The Backgammon Doubling Cube

Mastering the cube — the tool that turns backgammon into a game of deep analysis

⏱ Reading time: about 10 minutes

Contents

  1. What is the doubling cube?
  2. How it is used
  3. When should you double?
  4. When to take or pass
  5. The 25% rule
  6. Beavers and raccoons
  7. The Crawford rule
  8. Gammons and the cube
  9. The psychological side

1. What is the doubling cube?

The doubling cube is a large die marked with the numbers 2, 4, 8, 16, 32 and 64. It is not an ordinary die that you roll — it is a stakes multiplier.

At the start of the game, the cube sits in the middle of the board with the “64” face showing (by convention, this means it is centred and either player may use it). The game is initially played for “1 point”. Once the cube comes into play, the stakes are multiplied by the value shown on the cube.

The story of the doubling cube

The doubling cube was invented in the United States in the 1920s. Before that, backgammon was regarded as a fairly simple game of chance. The cube turned it into a deep strategic discipline — and made games more intense and dynamic.

64
→ Starting position (centred)

2. How it is used

The rules of the doubling cube are simple, but the strategic implications run deep:

  1. A player may offer a double only at the start of their turn, before rolling the dice
  2. The opponent may take: the game continues at double the stakes, and the opponent now owns the cube
  3. The opponent may pass (drop): they concede the game and lose the current stake
  4. Only the owner of the cube may offer a redouble. If you have taken a cube at 2, you alone can offer to turn it to 4
  5. The faces of the cube stop at 64, but in theory the stakes have no limit; in practice, the cube rarely goes beyond 8

3. When should you double?

Offering the cube too early (when your advantage is slight) is a mistake. Too late, and your opponent will pass in a position that might have won you a gammon. The ideal doubling window lies between these two extremes.

Good situations for doubling

Do NOT double if...

“Too good to double”:

Paradoxically, there are positions where you are so far ahead that you should not double. If your opponent would pass but you have good gammon chances (a gammon is worth 2 points), do not double: an undoubled gammon earns 2 points, whereas a passed double earns only 1.

4. When to take or pass

The decision to take or pass is one of the most important in backgammon. The basic rule:

By passing, you lose exactly 1 point (the stake before the double). By taking with a 25% chance, you might be tempted to write: 0.25 × (−2) + 0.75 × (+2) = −0.5 + 1.5 = +1.0... no, hold on.

Let us do the sum properly. With the cube at 2: taking with a 25% chance of winning = 0.25 × 2 − 0.75 × 2 = 0.5 − 1.5 = −1.0. Passing = −1.0. At 25% the two are exactly equal — that is the break-even point.

5. The 25% rule

The 25% rule (also known as the take point or take/drop threshold) follows directly from the calculation above. If you have more than a 25% chance of winning after taking the cube, you should take. If you have less, pass.

Your winning chancesDecisionExplanation
More than 30%✅ TakeClearly profitable
25–30%✅ Usually takeSlightly favourable
About 25%⚖️ IndifferentBreak-even point
20–25%❌ Usually passSlightly unfavourable
Less than 20%❌ PassClearly unfavourable

Adjusting for gammons

The 25% rule holds in a pure race. In more complex positions you must also take potential gammons and backgammons into account. If you risk being gammoned (losing 2 points instead of 1), your take point rises towards 30–35%.

6. Beavers and raccoons

In some informal playing circles (not in official tournaments), two optional rules are added:

These rules are fun in friendly games but do not apply in the official tournaments of the World Backgammon Association.

7. The Crawford rule

In a match played to several points (for example, first to 9 points), the Crawford rule states that when one player is 1 point away from winning the match, the doubling cube may not be used in that game (the “Crawford game”). After that game, the cube becomes available again.

This rule keeps the game balanced: without it, a player 1 point from victory would automatically be doubled on the first move, which would make the strategy trivial.

8. Gammons and the cube

The interplay between gammons and the cube is crucial. A gammon is worth 2 points (or 2 × the cube value if the cube is in play). A backgammon is worth 3 points (or 3 × the cube value). Here is how this affects your decisions:

9. The psychological side

The doubling cube is also a psychological weapon. Some players use it to “intimidate”, doubling in ambiguous positions where the opponent may go wrong out of anxiety. Others use it to buy time or disrupt the rhythm of the game.

The best protection: learn to calculate your winning chances objectively and ignore the pressure. If your analysis says “take”, take. Fear is the worst possible adviser when the cube is turned.

Practise against the computer

Online platforms such as Backgammon Galaxy analyse your cube decisions and tell you whether you were wrong to take or pass. It is the best way to improve.

Play online →