Unified Backgammon
Tournament Clock Rules

February 2001

 1.0  CLOCK ISSUANCE
 1.1 On his 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 Director shall place minutes on each player's clock according to the following timetable. The timetable shows the suggested amount of minutes to put on each clock with the following points needed by each player to win the match. (For example, at the start of a 9-point match, place 54 minutes on each clock. If the clock is issued in the middle of a match where Black needs 4 points to win and White needs 6 points to win, place 30 minutes on each clock.)
Timetable showing minutes on clock at various match scores.
 
 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 centered 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. A player who has no legal checker moves (e.g., closed out on the bar) is not required to roll the dice but still must continue hitting the clock to signify completion of turn.
 3.5 Cube.  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 "pass," centers 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 centering 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. No player may refuse an opponent's concession for the maximum possible number of points. The player who offered the concession should then hit his clock. Else, each game shall be rolled to completion if not ended by a pass. After bearing off his last piece, a player centers both clock buttons and resets the board.
 
 4.0  STOPPING THE CLOCK
 4.1 A player centers 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 (f) to summon Director.
 
 5.0  PENALTY POINTS
 5.1 Time expiration.  When a player's time expires, Director shall be summoned. Director shall add two (2) penalty points to the opponent's score for player's first offense and one (1) penalty point for each repeat offense. Both players' clocks are then reset for an additional five minutes and the game in progress continues. Penalty points may end the match immediately. In games whose outcome will always end the match (e.g., double match-point), time limits and penalty points no longer apply; however, both players will continue to hit the clock to indicate completion of a turn.
 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.


From:  Backgammon Galore : Tournaments