The Crawford Rule is one of the most important — and most misunderstood — rules in competitive backgammon. It applies in every serious match play situation and dramatically changes strategy when it kicks in. Once you understand it, your match play decision-making improves immediately.
Key Takeaways
- The Crawford Rule applies when one player is exactly one point away from winning the match
- In the Crawford game itself, the doubling cube cannot be used by either player
- After the Crawford game, the cube is back in play — this is the "post-Crawford" phase
- In post-Crawford games, the trailing player should nearly always double immediately on their first turn
- The Crawford Rule prevents the leader from being doubled in a game they cannot afford to lose
- The rule was invented by John R. Crawford, a world-class backgammon player in the 1960s
What Is the Crawford Rule?
In backgammon match play, the Crawford Rule states:
When one player reaches a score exactly one point away from winning the match, the next game is played without the doubling cube. This is the Crawford game.
After the Crawford game — whether the leader wins or loses — the doubling cube is active again for all subsequent games in the match.
Example: In a 7-point match, if one player reaches 6 points (needing just 1 more), the very next game is the Crawford game. The cube is frozen. After that game, the cube is live again.
Why Does the Crawford Rule Exist?
Without the Crawford Rule, a player one point from winning could be put in an impossible position.
Without Crawford: Imagine you need 1 point to win, your opponent needs 4. Your opponent doubles immediately (cube to 2). You now face:
- Accept: One game is worth 2 points. If you win a gammon, you’re still at risk. Your opponent needs 2 points instead of 4.
- Drop: You give 1 point for free, and your opponent now needs 3 points.
Either way, the leader is unfairly disadvantaged. The cube becomes a weapon against the person who is winning the match.
The Crawford Rule prevents this by removing the cube for exactly one game — the crucial game where the leader needs only 1 more point.
Who Invented the Crawford Rule?
The rule is named after John R. Crawford (1931–1989), one of the greatest backgammon players of the mid-20th century. Crawford co-authored foundational backgammon books and helped codify the rules of competitive backgammon. The rule named for him became standard in tournament play worldwide.
The Crawford Game: Strategy for Both Players
For the Player Who Needs 1 Point (the Leader)
- The cube is off — so you play purely for checker play
- A single win gives you the match; a gammon also gives you the match (already at match point)
- Exception: If you’re playing a score where gammons matter (e.g., you need 2 points, not 1, and the Crawford game applies to your opponent), think about gammon risk carefully
- Play solidly — you don’t need to gamble
For the Trailing Player
- The cube is off, so you cannot escalate the stakes
- Your goal is simply to win the game and survive to the next game where the cube is live
- Play aggressively — you have nothing to lose by taking risks in checker play
- Gammon saves become critical if you’re at risk of being gammoned (being gammoned still costs extra points even without the cube)
Post-Crawford Games: The Most Misunderstood Phase
The post-Crawford phase begins after the Crawford game ends. Now the cube is live again — and the strategy changes dramatically for the trailing player.
The Trailing Player Should (Almost) Always Double Immediately
In post-Crawford games, the trailer’s correct play is usually to double on their very first move, before even rolling.
Why?
If you need, say, 4 points to win and the leader needs 1:
- The leader wins the match with any win — single, gammon, or backgammon
- You need to win a gammon to close the gap significantly
- By doubling immediately (cube to 2), a gammon wins you 4 points (2 × gammon = 2 × 2 = 4)
- Without doubling, even a gammon only wins 2 points — still leaving the leader needing only 1
The double costs nothing if you lose (the leader wins the match anyway), but gives you a chance at a meaningful result if you win.
Post-Crawford Doubling Table (7-point match)
| Trailer needs | Leader needs | Optimal action for trailer |
|---|---|---|
| 2 | 1 | Double immediately (gammon wins match) |
| 3 | 1 | Double immediately |
| 4 | 1 | Double immediately (need gammon) |
| 5 | 1 | Double immediately (need backgammon) |
| 6 | 1 | Double immediately — must win gammon+ |
In virtually all post-Crawford positions where you’re trailing significantly, immediate doubling is correct because the leader takes for free — dropping means giving up the game without even playing.
Does the Leader Always Take the Post-Crawford Double?
Almost always yes. Dropping a post-Crawford double costs 1 point, which wins the leader the match. Taking gives them a chance to end it with a win — and they were winning already. The exception is very unusual positions.
Common Crawford Rule Mistakes
Mistake 1: Forgetting the Crawford Game Exists
Some players forget and try to double in the Crawford game. If this happens, the double is simply invalid — the Crawford game must be replayed or the double refused.
Mistake 2: Not Doubling Post-Crawford
The most costly error for the trailing player: not doubling immediately in post-Crawford games. Every game played at 1-cube when you’re far behind is a missed opportunity.
Mistake 3: Over-Gambling in the Crawford Game (as the leader)
Leaders sometimes play recklessly in the Crawford game, thinking “I just need to win once.” But being gammoned in the Crawford game costs extra points, keeping the trailer alive longer.
Mistake 4: Ignoring Gammon Risk as Trailer in Crawford Game
Even without the cube, a gammon costs you 2 extra match points. If you’re the trailer, save the gammon — escape from danger so your opponent can only win a single.
The Crawford Rule in Practice
Most tournament directors and club regulars enforce the Crawford Rule automatically. Key practical points:
- Only one Crawford game per match — even if the score changes after it
- Both players must observe it — neither may offer or accept a double
- Post-Crawford cube action is free for all — the trailer can double, the leader can beaver (in money games), normal rules resume
Frequently Asked Questions
What is the Crawford Rule in backgammon?
When one player reaches match point (one point from winning), the next game is played without the doubling cube. This prevents the cube from being used against the leader unfairly.
How many Crawford games are there in a match?
Exactly one. The Crawford game is the single game played when the leader first reaches match point. After that game, the cube is live for all remaining games.
Can either player double in the Crawford game?
No. Neither player may use the doubling cube during the Crawford game.
What happens after the Crawford game?
Normal play with the cube resumes. This is the post-Crawford phase, where the trailing player should nearly always double immediately.
What if both players reach match point at the same time?
This can’t happen — only one player can reach match point at a time. If they’re tied at match point (e.g., 6-6 in a 7-point match), the Crawford Rule doesn’t apply because neither player was one point away before this game started.
Does the Crawford Rule apply in money games?
No. The Crawford Rule is exclusively a match play rule. Money games use different rules (often the Jacoby Rule instead).
Further Reading
- Match Play Rules — Complete guide to match play format
- Doubling Cube Guide — When and how to double
- Backgammon Strategy — Adapting strategy to the match score
- Backgammon Tournaments — Where the Crawford Rule is used
- Backgammon Glossary — Key terminology
Sources & References
- Jacoby, Oswald, and John R. Crawford. The Backgammon Book. Viking Press, 1970. The foundational text co-authored by Crawford himself, which codified the Crawford Rule in print.
- United States Backgammon Federation (USBGF) — Official ruleset incorporating the Crawford Rule as standard for all sanctioned tournaments.
- World Backgammon Federation (WBF) — International body whose match play rules include the Crawford Rule.
- Robertie, Bill. Advanced Backgammon. Gambling Times Press, 1991. Detailed treatment of Crawford and post-Crawford cube strategy.