Tournament Formats Explained

Not sure what "double elimination" or "round robin" means? Here's a plain-English guide to how backgammon tournaments are structured.

🏛️ Our club plays under official USBGF Tournament Rules. Read the current USBGF Tournament Rules →

In a double elimination tournament, you must lose twice before you're eliminated. After your first loss in the main bracket ("winners' bracket"), you drop into the consolation bracket ("losers' bracket"). You stay in the tournament until you lose again in the consolation bracket.

This is the most common format in backgammon clubs because it gives everyone a second chance. The final is typically between the winner of the main bracket and the winner of the consolation bracket.

Why we use it: Everyone gets to play more matches, and a single bad game doesn't end your event.

In a round robin, every player plays every other player exactly once (or a set number of times). There is no elimination — everyone plays the same number of matches regardless of wins or losses.

At the end, players are ranked by total match wins (or total points won, depending on the format). In a points-based round robin, winning by gammon or backgammon can matter since each game's point total is recorded.

How it works in practice: With 4 players in a round robin, each player plays 3 matches. With 6 players, each plays 5. The winner is whoever finishes with the most wins; ties are broken by total match points or a playoff.

Advantages: Fairer than elimination formats — a single bad match doesn't knock you out. Everyone plays the full schedule. Good for smaller groups where you want maximum match time.

Compared to double elimination: Round robin guarantees the same number of matches for everyone, while double elimination gives more matches to players who keep winning. Double elimination is better for larger groups; round robin works best with 4–8 players.

Each "match" is a series of games played to a target point total. Common match lengths at our club:

3-point match — Quick, casual. Good for practice or large brackets. Shortest match format.

5-point match — Standard consolation bracket length. Takes about 20–40 minutes.

7-point match — Standard main bracket. Approximately 40–75 minutes. This is the most common competitive format.

9-point match — Used for finals. Longer, more strategic. Cube decisions become crucial.

11-point & 13-point — Found at major tournaments. Long, serious matches that reward consistency.

The longer the match, the more skill (relative to luck) determines the outcome. A 1-pt "match" is just one game; a 13-pt match heavily favors the stronger player.

At our regular monthly club events, we run 4-player and 8-player double-elimination brackets. This is a deliberate choice — smaller brackets keep things moving so nobody is standing around waiting for a match to open up. They also work well for latecomers who arrive after the event has started, and for players who need to leave early, since a 4- or 8-person bracket can be completed in a reasonable window without holding up the whole room.

4-player bracket: The most common format at our club events. With only four players in a flight, matches start quickly and the bracket wraps up efficiently. Everyone gets multiple games and there's no waiting. Perfect for a casual monthly format.

8-player bracket: Used when we have a larger turnout. More rounds, higher placement points available, and still fast enough that the event moves at a good pace.

16-player & 32-player brackets: These larger formats would be used for a dedicated club championship or open tournament where players have committed to a full day of play. With 16 or more players, each round takes longer to schedule and players often wait between matches — great for a tournament event, but not the right fit for a casual monthly event.

Common Questions About Rules & Play

Short answers about how we run our tables, all consistent with the USBGF Tournament Rules.

Do you require players to share one set of dice, or use two sets?
USBGF rules lean toward one shared set of dice, and that's what we encourage. We leave the call to player discretion.
What about dice towers or baffle boxes?
We do not enforce them — the club doesn't provide them. Per USBGF rules, either player may bring and use their own baffle box (placed on the non-home side of the board).
Are precision dice required?
No, but strongly encouraged. Either player may require precision dice during a match if a set is available.
What if a die lands on a checker?
If it lands flat and the checker beneath it can be moved without the die falling off, the roll is valid. If the die is balanced on edge or corner, wedged between checkers, or otherwise not flat, both dice must be re-rolled.
What if I roll one die off the board?
Both dice need to be re-rolled. Any die that doesn't come to rest flat on the playing surface (or on checkers on the same side of the bar as rolled) invalidates the roll.
Do you use clocks?
No, not typically. USBGF treats clocks as "if agreed" for our type of event, and our monthly tournaments are run without them.
Do I need to roll on a specific side of the board?
Yes — please roll on your right-hand side of the bar. (With your opponent's consent, rolling on the left is allowed per USBGF rules.)
Do I need to use a dice cup?
Yes, if you are not using a baffle box. Cups are required — you may not roll from your hand. The dice must be shaken at least twice up and down and rolled in one action.