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What are the Procedures and Rules on Clock Usage?

It may, and sometimes will, happen that one or even a few players in a backgammon tournament would play so slow that it becomes a deterrent and slows down or holds up either the match or other games as well. The solution for this difficulty is to use a clock only when such a situation arises. Clocks are not exactly mandatory during matches but they help in this and other situations as well.

Here's a look at the protocol and usage rules for clocks during matches. You'll notice that these rules are not only a resolution to the above given issue it also solves other discrepancies during a game.

The players themselves can request that clocks be used during a match. This request should be made prior to a game of any scheduled backgammon match. In some instances, the tournament director may take the initiative and order that clocks be used in a particular match.

The length of time set on the clock will be based on the length of the match. You get two minutes of reserve time for every match point you have if you play single matches. But if you play double backgammon matches, you will get two and a half minutes for every match point. Time will be deductible depending on the points already scored.

When clocks are used during backgammon matches, you will still use the same equipment plus the clock that was mandated for use at this time. The only difference at this point is that both players will use the same pair of dice when clocks come into play. Players will still make the opening roll in the regular way using one die each.

With only one pair of dice in use, you signify that you're done with all the moves for a particular turn by hitting the clock like you do in a game of chess. You then leave the dice on the table for your opponent to pick up and roll on the backgammon board.

You also need to hit the clock when you accept or pass an offered double. The only difference is that when you pass you hit both clocks to stop the time for both players, record the score, and then put your checkers into starting position.

You are also to hit both clocks if you notice an illegal move by your opponent and you want it corrected. After informing your opponent of the illegal play you hit your clock to make your opponent's time run again.

Other occasions during a backgammon match where you can stop the clock include contesting your opponent's action, summon the director, take a break, or to pick up fallen dice. A player loses if time runs out before validly claiming to win the match in a backgammon tournament.