Biba Clock Rules 2006 |
Full Biba Rules are to be used unless they are altered in these Clock Rules. Alterations will relate to the relevant Full Rule No. Issuance of clocks (see clock details, including picture ) Time Allowances Stopping the clocks * Prior to each break both players are to record the reserve clock times upon the score-card. Time Expiration * Gammons and backgammons, where possible, will count (x cube value) for players at a score that such points won, would win them the match even though their time has expired. 3.3 - Either player may demand a mixing of the dice prior to the start of any game. The demanding player shakes and rolls all four dice then each selects one die each. The remaining two dice are placed off the board. 4.5 - With notice to the opponent the player may reposition the dice on the playing surface to facilitate the moving of checkers. Each player signals the end of their turn by hitting the clock with the same hand used in moving, leaving the dice in place on the board. The turn then passes to the opponent. A player who has no legal checker moves (e.g. closed out on the bar) is not required to roll the dice but still must continue hitting the clock during which time they can use the doubling cube or assess the position before hitting the clock and ending their turn. 4.6 - 4.6 - A player who picks up the dice or who offers a double before the opponent has hit the clock thus concluding their turn will forfeit their 12 seconds per move allowance. The player on turn stops both clocks and summons the Director to claim the time penalty unless both players agree to accept it. The penalised player cannot roll their dice or continue with their double (if a double has been offered) until their 12 seconds have elapsed, after which the game continues as normal. 4.8 Illegal Moves: Upon drawing attention to an illegal move the player may condone it or demand that the full roll be played legally. Time taken to decide upon making an opponent play a legal move is at the expense of the player making the decision. If it is demanded that the move be played legally, then the clock is hit and the legal move is played. An illegal move is condoned by the opponent rolling their own dice or turning the cube. 4.9 - Games must be rolled to completion unless ended by a pass of a double or redouble, or conceded as single game, gammon or backgammon losses where it is mathematically impossible for an opponent to win or save a gammon or backgammon. Any player may seek to, or offer to, concede only after completing their turn and then stopping both clocks. To accept a concession, opponent says "accept" and resets the board for a new game. To reject a concession, opponent says "reject" and summons the Director to adjudicate. Non-adherence may lead to disqualification of one or both players, and result in the loss of all and any claims to prize money, prizes, trophies and any form of remuneration. 5.4 Cube Handling Players may only double when it is their turn to roll and must do so before rolling, (cocked dice are deemed "rolling" dice). To offer a double or redouble move the cube towards the opponent at the higher level saying clearly, "double" or similar and start your opponent's clock. To take, draw the cube towards oneself and say, "take" or similar, placing the cube on your side of the board, and start your opponent's clock. Both players should ensure that the correct level is displayed. To reject the cube one says, "pass" or "drop" and the game is concluded and the clocks reset. Care should be exercised when handling the cube as either verbal or physical acts might be interpreted as cube actions by an opponent. . |