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Doubling

Even though the very name "Doubling Cube" sounds like a magic item that would not be out of place in Dungeons and Dragons, it is actually a variation of the standard six sided dice. The difference between the doubling cube and regular dice is the numbering. Instead of the traditional 1, 2, 3, 4, 5, 6 the numbers on a doubling cube are 2, 4, 8, 16, 32 and 64.

A doubling cube comes into play if a player believes that he has a distinct advantage over his opponent. If this is the case, the player can request that the current game be played at double the stakes. The opponent has two options: they may either accept this request and play the game under those conditions or simply give up. If they choose to play for double the stakes, the doubling cube is turned so that the 2 is face up.

If the opponent believes the player who called for double stakes is bluffing, or believes him himselve has the best chance of victory, he may redouble. The same rules apply, refusing the redouble will result in the immediate concession of the game. If the redouble is agreed, the doubling cube is turned to so that the 4 is face up. This can go on and on. Even though 64 is the highest number on the doubling cube, there is no limit to doubling. If things go beyond the number on the cube, players will simply add last used number with itself to get the next level of doubling. For example, if the doubling has just gone beyond 64, the players will add 64 to 64, and get the next doubling number. In this case that number is 128. Doubling rarely goes beyond 4 or 8, so the higher numbers are not something most people will need to deal with.

At the beginning of the game, the doubling cube is equally available to both players but as soon as a player doubles an opponent, it is the other player who has the right to redouble. Remember, it is essential that the doubling cube not be turned until after your opponent has moved and before you throw.

As you can see, doubling is the most exciting and, simultaneously, the most difficult element of backgammon. A good player will take many factors into consideration before he or she chooses to turn the doubling cube or decides whether to accept or decline his opponent's challenge, such as how good are his/her chances of winning are, the possibilities of gaining or losing a gammon, or what doubling result would be the most disadvantageous for his adversary.

Here are some points to remember when it comes to deciding whether or not to use the doubling cube:

1. In a long-running game, double if you lead by over 10% of your pipcount. If the lead is over 15%, your enemy should forfeit.
2. When bearing-off you can often double, even in equal positions.
3. Many doubles are warranted by blockading points, anchors, or other positional advantages.
4. In prime versus prime situations, a double is typically justified by a good timing advantage
5. To make a sound doubling decision when you have an attacking chance, it is best to recheck your number of helpers and inner table points, bearing in mind your enemy's position.

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