Doubling Cube of Backgammon

A doubling cube is use during match play to have a faster pace of the game and enable players to ponder more on their strategy. Doubling cube is marked by numbers 2, 4, 8, 16, 32, and 64. A table stakes may be doubled if a player who will roll the dice makes proposal. The right to redouble the stake belongs to the last player who accepts an offer to double. Immediately a "power of two" cube facing upward is place after a doubled stake was accepted. A redouble stake may not exceed four times the initial stake, but no limit on how many times a double is made. Stakes may reach 128, 256,512 and so on even though the highest in the doubling cube shows 64.A player is allowed to "beaver" in money game thus doubling the cube's value if an offer is made. The player too retains cube possession.

Several money games apply the "automatic double" rule. The doubling cube stays at middle of the board on every occasion and each player can take advantage of the position. This scenario only happens when both players' initial roll of the dice shows the same number value. A face value of a stake is automatically doubled if a double was accepted. A player may offer another double if his opponent puts up a "beaver" on the double that was accepted. The process only materializes if no the dice has been thrown yet. This doubling cube variant is called the "raccoon". Example: Black double White to 2 points, White accepts the offer and "beaver" for 4 points. Black on the other hand, seeing a win puts the cube to 8 points or "raccoon" it while White keeps the cube.

The Jacoby rule is applied to allow players to double or triple stake value if an offer was finally accepted. It enables a player with a big lead to double and possibly finishing the game and avoiding the process of concluding the game via backgammon or gammon. The Jacoby rule is only allowed in money play and is ban for match play.

The Crawford rule is designed to have a fair match play. A doubling cube may not be use if a player needs only a point to win. A player logging behind on points cannot double in order to get closer to the lead player. The trailing player must go for a win to have the match continued. Match play allows the Crawford rule.