MAIN & SIDE EVENTS (Chouette Rules are below):




The Chouette Challenge is a form of backgammon tournament incorporating some popular concepts from poker tournaments.

The following description contains the rules for the Chouette Challenge. These rules are meant to guide play throughout the tournament.  Any need for explanation, interpretation or penalty assessments for violations must be brought to the Director.  Any challenge to the Director’s ruling may be brought to the three member rules committee for review.  All three committee members are needed to override Director’s decision.

Specific Chouette Challenge rules:

Getting started:  Each player entered in the Chouette Challenge will start with the initial amount of points in their bank (usually 50, but this may be changed for a specific format).  As each player wins or loses each game their bank is adjusted accordingly.  When their bank is gone, the player is eliminated from the challenge.  New entries and re-entries (re-buys) are allowed through the fourth session.  A player ‘all in’, may not win more than the amount at risk.  A player who cannot cover the starting cube value for each opponent may not assume the box or be the captain.  The tournament is divided into sessions, which may vary in time, depending on specific event format, to from 40 to 75 minutes.  If discussion amongst the team or slow play from the box is causing the chouette to not move forward reasonably, the Director may limit the time allowed for the move to one (1) minute after the dice are tossed.  At this point, the move must be promptly completed.

The cube for all games in a session will start at the following levels:

first session — cube at one (64); second session – cube at 2;

third session – cube at 4; fourth session – cube at 8;

fifth session – cube at 16; sixth session – cube at 32

all subsequent sessions – cube starts at 64.

Set up each session:  All entrants will be randomly grouped into chouettes ranging from 3 to 7 players by the Director.  Four to six person chouettes are optimal, with 3’s and 7’s used to assign remainder of players.  Each session will start promptly and all chouette sessions will continue for the allotted time, depending on event format.  No new game will start after the session time expires.

Order of play:  To start, each player throws two dice and in the event of a tie there is a reroll. The player rolling highest total of the two dice becomes the box and plays against all the others who form a team. The second highest becomes the captain of the team, third highest is next, etc. The captain rolls the dice and makes the plays for the team.

When the box beats the captain, he continues to be the box for the next game. The captain then goes to the back of the line and the next player on the team becomes the new captain. When the box loses to the original captain, he goes to the back of the rotation and the original captain becomes the new box for the next game. A new player starts at the bottom of the rotation.

Legal Moves:  Only legal moves are allowed.  Anyone may bring an illegal move to the attention of the roller and it must be corrected.  But, if an illegal move is made and not corrected by the time the next roll is tossed, only then shall it remain.  Excepting a totally impossible move, like placing your own checker on the bar or off the board, may be corrected even after opponent rolls.  That roll will count.

Consultation:  Consultation amongst the captain’s team is limited to those players whose cube has been turned.  If discussions are protracted, the Director may limit discussion to one minute after dice are tossed.  At that point, the move must be made.

The Cube:  The Chouette Challenge will be played with multiple cubes.  Each player will have their own cube.  Cube doubling decisions are to be made without consultation.  Individual team members may double the box at any time, prior to the captains roll.  If the box doubles, each team member must decide, on their own, in the playing order, whether to accept or drop. Those who drop out each pay off to the box and no longer participate in that game. If the captain drops out while there are others on the team who wish to play on, the captaincy is assumed by the next player in the rotation and the previous captain drops to the bottom of the rotation. For the first turn of the cube by the box, all of the team members must be doubled. Thereafter cubes can be offered to any opponent. Each team member must decide, without consultation, whether to take or drop and when to double the box.

On the initial turn of the cube by any members of the team, the box must take or drop all.  If the box has taken a cube, any number of future cubes may be taken in playing order. The Jacoby Rule shall be in effect.  There will be no taking partners in the box.  Settlements are not permitted.  Beavers are allowed, but no further escalations of the cube are allowed on that turn.

Extras:  The rule is that when only one player accepts the box’s initial double he is obliged to accept an “extra” doubled cube from any team member that wishes to pay him one-half the new cube value.  If he refuses an “extra”, he must resign the game.  The receiver of an “extra” now owns multiple cubes which he may use individually to redouble, and which he will eventually pay on or collect from in the usual way.   Extras may be offered later, but they may be refused and the game continues.

Completion:  The tournament ends when there are only two players left.  They split the prize pool in proportion to the points they have amassed.

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