Chouette Rules
The following are the local rules used by Backgammon
ACT for playing chouette in the Club. Please
note that these are not always strictly adhered to!
- Each player starting a chouette establishes the order of the
play by rolling one dice. The person rolling the highest dice
becomes the Box. The next highest is the Captain of the team and
so on. Ties are resolved by re-rolling until a clear order is
established.
- Each team member has their own cube.
- The Captain and the Box each roll one dice to start the game
(as normal) and play proceeds as for a normal backgammon game
(with exceptions noted below), including when a cube may be offered.
- Automatic doubles apply where the Captain and the Box both
roll the same initial number.
- After the first automatic double, any others are at the discretion
of the Box.
- The "Jacoby Rule" applies. That is, a gammon can
only be claimed against a player if their cube has been offered
or accepted.
- If a cube is accepted by an opponent it may be "beavered";
that is, the person accepting it may double the stakes in taking
the cube. If the cube is beavered the originator has the option
of re-doubling (a "racoon"), but the cube remains on
the side of the acceptor.
- There is a limit of six in any chouette.
- New persons joining the chouette are at the discretion of
the box.
- New persons joining the chouette after the start of a game
go to the position in the team after the Box or Captain for that
game (depending on who loses).
- The Captain of the team has the right to play all moves.
- Advice can only be given by those persons who have offered
or accepted a cube (not an automatic cube) or where the captain
asks for advice.
- Persons who have been dropped, or other spectators, are not
permitted to offer advice under any circumstances.
- Where possible the box must take the captain's cube if they
offer it. The exception is where the box has already accepted
cubes from other members of the team, and the captain offers their
cube at a later stage.
- If the box cubes all of the team and only one member decides
to take, then they MUST beaver the cube.
- The box must give each player adequate opportunity to offer
the cube. Once the box has accepted or rejected the cube, however,
no offers can be made by other players until the following throw.
- If a player leaves the playing area, they must nominate someone
to control their cube. If this does not occur, and the box offers
the cube in the absence of that person, the cube is deemed to
have been accepted (the box cannot, however, offer the cube only
to the person who is absent). The cube of an absent player cannot
be offered in their absence unless someone has been nominated
to control that cube.
- To retain control of the game, the box must win the game and
be at least even on money. If all opponents cube at the same
time, the box must take sufficient cubes to ensure that they at
least break even if they win. If taking only the captain, this
cube must be beavered.
- If the captain's cube is dropped by the box, the next person
in the team plays for the captain. If the team wins, the dropped
captain takes the box. If the box wins the dropped captain goes
to the bottom of the team as normal.
- If the captain rejects a double, the next person in the team
becomes the captain, and the former captain goes to the bottom
of the team.
- Even if the new captain (under Rule 19) loses they remain
as captain for the next game. If the new captain wins then they
become the box, and the former box goes to the bottom of the team.
- If a person leaves the chouette they should settle their account,
unless they make an arrangement to be "frozen" or make
other suitable arrangements.
- If the person in the box vacates the box for reasons other
than having lost, the person next in line for the captaincy becomes
the box and the next in line again becomes the captain.
Copyright © 1997
Revision 23 - 30 March 1997