Chouette Rules
1.0 BASICS AND TERMS
1.1 The Chouette rules assume knowledge of the game of backgammon, how it is
scored, the role of the doubling cube, and procedures for handling dice and
doubling cubes.
1.2 In a chouette, one person, called Box, plays a game of backgammon for
points against a Team of other players, headed by Captain, who rolls the dice
and plays the checkers for the Team. Optionally, Box may take a Partner,
customary when the Team is large (often restricted to chouettes with 6 or more
by mutual agreement). At the end of each game, the Team rotates, with the next
in line becoming the new Captain. The new position of Box, Partner, and
Captain is according to the rotation rules below.
1.3 The initial determination of Box, Partner, and Team with Captain is
customarily done by each player rolling 2 dice, (doubles not counting extra),
and the highest number becomes Box, the next is Captain, then the next
determines the order of the Team. The last person on the team would be the
first selection as Partner, if any.
1.4 Each member of the Team has a doubling cube.
1.5 A cube is said to be in the game if and only if it has been turned and
accepted, regardless of the value of the centered cube.
2.0 STAKES IN CHOUETTE
2.1 The basic stake (number of dollars per point) is determined by mutual
agreement and should be written at the top of the score sheet.
2.2 When joining the chouette, a player arranges to play for the basic stake,
or for multiples of the basic stake. For the basic stake, the centered cube
begins with "1" or "64" facing upward. If the player wishes to play for double
stakes, the cube begins showing "2" provided that Box is also willing to play
for that stake. For quadruple stakes the cube begins at "4", and so on, always
subject to Box’s preference.
2.3 A player wishing to change the stake arrangement between games may do so
only if all participants agree.
3.0 CONSULTATION
3.1 The Team may not consult on cube decisions, nor should they announce their
reasons for doubling, taking or dropping. Cube decisions should be made in
order, first by the Captain, then by each member of the team in the order of
the established rotation.
3.2 For checker play, Captain may seek advice from any player whose cube is in
the game regardless of the Captain's cube status. Those without a cube in the
game must not consult or comment. The Captain may only offer advice if his
cube is in the game.
3.3 Box may consult with Partner regarding cube decisions at any point.
3.4 Box may consult with Partner regarding checker play only if two cubes have
been turned, regardless if they were taken or passed.
3.5 The only players who can handle the dice or checkers are Box and Captain,
but the Team members may handle their own cube, if desired. The Captain makes
the final decision on all checker plays.
4.0 SCORING AND SETTLEMENTS
4.1 Jacoby Rule: Gammons and backgammons count only if the cube in question is
in the game.
4.2 Scoring is kept to whole point accuracy. If Box and Partner win an odd
number of points, Box receives the extra point. When Box and Partner lose an
odd number of points, Box loses the extra point.
4.3 If games are settled for a fractional point amount, the fraction is
‘rolled off’ by both players throwing two dice. The higher total (doubles not
counting extra), wins the extra fractional point. Other dispositions of
fractional points may be made by mutual agreement between players, provided
that only whole points are recorded on the score sheet.
4.4 Box may preempt a settlement between players in the Team. For example, ‘A’
has elected to double, but ‘B’ has not. ‘A’ offers ‘B’ ½ the cube value for
'B's interest in the game in order to double. If ‘B’ accepts the offer, Box
may preempt the offer, paying ‘B’ in order to reduce the Team. Box may also
preempt offers from spectators or players out of the game.
4.5 Box may offer settlements to any player or number of players, and is not
obligated to offer the same settlement to the entire Team. Box may also sell
his game to any player or spectator.
5.0 DOUBLING
5.1 By default automatic doubles are not used. When matching starting dice are
rolled, an automatic double (cube turned to next higher value with the cube
remaining in the center) can be made by mutual agreement between Box and any
number of the other players.
5.2 A player doubles by placing the cube on the backgammon board with the
doubled value showing. If requested by a Team member the Captain may turn that
player's cube.
5.3 When a double is offered to a player, the player acts with a drop, take,
or beaver (turn the cube to the next value and hold it).
5.4 If a player beavers, the player who offered the double may accept the
beaver, raccoon (turning the cube once more without changing possession) or
drop the beaver, immediately losing the value of the cube before the beaver.
Raccoons and other further immediate redoubles are allowed only with consent
of both players involved.
5.5 Misunderstandings about doubling, drops, and takes should be avoided by
announcing the decision and making sure all involved have heard. However, if
there is confusion, the cube position resolves any dispute. When dropping, the
cube is restored to its initial value and, should be put in a different
location than cubes that still remain in play in the middle. When accepted, a
cube shows the new value and is positioned so that it is easily visible and
all know that it is in the game.
5.6 In a Chouette, Box may offer initial doubles selectively, and may also
redouble selectively.
5.7 When Box doubles all cubes from the middle and a lone player takes, he is
obligated to accept any offered extras. The lone player is paid the value of
the undoubled cube, and now will hold the cube of the player(s) who offered
the extra at double the value. Beavers and raccoons are allowed. The player(s)
who offered the extras are now on the side of Box with no consulting
permitted, and will have independent cube action between them and the lone
player from that point on. The taking player has the option to drop instead of
take if he does not wish to accept the offered extras.
Alternate rule 5.7a: The lone taking player must continue the game taking the
Box's cube, but has the option to immediately drop any of the offered extras
(to reduce the gammon risk), losing a net of one point to each of those
players.
5.8 Players in the Team may act on a cube offer by Box in any order, but have
the right to wait until all those preceding them in the rotation have acted.
Optionally, Box can insist that the team makes cube decisions in order of the
rotation.
5.9 At Captain’s turn, a player in the Team may offer Box a double, at which
time the Box is required to verbally solicit the Team for other players that
also may wish to double. This applies to initial doubles and redoubles. When a
Team member may wish to double on the next sequence, he must tell the Captain
to ‘hold your roll’ or words to that effect to give that Team member the
option to double before the dice are rolled. Optionally, Box can insist that
the cubes be offered in order of the rotation.
5.10 When all cubes are turned from the center, Box may drop or accept all
cubes, or may accept at least one half of the cubes and drop the rest. Box may
not accept less than one half the number of offered cubes, regardless of their
value. Box may beaver any cubes but still must accept at least half of the
cubes.
5.10a (for 3-handed chouette only) When both cubes are turned from the center,
Box must take both or drop both cubes. Extras are handled as in rule 5.7.
5.11 For cubes that are redoubles, Box may accept or pass any number of cubes.
The Box may also accept or pass any number of initial cubes if the entire Team
does not double together.
6.0 ROTATION

6.1 Box for the next game is the winner of Box vs. the
initial Captain. However, Box must always at least break even for the last
game to remain Box. If Captain loses and Box also loses points in that game or
if Captain and Box settle their cube for zero points, then Box goes to the end
of the Team behind Captain, and the player behind the original Captain becomes
Box, and the next player becomes Captain. A person scheduled to be Box has the
option to relinquish that role and go to the bottom of the rotation.
6.2 If Box defeats Captain with the cube and other players in the Team remain
in the game, the game continues with the next player in line becoming Acting
Captain. The losing Captain goes to the end of the current Team for the next
game. This first Acting Captain is also scheduled to be Captain for the
following game regardless of this game’s outcome. If an Acting Captain also
loses while others are still playing, the next player in rotation becomes
Acting Captain. A player that becomes Acting Captain has no effect on the
rotation of players.
6.3 If the initial Captain defeats Box with a double, he sits out, but will be
Box for the following game. If other players are still in the game, the next
player in line becomes Acting Captain and is also scheduled to be Captain in
the following game. For the following game, Partner retains the position he
would have had if he did not become Partner, and losing Box becomes Partner
(or goes to the end of the Team if new Box plays solo).
6.4 When scheduled to become Captain in the next game, Partner may 1) remain
Partner and drop to the bottom of the rotation and the next player in the
rotation becomes Captain, or 2) relinquish being Partner and become Captain
for that game. If Partner chooses to become Captain, the player at the bottom
of the order can be invited to be the new Partner.
6.5 A player wishing to join the chouette does so at the discretion of Box or
any of the players, subject to the maximum number of participants allowed. The
new player joins the end of the Team. The player at the bottom of the Team is
the first choice for Partner (if any), not any new player joining. When 2 or
more players join at the same game they roll 2 dice, (doubles not counting
extra), to determine their order at the end of the Team. Generally, it is
recommended not to arbitrarily exclude new players from the chouette, unless
it has become large (6 or more players).
7.0 PROXIES
7.1 A player in the Team who leaves the scene temporarily may appoint a proxy
to handle that player's cube. The proxy can be any other participant in the
chouette, whether still in the game or not. The proxy may also appoint yet
another proxy, and so on. If no proxy is appointed, Captain acts as the proxy
for the missing player(s).
8.0 LEGAL PLAYS
8.1 Any player including spectators and players not in the current game can
bring attention to any illegal play involving rolling, checkers or the
doubling cube. Once an illegal play has been identified, it must be corrected
if at all possible, regardless of timeliness; the goal being the realization
of the normal game position in absence of the illegal play.
8.2 If possible, the illegal play should be identified and corrected as it is
being made or after the dice are lifted and before the opponent rolls. If the
illegal play is identified after the opponent has rolled then either rule 8.3
or 8.4 is applied as appropriate:
8.3 If the equity achieved by the choice of legal plays is substantially the
same regardless of the opponent's roll, the illegal play is corrected and the
opponent's roll stands.
8.4 If the equity achieved by the choice of legal plays would change with
prior knowledge of the opponent's roll, the illegal play is corrected and the
opponent has the option to re-roll or use the number already rolled.
8.5 Illegal plays may also be corrected after the initial illegal player
starts to move after the next roll, but only if it can be adjusted without
affecting the previous plays or rolls.
9.0 PIP COUNT
9.1 The pip count should be considered common knowledge, so when one player
(or the box) does a pip count, it is acceptable and recommended to announce
the count to the entire group. This speeds the game by avoiding having every
Team member do a separate pip count.
10.0 SCOREKEEPING
10.1 The score sheet should be available to any player to review at any time.
It is best practice for the scorekeeper to announce the number of points that
are have been won or lost by each player as the score is recorded. Recording
points from dropped cubes as they happen is also recommended. After each game
is scored, the scorekeeper should verify that the total of all scores adds to
zero. To facilitate tracking the rotation, the loser of each game is circled.
As each player becomes Box, their circled score is crossed through. If both
Box and Captain lose, they are both circled, with a 'b’ by Box's circle to
indicate that Box will follow Captain in the rotation. The highest circle on
the score sheet is the player that is due to be the next Captain.
11.0 MODIFICATIONS TO THE RULES
11.1 By mutual consent of all players in the chouette, these rules may be
modified to suit the preferences of the chouette. All players must agree to
any change, and any new player entering the game must be informed of the
change.