Backgammon chouette

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The backgammon chouette is a variant of backgammon for three or more players. Traditionally played in person, today, the internet allows this form of backgammon to be played across different countries and various platforms. The chouette is a fast-paced game, featuring frequent use of the doubling cube, discussion and dispute of possible moves, and shifting rivalries among players.

[edit] General play

One player—the box—plays against a team consisting of all other participants. One member of the team is designated as the captain. The game is played on a single backgammon board according to standard rules. The captain makes the final decision on all checker plays, although he can ask his team-mates for help in some situations. In some versions, each member of the team has his own doubling cube, and can double regardless of what his team-mates do, and he can accept or refuse a double independently of the other players.

A chouette is generally played in the same way as backgammon money play. There is no "match score"; one game is played, scores are tabulated, and another game begins. The positions of the players are rotated after each game. In general, if the box wins, she remains the box. If the captain wins, he becomes the box for the next round. The captain is succeeded by the next member of the team, and the box joins the team at the end of the rotation. The box and the rotation order are generally determined by the roll of dice.

Each player maintains a running score, corresponding to the number of points won or lost in each game, adjusted for gammons, backgammons, and the value of the doubling cube. If the chouette is played as a gambling game, the score is multiplied by the stakes to determine the payout of money.

[edit] Doubling cube

Although the chouette was traditionally played with only a single cube, the use of multiple doubling cubes has prompted variations on the usual backgammon rules for doubling:

  1. The Jacoby rule is generally enforced.
  2. Beavers are usually permitted, but not raccoons.
  3. Players on the team are usually permitted to consult only after their cube has been turned.
  4. If any player refuses a double, the captain may buy his cube. This means that the player who refuses pays the undoubled value of the cube to the captain, rather than the box, and the captain then plays with an additional cube against the box for each member of the team who refuses.
  5. If all players but one refuse a double, that player is also required to drop, or to must buy all the other cubes. The box still wins one point from each of the cubes, but each player on the team pays the remaining player one additional point.
  6. Either side is generally permitted to offer an arbitrary settlement of the game at any point.

[edit] References

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