Backgammon Games

Single Elimination

One Loss and you are out of the tourney.
Match points vary according to the tournament such as 1-2, 3-5, 5-7. The first number is the preliminary rounds and the last number is the Final round.

Double Elimination

Two losses are required to be eliminated from the tourney.
The are two brackets with the top bracket having players with no losses and the bottom bracket with players having only one loss. Match points are commonly described as 3/2/3 with the first 3 being upper bracket matches, the 2 being bottom bracket matches and the last 3 being the finals.

Swiss

Players play in all rounds regardless or wins or losses. Ladder Bux are awarded for each Match Victory. The tournament continues until only one player remains undefeated. It is possible for this tournament type to end in a Tie.

True Swiss

The number of Rounds or Matches is preset at the start of the tournament. Players play in all rounds regardless or wins or losses. Ladder Bux are awarded for each Match Victory. An example would be using the number 4 for total Rounds, then each player would play 4 matches. The winner is determined by the player having the most match victories. It is possible for this tournament type to end in a Tie.

Twisted Sister Swiss

All Matches are 1 Point. The Tournament Director will announce the game format at the start of each round. Each round will have a different format. All other Swiss rules will apply.

No Hitter

The object here is to get your pieces around the board & off first. The catch is, without hitting your Opponent. HOWEVER you are encouraged to block your opponent so their roll may force them to hit you. The first person to bear off all their pips or be hit by their opponent wins the game. Tables are set for 1 point. Gammons DO NOT count ~ and the CUBE does not play

No Hit - No Bear Off

This is No Hitter with a TWIST.
You can't hit AND you also cant bear any pieces off the board. First player forced to hit or move a piece off the board loses.

Twister

This is a thrilling keep your eyes on the game. This game starts as a Normal Backgammon but rapidly changes according to the rolling of doubles. With each roll of doubles the game changes from Regular Play to No Hit and Visa Versa. Yes the Game will change EVERY ROLL OF DOUBLES. Player to remove all his pieces first is the match winner.

Anti-Gammon

Both players should PLAY TO LOSE!!! Players here MUST HIT and BE HIT !!!Highest PIP count wins the match. This is a Timed Match with Start and Stop match called from the Lobby. Hold all players to start till "START" is called. SLOW PLAY and TIMER running is not permitted.

99 Cube

SET MATCH TO 99 POINTS.
Each time a DOUBLE is rolled the player in possession of the cube ***MUST CUBE*** at first opportunity. CUBE MUST BE ACCEPTED **NO RESIGNING** **NO RANDOM CUBING**

Pipeline

Any player who blocks in the opponent in their Home with six doubled PIPS wins the Match. You MUST block in your opponent!!!

Flatline

Unlike Pipeline "Flatline" may be achieved ANYWHERE. Players must complete a row of 6 consecutive spaces. ANYWHERE on the board with no more then 2 Stones (pieces) on each space. And DOES NOT have to block their opponent.

Last Man Moves

*** PLEASE TURN YOUR "AUTO END TURN" PREFERENCE OFF ***
Last PIP Furthest from your home makes the entire move. There is no set order of the roll as long as the LAST MAN makes it. [example] If you roll a 6-2 it doesn't matter if you move the 2 and then 6 or visa versa if it is the LAST MAN. So if someone moves to hit you with their LAST MAN they may, and then continue the move with that man, or split the roll as long as it is the LAST MAN. IF your last man CAN NOT make the entire roll then the roll must be broken into each dice and the next furthest man makes the move. If the next man can't make any portion of the move then the next furthest must make the move.
DOUBLES must be taken as far as possible by the last man and then any remainder to be taken by the next to last man.
PIPS off the BAR - You must use 1 dice to come out. If it is your last man then it must continue the move, if possible. If it isn't your last man then you must MOVE THE LAST MAN.
{ex} say you have a man on the 4 spot and you roll double 5's you must COME OUT on a 5, but the four is now The LAST MAN so it must make the move if possible.
HOWEVER........ CHANGE IN PLAYING WHEN YOU ARE ALL HOME
EACH DICE IS A SEPARATE ROLL OR SEPARATE LAST MAN..... THE LAST MAN MUST MAKE THE MOVES
[ex] You are all in your home space. You roll 2-6 you may REMOVE the 6 but the 2 must be moved down.
[ex] IF YOU ROLL DOUBLE 2'S and have 4 on your 6 space THEN YOU MUST MOVE 4 OF THEM DOWN FROM THE 6 SPACE TO THE 4 SPACE
****YOU MUST ALWAYS MOVE THE Pieces DOWN****
Only pieces that CAN'T be moved down MAY BE REMOVED.