The original doubling cube was introduced to Backgammon in the 1920s. However, tracing back the roots of the cube to much earlier times, a similar item was used as far back as the 17th century in a game very similar to backgammon. It is unknown if the doubling cube used in the 1600s was reintroduced 250 years later or if someone came up with the idea anew after all that time had passed. The doubling cube itself is a simple cube with six sides similar to the dice that sits in the middle of the board during a game. On the cube are the numbers 2, 4, 8, 16, 32, and 64. Each number represents an increase in the stakes of any given backgammon game. The first turn of the game has the doubling cube placed in the center of the board with 64 facing upwards. This represents 1 times the normal stakes, meaning no one has yet doubled. When a player doubles, they turn the cube to the next highest value, in this case 2, and then 4 and so on. After a player has doubled, if the opponent accepts the double, they are given possession of the cube and have the sole right to decide if the stakes should rise again during the game. The doubling cube is only used during match play. A match in Backgammon is a series of games in which players strive to earn enough points to reach the target amount. The amount of points necessary to win a match varies depending on the format and circumstances of the match. This style of play makes it so players can focus on the larger picture rather than any one game. Each game in a match is worth one point. However, the doubling cube is introduced to allow players the ability to raise the stakes or value of that game exponentially. When the game begins, neither player has control of the doubling cube. It sits in the middle of the board. If a player feels they might win the game, they can use the doubling cube and double the stakes. The decision to do so must be done before a turn begins. The opponent is then given the opportunity to accept the double or decline it. If the opponent decides he does not have a chance to come back and win, he can decline the cube and surrender the game. The winning player then gains 1 point in the match. However, if they accept the cube, the value of the game rises to 2 points and the cube is given to the player who accepted the double. From now on, the player with the cube is the only one who may decide to double the game. Using the doubling cube adds a psychological and mathematical level to the game that enhances money and tournament play. It makes the game harder and more compelling.
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