deal -- 1

Andreas Dyer -- 1

Lois McFall -- 1

Gwen Chandler -- 0.75

Jerry Connor -- 0.75

(Photo: Awards Night, December 1997, Tucson AZ.)

 

 

Tucson - Final 1997 Point Standings:

Tucson - Final 1997 Point Standings:

Terry Valentine -- 254

TIE: Marge Koenig & W. L. Barlow -- 192

Therese Eyer -- 74

Walt Barnes -- 58

Andreas Dyer -- 54

Lowell Price -- 52

Linda Telge -- 26

Becky Sachse -- 22

Lenore Miller -- 22

Norm Butka -- 20

Harry Izmirlian -- 18

Joanne Martin -- 16

Mike Carpenter -- 14

Ruth Miller -- 12

Craig Miller -- 12

Barbara Golos -- 12

Mark Ross -- 12

Molly Schmitt -- 10

Tom Allen -- 10

Lita Radoff -- 10

Lois McFall -- 8

King Moore -- 8

Jennifer Schmitt -- 6

Bill Brown -- 6

Leo McNichol -- 6

Moshe Medina -- 6

Bob Chernetz -- 6

Erich Avedisian -- 4

Phil Radoff -- 2

Richard D'Antonio -- 1

Grace Osborn

Juanita Kennedy

Pat O'Malley

Tom Higgins

Eli Medina

Terry Rosen

Nevin Liber

Michael Grant

Tom Wolfe

Bob Allen

Sally Southers

Lynn D'Antonio

Dorie Price

Jennifer McFall

Brian Scheid

Anne

Gary

Meg

Tom

Marilyn

Sandee

(Photo: Awards Night, December 1997, Tucson AZ. Standing, L-to-R: Terry, Marge; seated: Grace.)