Variations of Backgammon   
PLAYED AT ADDICTION





"SINGLE ELIMINATION"

Match Points may vary according to the TD.
{ex:} 3-5 / 2-2 / 1-2 etc.
**Note in a 3-5 means 3 pt semi with 5 pt final.
One loss you're out of the tourney.





"DOUBLE ELIMINATION"

Match Points set by TD.
Upper bracket MAY be large than Lower
{EX 4-2 / 2-1 etc.}
Two chance to win!!!
TD may use any 1 boot
as bracket elimination only. (Timing Out)
So if you get booted in the Upper bracket
you are still eligible for the Lower bracket
If you are a NO-SHOW for the Upper bracket,
and not there at posting for Lower.
You will be DQ'd for the Lower Bracket





"SWISS"

Players continue playing all rounds "Win or Lose"
Until 1 player has most wins.
Points to be decided by your Host.





"TWISTED SISTER SWISS"

Matches to 1 Pt.
Host will call the rds and change each rds game.
Never know what will be played each round..
Players continue playing all rounds "Win or Lose"
Until 1 player has most wins.





"TRUE SWISS"

In True Swiss System format, the number of rounds is preset
before the tournament starts and regardless of the number of
registrations, the number of rounds does not change once the
tournament begins. After all the rounds are complete, the player
with the most points wins.  If there is no conclusive point leader,
there is no winner.  However, an example of a true swiss system,
suppose there is an undefeated player after 5 rounds of play,
and the tournament is set for 8 rounds of play,the tournament
does not stop,  giving those players who have already a lost a
chance to win the tournament.





"NO HIT"

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 a hit.
Set tables 1 pt playing match number of wins by one player.
Gammons DO NOT count ~ and the CUBE does not play !!!!!!!





"TWISTER"

This is a thrilling keep your eyes on the game..
This game starts as a Single Elimination
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.





"BEAR'S NO HIT ~ NO BEAR OFF"

Plays as a NO HIT with a TWIST...
You can't hit ~~
but you also cant bear any pieces off the board.
First player to hit or move a piece off the board loses.






"GO FISH"

This game will start as a Regular Play game.
When one player rolls a 7 the other player will
choose a new type of game to play
(ie. no hit, craps, roulette) and vice versa.
This continues throughout the whole game
so pay attention to those 7's.
Player who removes all pieces from board first wins.






"ROULETTE"

Before posting the round
your Host selects a player from each round to
pick a number between 1 and 6.   The number picked will
be the “doubles” that if rolled by either player,
that player will lose the match.
{Ex: player picks 3, then in that round
whomever rolls double 3’s loses that match.}
Each round a new number selected by a new player.
The process is repeated.





"ANTI-GAMMON"

1 Point
Both players should PLAY TO LOSE!!!
Players here MUST HIT and BE HIT !!!
No stacking and sand bagging !!!
Highest PIP count wins the match.
Timed Match @ 7 minutes.
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.
Times may vary according to Host.






"ANTI-GAMMON WITH REVERSE"

1 Point
Hold all players to start till "START" is called..
4 minutes Anti. Played as Above.
Watch Lobby for the "Switch" in play..
4 minutes Reverse. Play as Reg. Play.
Both players should watch the lobby.
Lowest PIP wins.
Time may vary according to Host.





"**** 99 ****"

SET TABLE TO 99 MATCH PLAY..
1 MIN TIMER
Fun and exciting variation on the game.
From the start of the games first roll each time a
DOUBLE is rolled... the other player ***MUST CUBE***
If your in posession of the CUBE and Doubles are rolled
Your opponent will offer the cube on the next roll
CUBE MUST BE ACCEPTED
**NO RESIGNING**
**NO RANDOM CUBING**
Play continues until 99 POINTS or MORE...





"BACKGAMMON YAHTZEE"

Below is a players card.
Just like the Yahtzee game (almost).
During the game you keep score of your rolls
matching the cards.
First Player to fill the card -- before end of game WINS!!
If there is no winner, then game plays out normally.

"Yahtzee Card"
Doubles Roll
1-1
2-2
3-3
4-4
5-5
6-6
Number Rolls
1-1 =2
1-2 =3
1-3 =4
1-4 =5
1-5 =6
1-6 =7
Bonus Rolls


5-6
3-5
6-4
2-4






"PLAYERS ROUND"

Works best as Single Elimination.
Your Host will decide on the maximum number of points
as your Match point number in the first round.
Each round thereafter will be one less than before.
{eg: 5pts Rd 1 4pts Rd. 2 and so on.)





"PLAYERS CHOICE"

Player with seed sets, however their opponent states
the "game" and the "points".
[Ex: Anti-- No Hit -- Roulette etc.]
No more than 2 points please.





"CRAPS"

If either player Rolls a "11" or "7" during the game.
[ex}11= 6-5 or 7= 1-6, 2-5, 3-4
They win that match !!!
If neither PLAYER rolls CRAPS !!
The match is played normal.





"PIP Number"

This is almost like Backgammon "Bingo"...
At the beginning of the game your Host
will pick a PIP NUMBER for the ENTIRE Tourney
(eg) "102".    Anyone at anytime "DURING" their roll whether roll is complete or not, has that PIP NUMBER
They will Win the Match.





" DOC'S CRAZY "8'S" "

A true keep your eyes on the dice game.
This game starts out as a No Hit and
changes to Regular Play whenever either
player rolls a combination of 8 on the dice.
{eg} 4-4; 3-5; 2-6;
**Double 2's DO NOT count as an 8....
Each "8" roll will change the game
from No Hit to Regular and back again..
Player to remove all pieces from the board wins the game.





"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.





"BOXCAR WILLIE"

NUMBER OF MATCH PTS TO BE DETERMINED Set Tables 1 PT
Players keep score of how many Double "6" rolled.
A player who rolls 3 double "6's"
in one game of the match.
Wins that GAME!!!





"SIMON SAYS"

This is a Regular Gammon at its finest..
Make sure your AUTO END is OFF during this game..
This game is not meant to Hit
Doesn't mean you can't but isn't recommended.
So close your eyes and imagine each side of the board!

12 11 10 9 8 7 [] 6 5 4 3 2 1
     
12 11 10 9 8 7 [] 6 5 4 3 2 1

Now using the numbers as above....
The switch here is your roll - your DICE BUT...
Your opponent tells you where to move....
{eg.} First roll is 6-1
Opponent says 12 to 7 and 8 to 7
The normal 6-1 block
Now you might think you will play for them to lose...
But the twist is ---
If you get all your opponents PIPs off
its YOU who WINS....
You played the pieces it's your WIN!!!
The game is played until all of one's PIPS are removed.
OR -- Time is called by your host.





"HIGH ~~ LOW"

Go to prefs and uncheck AUTO END or you will be DISQUALIFIED.
When the dice are rolled you move the highest number
with the back Stone, the one further from your home,
OR the CLOSEST CHIP THAT WILL MOVE.(TOP OF SCREEN)
Next you move the lowest number of your roll
with the one of the men in your home space,
Or (AT THE BOTTOM OF THE SCREEN)
or the closest one that will move..
All DOUBLES COME FROM THE BACK CHIPS ONE AT THE TIME.
So you move all four from the back.
If your back Stones can not move then the next furerst may move.
To get off the BAR use the HIGH DICE.
IF YOU ARE FORCED TO USE THE LOW DICE
Then the High Dice is moved from the back...
JUST REMEMBER HIGH DICE MOVES FROM THE TOP
AND LOW DICE MOVES FROM THE BOTTOM...





"LAST MAN (PIP) MOVES…"

This is a SINGLE ELIMINATION...
*** PLEASE TURN YOUR AUTO END OFF ***
Last PIP Furthest from your home
makes the entire move if desired.
There is no set order of the roll as long
as the LAST MAN makes it...
[ex] if you roll a 6-2 doesnt 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...
The roll must be broke 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
with the last man or the next to last.

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 isnt 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
LIKE 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...





Happy Rolling !!!!!


Variations of Basic Backgammon Standard Game,
are the Creation of The BGAddiction Staff.