

BACKGAMMON PLUS © RULES
Backgammon Plus (BG+) is a new and exciting way to play backgammon
as a team sport. A party of three to eight people can enjoy the same game.
It is an excellent way to sharpen your technical backgammon skills.
Beginners and intermediates will show dramatic improvement by
participating in Backgammon Plus and seeing how others might play a roll
of the dice.
BACKGAMMON PLUS EQUIPMENT
The SHUE – a status and position indicator
SHUE-PAPER – to keep score
A doubling cube – a six-faced die, marked with
the numerals 2,4,8,16,32 & 64.
What is also needed but not supplied with the game:
A backgammon board or layout.
Thirty checkers, 15 each of two different colors
A pair of regular dice (two pairs, one for each player, are generally
used)
A dice cup, used to shake and cast the dice (two cups is generally
used)
OBJECT OF THE GAME
The object of Backgammon Plus is to be the player with the highest
plus score at the end of a predetermined amount of backgammon games or
time limit wins the game. Another variation would be to pre-determined a
plus score on which the game would end. The player who reaches the plus
score is the winner. SEE BG+ WIN point. © 1980 J.A.B.

Backgammon Plus (BG+) Team play
To Start Backgammon Plus the BOX plays against the Captain & Team.
Choose BOX, CAPTAIN, & PLAYER Positions by throwing die. Player
positions start after CAPTAIN.
Ties throw again for that position - Each person starts with 10 points
Whichever player reaches the BG+ WIN point – wins the game.
3 player BG+ game – 17 BG+points to win
4 player BG+ game – 19 BG+points to win
5 player BG+ game – 21 BG+points to win
6 player BG+ game – 23 BG+points to win
7 player BG+ game – 25 BG+points to win
8 player BG+ game – 27 BG+points to win
Groups can add points to start & BG+ win points if they want a longer
game.
Doubling cube can only be turned twice in each round-a total of 4 on cube.
No consulting with CAPTAIN or BOX until the person’s doubling cube
has been turned.
No automatics or animals signs.
Player can only risk up to the points that they have.
If Player reaches zero or negative – they are out of the game.
No Negative points are scored.
No Jacoby rule (no gammon or backgammon if cube has not been turned).
When all cubes are turned at same time - Box must take Captain than
anyone else.
Box must have at least a break even game when taking cubes.
Have to Pass the Box if you don't have enough points (go to end of line)
LOSING PLAYER scores the round and writes BGPLUS+ TOTAL for
validation.
BOX moves the SHUEs’ to the correct positions.

Backgammon Plus (BG+) 4 Player Game
Scoring Sheet – 4 Players

STARTING BACKGAMMON PLUS
The regular backgammon rules and procedures are followed. To
start Backgammon Plus each player must choose a SHUE with a letter to
represent themselves. To begin, each player rolls a die for position –
highest number is the “man in the BOX” (referred to as the BOX ,
hereafter) and the BOX plays against all other players, except as explained
later. The player rolling the second highest die is the “CAPTAIN” and the
CAPTAIN is the leader of those playing against the BOX. The other
players are Player/Associates members of the team with the CAPTAIN and
their die roll determines position after CAPTAIN. Ties Roll against each
other for that position.
To Play BACKGAMMON PLUS using the SHUE & BG+ WIN POINT
The following Chouette rules apply except that all People in
Backgammon Plus start with 10 points. The BG+ WIN Point depends on
the number of Players and the Plus & Minus points on each round are
added or subtracted to the 10 Points. As mentioned above, if you are
reduced to zero or negative then you are out of the game and have to wait
for the next game.
To Play a Chouette using the SHUE
Illustration 1 shows the setup of the SHUEs for a game of four players
after the following initial rolls: Player A rolled a 3, player B rolled a 5,
player C rolled a 3 and player D rolled a 1. Players A&C rolled the same
number (3) so they must roll again to break the tie. Player A rolled a 2 and
Player C rolled a 5. Therefore Player C will be positioned ahead
of Player A because he won the roll off.
The setup of the SHUEs are shown in illustration 1 – Player B is the
BOX(since his number was the initial highest -5), Player C is the
CAPTAIN (since his number was the second highest -3 and he won the
roll off for that position), Player A is the first PLAYER/ASSOCIATE after
the CAPTAIN and Player D is the next PLAYER/ASSOCIATE in line.

ILLUSTRATION 1
BOX B
CAPTAIN C
PLAYER A
PLAYER D

After the positions have been determined, the BOX and CAPTAIN
proceed in a two handed game of backgammon. The CAPTAIN may
consult any or all of his PLAYER/ASSOCIATES, in the game, any play
that may arise in the course of the game.
(Note: in Some BG+ games – NO ADVISE unless player turned or
accepted doubling cube)
The Box may also consult with their PARTNER , if the BOX has one (as
will be explained in the rules for 6 to 8 players and tournament rules). The
BOX and CAPTAIN are the only players that are allowed to roll and move
the checkers. Their moves are final and binding on all respective players.
The winner of the backgammon game becomes the BOX for the next
backgammon game. Examples:
1) if Box B wins then he remains as the BOX and the losing
CAPTAIN C goes to the bottom of the line, as shown in illustration
2.
2) if CAPTAIN C wins then C becomes the BOX and losing BOX B
goes to the bottom of the line, as shown in illustration 3.
In both examples each PLAYER advances one place with PLAYER A,
who ranks right behind CAPTAIN C, now becoming CAPTAIN A for the
next backgammon game.

ILLUSTRATION 2 ILLUSTRATION 3
BOX B
BOX C
CAPTAIN A
CAPTAIN A
PLAYER D
PLAYER D
PLAYER C
PLAYER B

SCORING
SHUE-PAPER keeps a running total of each players score after
each backgammon game is played. When a backgammon game starts, it is
worth one 1 point(shown by the doubling cube with 64 facing up). During
the game either side may turn the doubling cube to 2 and if accepted the
backgammon game is worth 2 points. If the doubling cube is redoubled to
4 and accepted, the backgammon games is now worth 4 points. And so on.
Also gammons will count double, twice the cube and backgammons will
count triple, three times the cube. A few illustrations will will clarify the
above using the previous example of 4 players. The scoring for each
situation is shown in illustrations 4a, 4b & 4c where BOX B won the
game and the doubling cube stayed on 64(meaning that the game was
worth 1 point). BOX B wins 3 points(1 from the CAPTAIN and each
PLAYER), 6 points if there is a gammon(2 from the CAPTAIN and each
PLAYER), 9 points if there is a
backgammon(3 from the CAPTAIN and each PLAYER).
NOTE: throughout the scoring illustrations the names of JOHN, JAYNE,
PAUL & KATHI will be used for demonstration purposes.
Illustration 4d, 4e & 4f show the scoring for each situation when
the doubling cube was on 64 and showing cube NOT turned to 2 so game
is worth 1 point.
Illustration 4a Illustration 4b Illustration 4c
(single) (gammon) (backgammon)

Illustration 4d, 4e & 4f show the scoring for each situation
if the doubling cube was turned to 2 and accepted.
Illustration 4d Illustration 4e Illustration 4f
(single) (gammon) (backgammon)

The scoring for each situation is shown by illustration 5a, 5b & 5c where
CAPTAIN D won the game and the doubling cube stayed on 64.
CAPTAIN D, PLAYER A & PLAYER C win one point each(BOX B
loses 3 points),
2 points each if there is a gammon(BOX B loses 6 points), or 3 points
each if there is a backgammon(BOX B loses 9 points)
Illustration 5a Illustration 5b Illustration 5c
(single) (gammon) (backgammon)

Illustrations 5d, 5e & 5f shows the scoring for each situation
if the doubling cube was turned to 2 and accepted.
Illustration 5d Illustration 5e Illustration 5f
(single) (gammon) (backgammon)

A player does not have to accept the cube and upon surrendering will
forfeit the points at stake before the doubling cube was turned. The
surrendering player loses the points even if the accepting players win the
game. For example: BOX B turns the doubling cube to 2, CAPTAIN D &
ASSOCIATE A accept and ASSOCIATE C surrenders. The backgammon
game is won by CAPTAIN D. Therefore the CAPTAIN wins 2 points,
ASSOCIATE A wins 2 points, ASSOCIATE C loses 1 point and BOX B
loses 3 points(lost 2 points each to CAPTAIN D & ASSOCIATE A but
won 1 point from ASSOCIATE C). Illustration 6 shows the scoring for this
example.
Illustration 6

CIRCLING
When a player wants to leave for a few games, there are two options:
1) the player can choose someone in the game to act for them.
OR
2) CIRCLED – this means that the players’ score is actually circled
and remains the same until he rejoins. Since he is out of the game
temporarily, his SHUE is removed from the line up. Illustration 7
shows a player that was circled and later returned for the tenth 10th
round.
Illustration7

ANIMAL SIGNS
There are four signs used – beaver, raccoon, skunk & porcupine.
They are used in that order and examples are shown in illustrations 8a, 8b,
8c & 8d. These are optional variations used in conjunction with the
doubling cube. The timing of their use in the backgammon game is up to
the accepting player or players but when used they must take place at the
time of accepting the doubling cube. It is usually decided before starting
Backgammon Plus which animal signs, if any, can be played during the
backgammon games(the SHUE-PAPER has a section for this purpose)
A Beaver in effect doubles the double. This means that when your
opponent turns the doubling cube, you not only accept it but redouble the
stakes AND keep the doubling cube under your control. For example, your
opponent turns the doubling cube to you for 2; you can accept it and
beaver it to 4.
A RACCOON in effect doubles the beaver. It is a recourse for the
player or players who got beavered. This means that when your opponent
turns the doubling cube to you for 2; you accept it and beaver it to 4 then
the opponent can raccoon it and cube goes to 8 BUT (NOTE*)
A SKUNK in effect doubles the raccoon. It is a recourse for the
player or players who got raccooned. This means that when your opponent
turns the doubling cube to you for 2, you accept it & beaver it to 4 then the
opponent raccoons it to 8, you can skunk the cube to 16. (NOTE*).
A PORCUPINE in effect doubles the skunk. It is a recourse for
the player or players who got skunked. This means that when your
opponent turns the doubling cube to you for 2; you accept it and beaver the
cube to 4 then the opponent raccoons the cube to 8, you can then skunk the
cube to 16 and your opponent can porcupine the cube to 32. (NOTE*).
Since each player has their own doubling cube the animal signs will turn
the doubling cube physically to the next number as each animal is invoked.
As mentioned before, each sign declaration has to take place at the same
time as accepting the doubling cube.
*NOTE: 1st ACCEPTING PLAYER KEEPS DOUBLING CUBE when
signs are invoked.

A comprehensive example of the animal signs will follow. Your opponent
turns the doubling cube to you to 2 and you accept it. Later on in the game
you redouble to 4 and you opponent beavers it (cube at 8), you raccoon it
(cube at 16) and he skunks it (cube at 32). The control of the doubling cube
remains with them (the accepting player) who can redouble the cube
amount any time before any of his turns.

Adding Players
When another player wants to join the game, he must wait until the
present backgammon game is over. The new player will then place their
SHUE at the bottom of the line after the losing player or players.
ADDITIONAL DOUBLING CUBE RULES
The doubling cube works this way in BACKGAMMON PLUS. If
the BOX turns the doubling cube to the CAPTAIN &
PLAYER/ASSOCIATE, each player can accept, surrender or beaver (if
signs were agreed to). The CAPTAIN must decide first and then each
player in ranking SHUE order thereafter. Whoever surrenders will lose the
points at stake before the cube was turned and remains out for the balance
of the backgammon of the game but does not lose their position in line. If
the CAPTAIN surrenders, he loses his points and places his SHUE at the
end of the line. The next person in line who accepts the cube will then be
the CAPTAIN. If this captain wins, he now becomes the BOX for the next
game. If this CAPTAIN loses, he still retains his original position in line.
The next PLAYER/ASSOCIATE behind the first losing CAPTAIN
becomes the new CAPTAIN for the next game, even though he
refused/surrendered the doubling cube.
A REMINDER: the doubling cube initially is in the middle with 64 facing
up which indicates that the game has not been doubled and is worth 1
point. If the doubling cube gets doubled so much that it gets back to the
number 64 then it is indeed worth 64 points.
The doubling cube can be turned in two ways:
1) AUTOMATICS: each tie (between the BOX & CAPTAIN) on
the opening roll may turn the cube. The amount of automatics
should be determined before the game starts (there is a section on
SHUE-PAPER for this)
2) VOLUNTARILY: any player (BOX or CAPTAIN or PLAYER
or PARTNER) – may turn their doubling cube at their discretion.
A Helpful Hint: the doubling cube is a strategic weapon that can be used to
intimidate a weak player or bluff a pro.

COMPREHENSIVE EXAMPLE
All scoring will take place in illustration 9.
Players A,B,C, & D. One automatic is agreed upon.
Raccoon is the highest animal that can be used.
For simplicity, Player A is the BOX, Player B is the CAPTAIN, Players C
& D are PLAYERS. This is shown in illustration 9a.
The backgammon game is played and BOX A wins. The cube was
not turned so BOX a wins a single game or 3 points (1 from the CAPTAIN
& each PLAYER). The scoring is shown in illustration 9 column 1. The
new SHUE line up is shown in illustration 9b.
A game is in play and BOX A turns the cube to 2. CAPTAIN C and
PLAYER D accept but PLAYER B surrenders. BOX A won the game and
5 points (2 from CAPTAIN C, 2 from PLAYER D and 1 from PLAYER
B). The scoring is shown in illustration 9 column 2. The new SHUE line
up is shown in illustration 9c.
A game is in play and CAPTAIN D, PLAYER B, PLAYER C turn
the cube to 2. BOX A accepts all cubes. CAPTAIN D won the game and
also gammoned BOX A. CAPTAIN D, PLAYER B, PLAYER C each
won 4 points(cube 2 X gammon = 4 points) and BOX A loses 12 points.
The scoring is shown in illustration 9 column 3. the new SHUE line up is
shown in illustration 9d.
A game is in play and BOX D turns the cube to 2 to each
PLAYER. CAPTAIN B accepts, PLAYER C accepts and Beavers,
PLAYER C accepts. BOX D in return Raccoons PLAYER C’s Beaver.
BOX D won the game and 12 points (2 from CAPTAIN B, 2 from
PLAYER A & 8 from PLAYER C – Cube at 8). The scoring is shown in
illustration 9 column 4. The new SHUE line up is shown in illustration 9e.

A game is starting and there was a die tie(BOX & CAPTAIN rolled the
same number) on the opening roll(AUTOMATIC). The cube is
automatically turned to 2 since 1 automatic was agreed upon. The roll
again was a tie but the cube does not turn since only one 1 automatic was
agreed upon. As the game is in play, CAPTAIN C and the rest of the team
turned their cubes to 4 and BOX D surrendered. So CAPTAIN C,
PLAYER A and PLAYER B each win 2 points and BOX D loses 6
points. The scoring is shown in illustration 9 column 5. The new SHUE
line up is shown in illustration 9f.
A game is in play and CAPTAIN A and each team PLAYER turns
the cube to 2. BOX C accepts and Beavers each cube. Nobody raccooned.
BOX C won the game and also a gammon. BOX C wins 24 points (8
points X 3 PLAYERS), 8 each from CAPTAIN A, PLAYER B,
PLAYER D (2 X beaver = 4 X gammon = 8 points). The scoring is shown
in illustration 9 column 6.
NOTE: when adding up the columns, the total of the negative numbers will
equal the total of the positive numbers and the TOTAL POSITIVE number
should be shown in the PLUS+ TOTAL column

ILLUSTRATION 9
ILLUSTRATION 9a ILLUSTRATION 9b
BOX A
BOX A
CAPTAIN B
CAPTAIN C
PLAYER C
PLAYER D
PLAYER D
PLAYER B

ILLUSTRATION 9c ILLUSTRATION 9d
BOX A
BOX D
CAPTAIN D
CAPTAIN B
PLAYER B
PLAYER C
PLAYER C
PLAYER A
ILLUSTRATION 9e ILLUSTRATION 9f
BOX D
BOX C
CAPTAIN C
CAPTAIN A
PLAYER A
PLAYER B
PLAYER B
PLAYER D

RULES FOR 6 to 8 PLAYERS
All of the previous rules apply. The additional rule refers to the
PARTNER status on the SHUE. When there are more then 6 players the
“point pressure” on the BOX becomes too big. So it is now permitted for
the BOX to take a PARTNER, to share the points and also consult.
The BOX obtains a PARTNER by asking the CAPTAIN first. If
the CAPTAIN refuses then each PLAYER, in line order, is asked. If a
PLAYER accepts (nobody has to accept the PARTNER’s position) that
PLAYER takes his SHUE out of the line up, turning it to the PARTNER
status and places the SHUE next to the BOX. This setup is shown in
illustration 10, where PLAYER E accepted the PARTNER position.
ILLUSTRATION 10
BOX A
PARTNER E
CAPTAIN B
PLAYER C
PLAYER D
PLAYER F
PLAYER G
When a loss occurs for the BOX and the PARTNER, the PARTNER’s
SHUE is placed next to the last and the BOX’s SHUE is the last in the
line up (unless a new player joins upon which that new PLAYER’s
SHUE is last in the line up).