The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

The Kiwi 2026 The Official Programme

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Shore City Rollers Backgammon Club, 2026-05-22 17:51:16

The Kiwi

The Kiwi 2026 The Official Programme

Keywords: The Kiwi,Double Kiwi,Joseph Heled Memorial,Shore City Rollers Backgammon

Page 1 Shore City Rollers Backgammon Club Inc ‘The Kiwi’ Backgammon Tournament Incorporating the Joseph Heled Memorial and the Double Kiwi (optional doubles)29 - 31 May 2026 Platinum Partner: Version 20260523


Page 2 Planum Partner:


Page 3 ‘The Kiwi’ Friday 29 May - Double Kiwi Saturday 30 May - The Kiwi Sunday 31 May - The Kiwi & Joseph Heled Memorial Hosted by - Shore City Rollers Backgammon Club Inc Venue - Northcote Bowling Club11 Council Terrace, Lile Shoal Bay, Northcote Point, AucklandWebsite: https://shorecityrollers.wixsite.com/backgammon-club www.shorecityrollers.co.nz (coming soon) Facebook: Shore City Rollers Backgammon Club


Page 4 Shore City Rollers Backgammon Club IncIndexShore City Rollers Chairperson's Message …………………...….. 5 Shore City Rollers President’s Message ………………….……….. 6 Tournament Partners …........................................................ 7 Prize Money …...................................................................... 10 Playing Format …................................................................... 13 Joseph Heled ……................................................................... 13 The Venue - Northcote Bowling Club……………………………… 14 Venue Direc7ons……………………………………………………..………. 16 The Trophy…......................................................................... 17 SCRBGC Membership…......................................................... 18 Entry…................................................................................... 18 Playing Format - Summary …............................................... 21 Event Officials ….................................................................. 23 Schedule…............................................................................ 25 Accommoda7on …............................................................... 26 City of Sails Backgammon League …................................... 27 Raffles, A@re, Footwear, Prohibi7ons, Photography, Video and Live Streaming ….............................. 28 ANZBGF - Tournament Rules ................................................. 28 Double Kiwi - Tournament Rules …....................................... 30 The Kiwi - Tournament Rules ................................................ 34 Joseph Heled Memorial - Tournament Rules ….................... 38 Game Clock E7quee …........................................................ 41 Player's E7quee ….............................................................. 42 Spectator’s E7quee …........................................................ 43 North Island Backgammon Championships ….................... 44 South Island Backgammon Open Tournament …............... 45


Page 5 Shore City Rollers Chairperson’s Message A warm welcome to everyone aending our inaugural event, ‘The Kiwi’. The Commiee of the Shore City Rollers Backgammon Club extends hearGelt gra7tude for your entries and interest in our flagship event. We eagerly an7cipate renewing friendships and forging new connec7ons throughout the weekend. A special acknowledgement is extended to those compe7ng in their first tournament. I hope you enjoy the challenge. We express our sincere apprecia7on to our Pla7num Partner, Barfoot & Thompson Birkenhead, and our Gold Partners, ANZGBGF and Kwikroll. We are also deeply grateful to our Silver and Bronze partners, whose collec7ve support significantly contributes to the success of ‘The Kiwi’. We honour the memory of Joseph Held and thank his family for allowing us to commemorate him with The Joseph Held Memorial on Sunday. Joseph, a passionate and talented player taken too soon, would undoubtedly have been a part of ‘The Kiwi’. Our gra7tude extends to the Northcote Bowling Club for graciously allowing us the use of their facili7es. Please show your apprecia7on by suppor7ng their sale of refreshments. This tournament is made possible by the dedicated volunteers who contribute to its planning and execu7on, including our tournament officials and those providing daily lunches. Their efforts enhance the overall experience of this backgammon weekend, which promises more twists and turns than life's journey. Embrace the challenge and enjoy the pursuit. Best wishes to all for a successful and enjoyable weekend. Emmie Swart Chairperson, Shore City Rollers Backgammon Club Inc The Official Dice Tower of ‘The Kiwi’ The Official Dice Tower of ‘The Kiwi’ www.etsy.com/shop/Kwikroll www.etsy.com/shop/KwikrollGold Partner: ©


Page 6 Shore City Rollers President’s Message Kia ora kātou, As President of the Shore City Rollers Backgammon Club Inc, I'm stoked to be hos7ng The Kiwi, our inaugural tournament, it is coming around fast! All the details have been sent out, so get stoked and get ready for an epic event. We're expec7ng a ripper of a turnout with players from all over NZ. Whether you're a seasoned pro or just rolling the dice for fun, it's gonna be a blast. A huge thanks to our pla7num partner Barfoot & Thompson, and our gold partners ANZBGF and Kwikroll – for their tautoko and support. Big shout-out to our silver and bronze partners too – thanks for ge@ng on board and helping make The Kiwi happen. And a massive thank you to everyone who's signed up to play in our first major tournament. Your support is what makes events like this possible, and we're rapt to have you with us for this milestone. We've got a stacked schedule, including thrilling matches, epic swag, and plenty of laughs. Make sure you've got your game face on and your A-game ready. The Shore City Rollers crew is looking forward to welcoming you all and making The Kiwi an unforgeable experience. If you've got any last-minute ques7ons or want to get involved, hit us up. Chris Taylor President, Shore City Rollers Backgammon Club Inc Gold Partner: w w w. a n z b g f. o rg


Page 7 Tournament Partners Pla\"num:Barfoot & Thompson Birkenhead Gold: ANZBGF (Australia New Zealand Backgammon Federa7on)Kwikroll Silver: Emmie Swart Limited Miranda Starck Southern Cross Paper Bronze: Chris Taylor Terry Moverley Special Thank YouEamonn Faunch - Stonemason services and more Holm Miehlbradt - Northshore Woodturners Guild for woodturning services Northcote Bowling Club - Providing ’The Kiwi’ a venue Greg Taylor - Northcote Bowling Club Planum Partner:


Page 8 KWIKROLL A dice tower, or baffle box, is used by gamers, such as backgammon players, to roll dice randomly and quickly. Dice are dropped into the top of the box, and they bounce off three sloping plaGorms before rolling out the front. These baffle boxes are popular in backgammon tournaments, as the speed of delivery is faster than using a dice cup, so the player gains more clock 7me to plan the next move. Also, the integrity of the rolled dice is assured. Baffle boxes can also be used for other board games. Kwikroll dice towers have been tested with dice up to 18.5mm in size. The two halves are quickly assembled with built-in magnets, or pulled apart for easy storage. The halves are each 29mm wide, by 68mm deep, by 125mm high, and could easily be stored in most backgammon boxes. The assembled box is 58mm wide, by 68mm deep, by 125mm high. The sloping plaGorms have been lined with felt to help soSen the sound of the rolling dice. The base of the box can sit on the checker tray of a games board, to roll onto the playing area. The colours vary slightly according to each digital prin7ng: The three plain colours are black, dark blue, green and dark green. The dual colours are: a combina7on of blues and greens. a combina7on of gold and bronze. The dual colours are available with broad or narrow stripes. The gold and bronze combina7on baffle boxes are popular for tournament prizes. They are digitally printed and hand assembled in New Zealand, which means no two boxes are iden7cal. Happy rolling! The Official Dice Tower of ‘The Kiwi’ The Official Dice Tower of ‘The Kiwi’ www.etsy.com/shop/Kwikroll www.etsy.com/shop/KwikrollGold Partner: ©


Page 9 ANZBGF Australia New Zealand Backgammon Federa7on (ANZBGF)ANZBGF is incorporated in NSW and operates under the Department of Fair Trading Model cons7tu7on as a not-for-profit organisa7on. We will always be open and accountable to all of our members as it is the members that will make this possible. As passionate backgammon players, we want nothing more than to see a fair and sustainable organisa7on promo7ng backgammon throughout Australia. We hope you will join us on this journey by becoming a member and having your say in the growth of the game we all love. If you have any ques7ons or feedback, please do not hesitate to contact us. Our Goals  To work with all clubs and Tournament Directors throughout Australia to promote and expand backgammon. To teach a new genera7on to love our game.  To collaborate with other backgammon federa7ons around the world on such things as rules, sponsorship and tournaments. To hold an annual general mee7ng to allow members to judge how we’re doing and to elect the commiee for the following year. ANZBGF Membership ANZBGF individual membership is AU$20 or NZ$22 per year. Benefits of membership include automa7c eligibility and invita7on to all ANZBGF sanc7oned tournaments, inclusion in the na7ons’ Ra7ng System, and members newsleer twice a year. Please fill out the form at hps://anzbgf.org/membership/ Gold Partner: w w w. a n z b g f. o rg


Page 10 Prize Money Total prize pool $4,000* All prize money will be awarded/distributed at the event prize giving. The Kiwi Championship First Place $1,000, presented with the ‘The Kiwi’ trophy (and a small trophy and The Kiwi Champion Pin keepsake) Second Place $600 Third Equal $400 per player The Kiwi - A Flight First Place $300 Second Place $200 The Kiwi - B Flight First Place $200 Second Place $150 Joseph Heled Memorial First Place $300 Second Place $150 Highest Finishing Lady Highest Finishing Lady $150 May be won with a place-geer prize. Awarded to the lady that finishes highest in the top 16 of ‘The Kiwi’ on the Sunday. If no Lady reaches the top 16 of ‘The Kiwi’. The winner will be determined by the total number of wins on Saturday combined with the total number of wins in the Joseph Heled Memorial on Sunday. If there is a 7e the prize will be shared. Highest Finishing Under 18 Highest Finishing Under 18 $150 May be won with a place-geer prize. Awarded to the Under 18 that finishes highest in the top 16 ‘The Kiwi’ on the Sunday. If no Under 18 reaches the top 16 ‘The Kiwi’. The winner will be determined by the total number of wins on Saturday combined with the total number of wins in the Joseph Heled Memorial on Sunday. If there is a 7e the prize will be shared. A minimum of 5 Under 18 players must be entered to play The Kiwi for his category to be awarded. Last Chance Draw Last Chance Draw $150 Drawn Sunday at Prize Giving, All non-prize winning players that played in the ‘Double Kiwi’, ‘The Kiwi’ and the ‘Joseph Heled Memorial’ will be entered in the Last Chance Draw. The drawn player must be present to claim the prize or another name will be drawn un7l a winner is found. *Prize money allocated for matches not played or not completed will not be awarded or redistributed elsewhere.Promo7onal Apparel & Products Corporate GiSs Customised Team & Club Uniforms ‘Let us turn your ideas into reality’ M: 0275 297-297 w w w. e m m i e s w a r t . c o . n z Silver Partner:


Page 11


Page 12 Gold Partner: w w w. a n z b g f. o rg THE HOME OF BACKGAMMON IN AUSTRALIA AND NEW ZEALANDPromoting backgammon throughout Australia and New Zealand As passionate backgammon players, we want nothing more than to see a fair and sustainable organiza7on promo7ng backgammon throughout Australia and New Zealand. ANZBGF Membership ANZBGF individual membership is AU$20 or NZ$22 per year. Benefits of membership include automa7c eligibility and invita7on to all ANZBGF sanc7oned tournaments, inclusion in the na7ons’ Ra7ng System, and members newsleer twice a year.


Page 13 Joseph Heled Joseph was a private and humble individual who preferred to avoid the spotlight. He was highly respected within the ANZBGF Backgammon community and was a proud member of the North Shore Backgammon Club, The Shore City Rollers. An excep7onal backgammon player, Joseph was par7cularly renowned for his strategic cube decisions, consistently providing his opponents with challenging matches. In only his second live na7onal tournament, he achieved an impressive third-place finish at the 2024 NZ Championships. Joseph also played a crucial role as a valued team member of the victorious North Shore Team in the inaugural Bale of the Bridge tournament against the Auckland Backgammon Club in 2023. Joseph contributed significantly to the development of GNU Backgammon, dedica7ng his free 7me to enhancing this outstanding soSware, which remains a valuable tool for players today. He was always willing to help others improve their backgammon skills, oSen sharing his wisdom with the saying, \"You do not play against your opponent, but you have to play (and bale) against the dice.\" He encouraged everyone to play their best and con7nually strive for improvement. Joseph passed away unexpectedly in March 2025. The Shore City Rollers Backgammon Club is honoured to commemorate his legacy with the inaugural Joseph Heled Memorial at 'The Kiwi’. The victorious 2023 “Bale of the Bridge” North Shore BG team, Craig Fairbanks, Joseph Heled, Chris Taylor, Richard Bean. Joseph Heled, 3rd place 2024 New Zealand BackgammonChampionship.


Page 14 The Venue - Northcote Bowling Club 11 Council Terrace. Li#le shoal Bay, Northcote Point Originally named the Waitemata Bowling Club and founded by Mr. John Court in 1899, Northcote Bowling Club is now the oldest func7oning Lawn Bowls Club on the North Shore. John Court had department stores in Queen Street, and his brother George (and Frederick in the early stages) owned the s7ll recognisable building in Karangahape Road. Acknowledged as an astute businessman, philanthropic, visionary, and a great believer in the future of Auckland, he established the Waitemata Bowling Club on Princes Street, Northcote Point, right behind the Northcote Tavern. The club remained at Princes Street un7l 1903, but aSer a 10-year lease on a parcel of land in Lile Shoal Bay was signed with the Northcote/ Birkenhead Gas Company, The Club made the first move closer to its permanent home. This made the Waitemata Bowling Club more accessible to a greater popula7on living in the Birkenhead area, and at that 7me it was easier for them to get down to Lile Shoal Bay, than to travel to Northcote Point. The Green was used for Bowling by the men.... and Croquet mainly for their wives... providing they applied for, and got, permission from the Bowling Execu7ve to become members of said Croquet Club. This inspired the first name change in 1912, and Waitemata Bowling Club became the ‘Waitemata Bowling and Croquet Club’. In 1913, the Northcote / Birkenhead Gas Company terminated the lease the Club held with them, as they required the land for business purposes. They instead offered the Club a parcel of land about 100 metres further inland, to purchase outright. The land was offered for £100. The whole deal however, cost an addi7onal £450 which the Club raised as a mortgage. The extra expense covered ground works, purchasing a right of way to Church Street, building a Clubhouse etc. On Saturday, October 24 1914, Waitemata Bowling and Croquet Club officially opened, and commenced playing on its own property, were it s7ll resides today. View of men and women playing tennis on grass courts and men playing lawn bowls on the green behind. The formal opening took place on Saturday, 6 Nov 1909. Taken by William A Price.


Page 15 Kiwi Partners The Kiwi 2027 Contact us to discuss the opons that best fit you Email: [email protected] Promo7onal Apparel & Products Corporate GiSs Customised Team & Club Uniforms “Let us turn your ideas into reality” M: 0275 297-297 w w w. e m m i e s w a r t . c o . n z Silver Partner: Miranda Starck Silver Partner: w w w . s o u t h e r n c r o s s p a p e r s . c o . n z Silver Partner:


Page 16 Venue Direc\"ons The Northcote Bowling Club is situated at 11 Council Terrace, Northcote Point in Dudding Park. There is a large carpark outside of the Club in Dudding Park. Note: Google Maps gives the Bowling Club’s address as 24 Church Street. This is the old address for the Club, there is only pedestrian access from Church Street. Uber: For those arriving or depar7ng by Uber, use ‘Northcote Birkenhead Womens Bowling Club Lile Shoal Bay’ or ‘11 Council Terrace, Northcote Point’. Do not use ‘Northcote Bowling Club 24 Church Street’ Coming from the City/South: Take the first exit (Stafford Road) coming north over the Auckland Harbour Bridge, and con7nue along Stafford Road up to the intersec7on with Queen Street and a group of shops (to your right). Turn right then leS into Rodney Road follow your nose onto Council Terrace and head down the hill into Lile Shoal Bay, just as you reach the flat the driveway to the bowling club is on your right, beside the tennis court. Coming from the North (motorway): Exit at the Onewa Road exit proceed up Onewa Road and turn leS onto Queen Street at the lights first set of lights aSer the ‘speed check’ sign. Travel along Queen Street un7l you come to a group of shops, take the first, right into Rodney Road follow your nose onto Council Terrace and head down the hill into Lile Shoal Bay, just as you reach the flat the driveway to the bowling club is on your right, beside the tennis court.Northcote Bowling Club


Page 17 The Trophy‘The Kiwi’ Trophy; 63,000 years* in the making offering not only a deep connec7on to New Zealand's ancient past but a symbol of Strategy, Community, and Cultural Pride. When one thinks of New Zealand, the iconic kiwi bird oSen comes to mind. This flightless, nocturnal creature serves as a profound symbol of the country, represen7ng its unique wildlife and rich cultural heritage. Against this backdrop, the Kiwi Trophy emerges not just as an award in the realm of backgammon, but as a testament to the spirit of compe77on, community, and perseverance that defines both the game and New Zealand itself. A Unique Emblem of New Zealand, The kiwi is more than a mere bird; it is a treasure (taonga) to the Māori people, who view it as a symbol of protec7on, par7cularly under the god Tane Mahuta. The Kiwi Trophy, awarded at the annual “The Kiwi” backgammon tournament hosted by the Shore City Rollers Backgammon Club, encapsulates this cultural significance. Just as the kiwi embodies resilience and adaptability, so too does the compe77ve backgammon scene reflect a blend of strategy and chance, mirroring the unpredictability of life. Celebra7ng Skill and Community, winning the Kiwi Trophy signifies personal achievement and dedica7on to mastering backgammon. Yet, it is also about community. The tournament fosters connec7ons among players from various backgrounds, encouraging the sharing of strategies and experiences. This gathering of minds is what enriches the game, turning it into a vibrant social ac7vity where friendships are forged, transcending borders and cultures. CraSsmanship and Design, The design of the Kiwi Trophy elegantly integrates elements that honour New Zealand's natural beauty and ar7sanal exper7se. Esteemed local craSsmen, such as stonemason Eamonn Faunch and woodturner Holm Miehlbradt from the North Shore Woodturners Guild, contribute their excep7onal skills, forging a tangible connec7on between the trophy and the rich heritage of the land. The base, craSed from swamp kauri, further embodies this connec7on. The Kiwi Trophy symbolizes not only a victory in compe77on but also the values of integrity, sportsmanship, and perseverance celebrated throughout the tournament. A Beacon of Aspira7on, ul7mately, the Kiwi Trophy serves as an inspira7onal symbol for all players. It represents much more than a physical accolade; it stands as a reminder of the journey—the hours of prac7ce, the lessons learned through victories and defeats, and the camaraderie shared among par7cipants. In striving for the Kiwi Trophy, players embrace the spirit of the game and the rich cultural iden7ty of New Zealand, making it a cherished emblem not just of success, but of ongoing engagement in the global tapestry of backgammon. * the Ancient Kauri base has been carbon dated 63,000 years old.w w w . s o u t h e r n c r o s s p a p e r s . c o . n z Silver Partner: NEW ZEALAND'S PREFERRED PROVIDER


Page 18 SCRBGC Membership What’s in it for Me? Join the Shore City Rollers Backgammon Club Inc today! Dive into the excitement with a Full Membership for just $60 NZD or a Junior Membership for only $20 NZD (for those under 18 years of age as of July 1st of the current membership year, which runs from July 1st to June 30th). Why become a member? Here’s what awaits you:  Play social through to compe77ve, the choice is yous  Mee7ng like mind people  Be part of an amazing community!  Enjoy playing backgammon in a safe, welcoming environment with fellow enthusiasts.  Play backgammon face to face, against real people.  Have your voice heard in the Club’s opera7ons through General Mee7ngs and the Club’s Commiee. Check out our cons7tu7on for more details.  Compete in Club Championships and Leagues.  Secure your spot on the Club Challenge Ladder (coming soon).  Enjoy discounts on Club run tournaments when available.  Stay updated with our monthly newsleer, “The Golden Point.”  Connect with fellow members through our Club “WhatsApp” group.  Benefit from free tui7on and coaching.  And so much more! Each member finds their own unique rewards. Don’t miss out - become a member and experience it all for yourself! Membership forms are ready for download from our website ( hps://shorecityrollers.wixsite.com/backgammon-club ) or they may be requested via email at [email protected] Official Dice Tower of ‘The Kiwi’ The Official Dice Tower of ‘The Kiwi’ www.etsy.com/shop/Kwikroll www.etsy.com/shop/KwikrollGold Partner: ©


Page 19 Entry The Tournament Director has out right say on accepted entries. No reason shall be given. Double Kiwi: Friday 29 May (Doors open midday) Register/enter at the venue before 1:15pm on Friday 29 May 2026. Play start at 1:30pm. Entry …………………………………..…….. $40 NZD per team Buy-backs (limited availability) ……. $20 NZD per team ‘The Kiwi’: Saturday 30 & Sunday 31 May (Doors open 8am) To enter email [email protected] Both completed entry form and entry fee to be received by Shore City Rollers Backgammon Club Inc. before an entry can be confirmed. The Kiwi Entry General………..…………………………..….$120 NZD ANZBGF members…………………….….$100 NZD SCRBGC Inc members…………………..$100 NZD Under 18……………………..………..……...$60 NZD Discounts cannot be accumulated/combined (it is either ANZBGF or SCRBGC, not both) Under 18 is under 18 years of age on Friday 29 May 2026 ANZBGF - Australia New Zealand Backgammon FederaonSCRBGC - Shore City Rollers Backgammon Club Inc Joseph Heled Memorial: Sunday 31 May (Doors open 8am) The Kiwi par7cipants who do not advance to Sunday's top 16 play in The Kiwi will receive complimentary entry into the Joseph Heled Memorial on Sunday. Entry will be available to others for an entry fee. Register/enter at the venue before 8:45am on Sunday 31 May 2026. Play starts at 9:30am. The Kiwi, Saturday eliminated players entry is complimentary All others ……….$40 NZD


Page 20


Page 21 Playing Format - Summary For detailed playing formants refer the respec7ve tournament rules, Double Kiwi. The Kiwi and Joseph Heled Memorial. Game Clocks mandatory. Baffle Boxes preferred, refer the various tournament rules for semi finals and finals mandatory use. Friday 29 May Double Kiwi: 2 minutes per point Match Time and 20 seconds per move (Delay Time) Knock-out with limited buy-backs 7-points matches., excluding Semi-finals and Final , Semi-finals and Final 9-point matches Saturday 30 May The Kiwi Qualifying: 7-points, 2 minutes per point Match Time and 12 seconds per move (Delay Time) Standard Swiss Format Five matches/rounds to 7-points. Sunday 31 May The Kiwi Championship: 2 minutes per point Match Time and 12 seconds per move (Delay Time) Round of Sixteen, 9-point matches, winners progress to Quarter Finals, losers to ‘B’ Flight Quarter-finals Two 9-point matches, winners progress to Semi Finals, losers to ‘A’ Flight Semi-finals 11-point matches, winner progress to Final, losers eliminated equal 3rd place Final 15-point match The Kiwi - A Flight: 2 minutes per point Match Time and 12 seconds per move (Delay Time) Round One 9-point matches, winners progress to Final, losers eliminated Final 9-point match The Kiwi - B Flight: 2 minutes per point Match Time and 12 seconds per move (Delay Time) Round One 9-point matches, winners progress to Semi-finals, losers eliminated Semi-finals 9-point matches, winner progress to Final, losers eliminated Final 9-point match Joseph Heled Memorial: 7-points, 2 minutes per point Match Time and 12 seconds per move (Delay Time)Standard Swiss Format Four matches/rounds of 7-points. Top two to play 7-point Final Results Results (both progress and final) will be published on the Club’s Facebook page. Full results will be published in the Club’s June edi7on of “The Golden Point” on Wednesday 3 June. Miranda Starck Silver Partner:


Page 22 Planum Partner:


Page 23 Bronze Partners: Chris Taylor Terry Moverley Event Officials Event CommiDee: Terry Moverley (Tournament Convenor/Chart Table), Chris Taylor (Tournament Director), Conor Machugh (Finances), Emmie Swart (Catering) Tournament Director: Chris Taylor Phone: 021 0200 1132 Email: [email protected] Chart Table: Terry Moverley Phone: 027 666 1618 Email: [email protected] Disputes CommiDee: Convenor: President: Chris Taylor or their nominee;Shore City Rollers: Carl Dell or their nominee; Shore City Rollers: Paul Kelle or their nominee; Independent: Grant Hoffman or their nominee; Independent: Ivo Žarnić or their nominee; Event Support: Emmie Swart (Catering), Princess Montano (Catering), Miranda Starck (Catering/Chart Table) Medical Contacts: Shorecare Urgent Care Smales Farm Urgent Care Clinic AIA House, Smales Farm Smales Farm 74 Taharoto Rd, Takapuna 09 486 7777 Open 24 hours White Cross Glenfield Urgent Care and GP 436 Glenfield Road, Glenfield 09 444 4244 Open 8am–8pm


Page 24 Gold Partner: The Official Dice Tower The Official Dice Tower of ‘The Kiwi’ of ‘The Kiwi’ www.etsy.com/shop/Kwikroll ©


Page 25 Schedule Day ‘The Kiwi’ 2026Friday 29 May  Midday Doors open  12:15pm Double Kiwi Tournament Entry/Registra7on opens  1:15pm Entry/Registra7on closes, Briefing  1:30pm Double Kiwi Tournament play starts Saturday 30 May  8am Doors open  8:15am The Kiwi – Qualifying, Swiss Format Registra7on  9am Welcome & Briefing  9:30am The Kiwi – Qualifying play starts  Morning Tea  Lunch  ASernoon tea  The Kiwi Sunday Top 16 seeded draw announced Sunday 31 May  8am Doors open  8:15am Joseph Heled Memorial Entry/Registra7on  8:45am Welcome & Briefing - The Kiwi & Joseph Heled Memorial  9am The Kiwi & Joseph Heled Memorial play starts  Morning tea  Lunch  ASernoon tea  Joseph Heled Memorial Final  The Kiwi - B Flight Final  The Kiwi - A Flight Final  The Kiwi - Championship Final  Prize Giving & Last Chance Draw Planum Partner:


Page 26 Accommoda\"on There are a number of accommoda7on op7ons to suit varying budgets, from holiday parks to luxury B&Bs. The op7ons listed below are just a guide to what is available in the immediate area, the Shore City Rollers offers no recommenda7ons. Fernz Motel & Apartments Birkenhead Distance to Venue: 2km Address: 23 Rawene Road, Birkenhead, Auckland Website: www.fernzmotel.co.nz Ocean Inn Motel Distance to Venue: 3km Address: 27 Ocean View Road, Hillcrest, Auckland Website: www.oceaninnmotel.co.nz Aristotles North Shore Motel & Conference Centre Distance to Venue: 8km Address: 20C Link Drive, Wairau Park, Auckland Website: www. aristotles.co.nz Camper VansThere is no freedom camping in Dudding Park / Lile Shoal Bay Reserve. The two closet holiday parks are: Takapuna Beach Holiday Park Distance to Venue: 6km Address: 22 The Promenade, Takapuna, Auckland Website: www.takapunabeachholidaypark.co.nz Auckland North Shore Motels & Holiday Park Distance to Venue: 3.5km Address: 52 Northcote Road, Northcote, Auckland Website: www.nsmotels.co.nz Auckland's Central Business District (CBD) is conveniently located just 10 to 15 minutes away by car, taxi, or Uber. The area offers a diverse range of accommoda7ons to suit various budgets. Notable op7ons include SkyCity Hotel Auckland, Travelodge Hotel Auckland Wynyard Quarter, Rydges Auckland, Copthorne Hotel Auckland City, Grand Millennium Auckland, The Grand by SkyCity, and The Quadrant Hotel & Suites.


Page 27


Page 28 RafflesRaffle 7ckets will be available for purchase throughout the weekend, with all proceeds dedicated to suppor7ng the opera7ons of The Kiwi Tournament and the Shore City Rollers Backgammon Club Inc. Please note that 7cket sales are cash only. We encourage you to support the raffles whenever possible.AKre and Footwear The Venue has House Rules on A@re and Footwear, please respect these rules. Footwear: Payers must wear appropriate footwear inside the Bowling Club Clubrooms, no barefeet. (Jandals/flip flops are acceptable) AKre: Players must be suitably a@red at all 7mes. No singlets to worn by either sex. No sleeveless/muscle shirts to be worn by male players (T-shirts with sleeves are acceptable)Prohibi\"ons Smoking: Smoking is allowed in the designated smoking areas only. Alcohol: Alcohol shall only be consumed in areas defined by the Northcote Bowling Club liquor licence. Bowling Greens Under no circumstances is anyone aending the event to access the bowling greens, please respect the Northcote Bowling Club’s greens. You may walk around the outside of them, but do not step on them. Photography, Video and Live StreamingShore City Rollers Backgammon Club reserves the right to use any photographs or video taken during this event for further promo7onal requirements. Select matches at the event may be live-streamed or broadcast through Shore City Rollers Backgammon Club’s chosen communica7ons channel at the discre7on of the Controlling Body. ANZBGF - Tournament Rules The Double Kiwi, The Kiwi and the Joseph Heled Memorial tournaments will be played under the Live Tournament Rules(Edi7on 2.1 World Backgammon Federa7on August 2023. Ra7fied and adopted by the Australia New Zealand Backgammon Federa7on on the 1st of January 2024). Along with The Kiwi Tournament Rules, as applicable. The Tournament Director reserves the right to alter, add to or delete any rules and/or special rules to enable the comple7on of the tournament. ANGBGF Rules may be download at hps://anzbgf.org/wp-content/uploads/2024/09/Tournament-Handbook-v.1-1.6.24.pdf


Page 29 Double Kiwi – Doubles/Pairs - Open to EveryoneDate: Friday 29 May, 1:30pm start Format: Knock out format, with buy-backs un7l the draw is full Enter/register on the day, 12:15pm - 1:15pm $40 per team, buy-backs $20 per team un7l full.


Page 30 Double Kiwi - Tournament Rules 1. Interpreta\"on: These tournament rules cannot and do not intend to cover every possible situa7on that may arise during the course of a game. They are not a subs7tute for the tournament director’s judgement and right to find a fair solu7on, suitable for the specific circumstances.2. Controlling Body: Shore City Rollers Backgammon Club Incorporated’s Tournament Director. The tournament will be played under the Live Tournament Rules (Edi7on 2.1 World Backgammon Federa7on August 2023. Ra7fied and adopted by the Australia New Zealand Backgammon Federa7on on the 1st of January 2024). Along with the Double Kiwi Tournament Rules, as applicable. The Tournament Director reserves the right to alter, add to or delete any rules and/or special rules to enable the comple7on of the tournament.3. ANZBGF Code of Ethics: The ANZBGF Code of Ethics applies. Unsportsmanlike conduct will not be tolerated and will result in a report to the Ethics Commiee. 4. Entry: Entry is open to allcomers. Entry/Registra7on is available on the day/walk-up. Entry is $40 per team. Buy-backs are $20 per team, refer to Rule 18. 5. Catering: No catering is provided, other than complimentary tea and coffee. 6. Format: Clocks: 2 minutes per point, 20 seconds delay Knock-out with limited buy-backs: Teams will be blind drawn into a draw of 8, 16 or 32, depending on the number of entries. Players knocked out may re-enter the following round (buy-back) if there are slots available in the draw. Once a round is full, there will be no more re-enter/buy-backs available. Refer Rule 18 Buy-backs. Once a round is full, all players defeated from that round onwards will be eliminated (no buy-backs). All matches preceding the semi-finals are to 7 points; the stake for each game is 1 point. Semi-finals are to 9 points; the stake for each game is 1 point. The Final(s) is played to 9 points; the stake for each game is 1 point. The Final(s):If a team that has not lost a match on the way to the final, the “winning through team”, meets a team that has reentered via a buy-back. The “buy-back team” must defeat the “winning through team” two 7mes, not coun7ng any matches played between the two teams before the final, unless the “winning through team” elects before play starts to play a one-match final, in such case, the result of the one match will stand as the final. In the event of a final not being played or not completed as deemed by the Controlling Body, that prize money will not be awarded/distributed. No Play, No Pay. 7. Consulta\"on Doubles (One Board) Paying Varia\"ons: Partnership Dynamics: Partners sit on the same side and are allowed to consult on all moves and cube decisions. Final Decision: While partners can discuss checker plays, consult on cube decisions, and analyse posi7ons, only one player, \"the player\" at the board, rolls, moves, handles the cube and operates the game clock. The other player, “the consul7ng player” only consults. These posi7ons within the team may change at the conclusion of any game, but not during a game. Turn Structure: Normal turn rules apply. Only one set of dice is used. Doubling Cube: Only ”the player” on the team handles the doubling cube, though consulta7on is allowed before taking or offering. “the player” rolls the dice, moves the checkers, operates the game clock, handles the doubling cube. “the consul\"ng player” may not touch the board or any other equipment associated with the game, with the excep7on of the Score sheet and Scoreboard.8. Choice of Board: The team using the larger board shall determine which board is to be used. Unless otherwise determined by the Tournament Director, par7cularly in the semi-finals and finals. 9. Dice: Players must use Precision Dice if available. One set of dice will be used by the Players. 10. Cups: Players must use Lipped Cups if available. No hand rolling. ……………………………………………………………………………………………………………………….………………………. con7nued over page Shore City Rollers Backgammon Club Inc


Page 31 11. Rolling: A valid roll consists of the dice being shaken vigorously in the Cup and then rolled simultaneously out of the Cup onto the playing surface of the Board. The dice must roll freely out of the Cup and shall not touch the Roller's hand, and the Cup shall not touch the Board. Dice must be rolled together and land flat on the surface of the right-hand sec7on of the Board. A player must reroll both dice if a die lands outside the right-hand sec7on of the Board or lands on a checker or does not land flat. To decide who goes first, you and your opponent each roll one die. In case of a 7e you both roll again. The Player who rolls the higher number goes first. That Player does not roll the dice again; they play the two numbers just rolled. If one Player makes an invalid roll (cocked dice) THAT Player rerolls. The dice may be rolled to the Roller’s leS of the bar if the opponent has given their permission. Permission to roll to the leS of the bar expires when the opponent withdraws such permission. The Player begins to roll to the right of the bar once again or when the game ends. The dice may not be touched while they are live. The dice are deemed to be live where the turn in progress has not been completed. When necessary, however, a Player may slide his own dice across the surface of the board to make room for moving the checkers. Players must use both dice rolls to make the move if they can. If there is a choice between either moving the higher roll or the lower roll the Player must move the higher roll. A turn is completed when the Roller taps the board, and their opponent picks up the dice. If an illegal move is no7ced by either player before their opponent has picked up the dice, it must be corrected. Only the Players, the Tournament Director and any official match monitor are allowed to point out an illegal move. An illegal move will stand once the opponent has picked up the dice. 12. Baffle Boxes/Dice Towers: Baffle Boxes are PREFERRED, except for semi-finals and finals, where Baffle Boxes are MANDATORY. If you choose to use a Baffle Box your opponent must use a Baffle Box. Conversely, if your opponent chooses to use a Baffle Box you must use a Baffle Box. The Baffle Box should be posi7oned so the dice roll onto the outer boards. Not the inner boards. At the beginning of the Match, one Player will place both dice into the Baffle Box. The Player whose dice is the higher number goes first and they play the two numbers just rolled. The winner of the Game will place both dice into the Baffle Box to start the next Game. If a Player rolls before their opponent has completed their turn, the Player's roll is voided. Kwikroll Baffle Boxes, the Official Baffle Box of The Kiwi and Gold Partner of The Kiwi, are to be used in all semi-finals and finals. Kwikroll baffle boxes will be available for use. 13. Game Clocks: Game Clocks (or clock app on your phone) are mandatory for all matches. Game Clocks must be placed on the same side as the home boards of the players. Se@ng the Game Clock: All matches played using game clocks must use the 7me delay method known as “Simple Delay” and, for the avoidance of doubt, described as follows: each team is alloed two (2) minutes per point of the match (match 7me). In addi7on to this, each team is permied twenty (20) seconds per move before the match 7me commences (delay 7me). The delay 7me does not accumulate. Time has Run Out - Time is deemed to have run out when one of the players, or the Tournament Director, realises that it has run out and declares the fact. If the 7me of one of the teams has run out the Tournament Director must be no7-fied. The team whose 7me has run out has lost the match. Notwithstanding anything to the contrary herein and for the avoidance of doubt, where 7me runs out for a team who is otherwise guaranteed to win the match, such player shall be declared the winner of the match. Teams/Players should be mindful of their own 7me, promptly hi@ng the clock aSer each turn, and politely informing their opponent of clock errors. The goal is to use the clock to manage the game's pace, not to gain an unfair advantage. If the opponent picks up the dice before the Player has ended their turn, then the Player may pause the clock and complete their turn before ac7va7ng their opponent’s clock. The opponent shall forfeit the delay 7me (20 seconds) on their next turn. If an illegal move is no7ced by either team/player before their opponent has picked up the dice, it must be corrected. The clock should be paused. The illegal move pointed out. The clock restarted, and the Player who caused the illegal move shall forfeit the delay 7me (20 seconds) before they can correct the illegal move. When a team/Player no7ces that their opponent has made a mistake and their clock is ac7ve without them being aware it is the duty of the Player to inform their opponent that their clock is s7ll ac7ve. Failure to do so may result in a warning, penalty points, or loss of game. No playing the clock. ……………………………………………………………………………………………………………………….………………………. con7nued over page


Page 32 14. Doubling Cube: At the start of each game, the Doubling Cube should be displayed at 64. A Player may double the stake during the game. They may do this only at the start of their own turn and before they have rolled the dice. A Player who is offered a double may refuse. They concede the game and lose 1 point. Otherwise, they must accept the double and play for the new higher stake. The Doubling Cube is displayed at the higher stake and moved to the side of the accep7ng Player. The Player who accepts a double now owns the cube and only they can make the next double. Subsequent doubles in the same game are called redoubles and follow the same doubling rules. At the end of the game, if the losing Player has borne off at least one checker they lose only the value showing on the Doubling Cube (one point if there have been no doubles). If the losing Player has not borne off any of their checkers, they are Gammoned and lose twice the value of the Doubling Cube. If they have not borne off any of their checkers and s7ll have a checker on the bar or in the winner’s Home Board, they are Backgammoned and lose three 7mes the value on the Doubling Cube. 15. Crawford Rule: When one Player reaches the first match point, the Doubling Cube is out of play and cannot be used forone game. The one game without the Doubling Cube is called the Crawford Game. ASer the Crawford Game, the Doubling Cube is back in play. 16. Automa\"c Doubles, Beavers and the Jacoby Rule: Automa7c Doubles, Beavers and the Jacoby Rule - for the avoidance of doubt, are not allowed 17. Score Sheet: ASer each Match, the completed Score Sheet(s) with the winner’s name and final score wrien in the space allocated on the Score Sheet, are to be handed in at the Tournament Chart Table. The result will be recorded on the Tournament Chart. Once the result has been recorded, players have 5 minutes to check the chart; aSer which the results will not be changed. 18. Buy-backs: Buy-backs will be allowed un7l a round of the draw to be played is full. Buy-backs are only available in the round immediately following a loss and only if there is vacant space available in the round. Buy-backs are on a firstcome, first-served basis and are only available to teams once a team has completed their match and has been defeated. All Buy-backs entered and paid at the Chart Table. Buy-backs are allocated in the draw ascending from the first available slot. 19. Bye(s): If required, Bye(s) will be recorded as a win, with the team receiving the Bye awarded the maximum round score, resul7ng in a score of nil against. The team(s) receiving a bye may prac7ce/warm-up on a board. 20. Default(s): Default(s) will be recorded as a win in favour of the non-offending team with the non-offending team awarded the maximum round score, resul7ng in a score of nil against. The non-defaul7ng team(s) may prac7ce/warm-up on a board. 21. Breaks: A team is en7tled to a number of 5-minute breaks only in matches over 5 points in length as follows: In matches of 7 to 11 points: one break. In matches of 13 to 17 points: two breaks. 22. Disputes: In case of a dispute, please refer to the Tournament Director. If the Tournament Director cannot resolve the dispute, the Tournament Director will refer the dispute to a member(s) of the Tournament Disputes Commiee to resolve. 23. E\"queDe: Under NO condi7ons will foul language, abusive behaviour, bullying, badgering, or chea7ng be allowed. The offending Player will be given one warning. They will be disqualified if they con7nue the behaviour. Silence would be appreciated while your opponent is considering their next move. No comments are to be made by spectators viewing the game. All electronic devices must be turned off during a match, except for the game clock. Please put your checkers on the top of the point if you are going to pre-visualise a move. Do not slot them.


Page 33 Planum Partner:


Page 34 The Kiwi - Tournament Rules 1. Interpreta\"on: These tournament rules cannot and do not intend to cover every possible situa7on that may arise during the course of a game. They are not a subs7tute for the tournament director’s judgement and right to find a fair solu7on, suitable for the specific circumstances2. Controlling Body: Shore City Rollers Backgammon Club Incorporated’s Tournament Director. The tournament will be played under the Live Tournament Rules (Edi7on 2.1 World Backgammon Federa7on August 2023. Ra7fied and adopted by the Australia New Zealand Backgammon Federa7on on the 1st of January 2024). Along with The Kiwi Tournament Rules, as applicable. The Tournament Director reserves the right to alter, add to or delete any rules and/or special rules to enable the comple7on of the tournament. 3. ANZBGF Code of Ethics: The ANZBGF Code of Ethics applies. Unsportsmanlike conduct will not be tolerated and will result in a report to the Ethics Commiee. 4. Entry: Entry is open to allcomers. Entry is available by pre-entry in advance. Entry on the day/door entry will only be accepted to fill a bye. General Entry: $120 per player Australia New Zealand Backgammon Federa7on member: $100 per player Shore City Rollers Backgammon Club Incorporated member: $100 per player * “The Kiwi” entry fee entles entrants who don’t make the cut/top 16 for the knock-out/day two of “The Kiwi” to receive free/complimentary entry into “Joseph Heled Memorial”5. Catering: Morning tea, lunch and aSernoon tea are included/provided for all players both days of “The Kiwi”. 6. Format: Clocks: 2 minutes per point, 12 seconds delay Saturday (Day One) - Swiss Format: Each player will play five 7-point matches (Swiss Format); the stake for each game is 1 point. The top sixteen players will proceed to the Kiwi Championship, Sunday (Day Two) Knock-out. The top sixteen players will be seeded based on the following order of standings: Match W-L-T: Match Win – Loss record. Score: Highest total number of match wins, 1 point for a match win and 0 points for a match loss. Then Pts: Highest total number of points score for, then Pts Diff: Highest total number of points score minus points given away, then TB: Highest number of match wins against 7ed opponents, then Buchholz: Highest Buchholz score. The medium-Buchholz system is used to break 7es in Swiss tournaments. The value is the sum of a player’s opponents’ scores, with the best and worst scores discarded Players qualifying 17th and below on Day One will be placed into the Joseph Heled Memorial (refer Joseph Heled Memorial Rules for details). Sunday (Day Two) - Knock-out Format: The Kiwi Championship: Top sixteen are bracketed as per seedings from Saturday’s (Day One) results, 1 v 16, 2 v 15, 3 v 14, 4 v 13 etc, All matches are knockout. Round One is to 9 points; the stake for each game is 1 point. Those knocked out at the conclusion of the Round One round will be bracketed into “The Kiwi - B Flight”.Quarter finals are to 9 points; the stake for each game is 1 point. Those knocked out at the conclusion of the quarter finals will be bracketed into “The Kiwi - A Flight” Semi-finals are to 11 points; the stake for each game is 1 point. Those knocked out in the semi-finals will be awarded Third Place Equal. The Final is played to 15 points; the stake for each game is 1 point. The Kiwi - A Flight: All matches are knockout; those players defeated are eliminated. Semi-finals are to 9 points; the stake for each game is 1 point. The Final is played to 11 points; the stake for each game is 1 point. The Kiwi - B Flight: All matches are knockout; those players defeated are eliminated. Round One is to 9 points; the stake for each game is 1 point. Semi-finals are played to 9 points; the stake for each game is 1 point. The Final is played to 11 points; the stake for each game is 1 point. In the event of a final not being played or not completed as deemed by the Controlling Body, that prize money will not be awarded/distributed. No Play, No Pay.………………………………………………………………………………………….………………………. con7nued over page .


Page 35 7. Choice of Board: The Player using the larger board shall determine which board is to be used. Unless otherwise determined by the Tournament Director, par7cularly in the semi-finals and finals. 8. Dice: Players must use Precision Dice if available. One set of dice will be used by the Players. 9. Cups: Players must use Lipped Cups if available. No hand rolling. 10. Rolling: A valid roll consists of the dice being shaken vigorously in the Cup and then rolled simultaneously out of the Cup onto the playing surface of the Board. The dice must roll freely out of the Cup and shall not touch the Roller's hand, and the Cup shall not touch the Board. Dice must be rolled together and land flat on the surface of the right-hand sec7on of the Board. A Player must reroll both dice if a die lands outside the right-hand sec7on of the Board or lands on a checker or does not land flat. To decide who goes first, you and your opponent each roll one die. In case of a 7e you both roll again. The Player who rolls the higher number goes first. That Player does not roll the dice again; they play the two numbers just rolled. If one Player makes an invalid roll (cocked dice) THAT Player rerolls. The dice may be rolled to the Roller’s leS of the bar if the opponent has given their permission. Permission to roll to the leS of the bar expires when the opponent withdraws such permission. The Player begins to roll to the right of the bar once again or when the game ends. The dice may not be touched while they are live. The dice are deemed to be live where the turn in progress has not been completed. When necessary, however, a Player may slide his own dice across the surface of the board to make room for moving the checkers. Players must use both dice rolls to make the move if they can. If there is a choice between either moving the higher roll or the lower roll the Player must move the higher roll. A turn is completed when the Roller taps the board, and their opponent picks up the dice. If an illegal move is no7ced by either player before their opponent has picked up the dice, it must be corrected. Only the Players, the Tournament Director and any official match monitor are allowed to point out an illegal move. An illegal move will stand once the opponent has picked up the dice. 11. Baffle Boxes/Dice Towers: Baffle Boxes are PREFERRED, except for semi-finals and finals, where Baffle Boxes are MANDATORY. If you choose to use a Baffle Box your opponent must use a Baffle Box. Conversely, if your opponent chooses to use a Baffle Box you must use a Baffle Box. The Baffle Box should be posi7oned so the dice roll onto the outer boards. Not the inner boards. At the beginning of the Match, one Player will place both dice into the Baffle Box. The Player whose dice is the higher number goes first and they play the two numbers just rolled. The winner of the Game will place both dice into the Baffle Box to start the next Game. If a Player rolls before their opponent has completed their turn, the Player's roll is voided. Kwikroll Baffle Boxes, the Official Baffle Box of The Kiwi and Gold Partner of The Kiwi, are to be used in all semi-finals and finals. Kwikroll baffle boxes will be available for use. 12. Game Clocks: Game Clocks are mandatory for all matches. Game Clocks (or clock app on your phone) must be placed on the same side as the home boards of the players. Se@ng the Game Clock: All matches played using game clocks must use the 7me delay method known as “Simple Delay” and for the avoidance of doubt, described as follows: each player is alloed two (2) minutes per point of the match (match 7me). In addi7on to this, each player is permied twelve (12) seconds per move before the match 7me commences (delay 7me). The delay 7me does not accumulate. Time has Run Out - Time is deemed to have run out when one of the players, or the Tournament Director, realises that it has run out and declares the fact. If the 7me of one of the players has run out the Tournament Director must be no7-fied. The player whose 7me has run out has lost the match. Notwithstanding anything to the contrary herein and for the avoidance of doubt, where 7me runs out for a player who is otherwise guaranteed to win the match, such player shall be declared the winner of the match. Players should be mindful of their own 7me, promptly hi@ng the clock aSer each turn, and politely informing their opponent of clock errors. The goal is to use the clock to manage the game's pace, not to gain an unfair advantage. If the opponent picks up the dice before the Player has ended their turn, then the Player may pause the clock and complete their turn before ac7va7ng their opponent’s clock. The opponent shall forfeit the delay 7me (12 seconds) on their next turn. If an illegal move is no7ced by either Player before their opponent has picked up the dice it must be corrected. The clock should be paused. The illegal move pointed out. The clock restarted, and the Player who caused the illegal move shall forfeit the delay 7me (12 seconds) before they can correct the illegal move. When a Player no7ces that their opponent has made a mistake and their clock is ac7ve without them being aware it is the duty of the Player to inform their opponent that their clock is s7ll ac7ve. Failure to do so may result in a warning, penalty points, or loss of game. ………………………………………………………………………………………….………………………. con7nued over page .


Page 36 No playing the clock 13. Doubling Cube: At the start of each game, the Doubling Cube should be displayed at 64. A Player may double the stake during the game. They may do this only at the start of their own turn and before they have rolled the dice. A Player who is offered a double may refuse. They concede the game and lose 1 point. Otherwise, they must accept the double and play for the new higher stake. The Doubling Cube is displayed at the higher stake and moved to the side of the accep7ng Player. The Player who accepts a double now owns the cube and only they can make the next double. Subsequent doubles in the same game are called redoubles and follow the same doubling rules. At the end of the game, if the losing Player has borne off at least one checker they lose only the value showing on the Doubling Cube. (One point if there have been no doubles) If the losing Player has not borne off any of their checkers, they are gammoned and lose twice the value of the Doubling Cube. If they have not borne off any of their checkers and s7ll have a checker on the bar or in the winner’s Home Board, they are Backgammoned and lose three 7mes the value on the Doubling Cube. 14. Crawford Rule: When one Player reaches the first match point, the Doubling Cube is out of play and cannot be used for one game. The one game without the Doubling Cube is called the Crawford Game. ASer the Crawford Game, the Doubling Cube is back in play. 15. Automa\"c Doubles, Beavers and the Jacoby Rule:Automa7c Doubles, Beavers and the Jacoby Rule - for the avoidance of doubt, are not allowed 16. Score Sheet: ASer each Match, the completed Score Sheet(s) with the winner’s name and final score wrien in the space allocated on the Score Sheet, to be handed in at the Tournament Chart Table. The result will be recorded on the Tournament Chart. Once the result has been recorded, players have 5 minutes to check the chart; aSer which the results will not be changed. 17. Bye(s): If required, Swiss Format, a Bye will be recorded as a win, with the player receiving the Bye awarded the maximum match score \"For\" and the average of all \"Against\" scores for that round. Swedish Rounding will be applied. Knock-out Format, a Bye will be recorded as a win, with the player receiving the Bye awarded the maximum round score, resul7ng in a score of nil against. The Player(s) receiving a bye may prac7ce/warm-up on a board. 18. Default(s): Swiss Format, Default(s) will be recorded as a win in favour of the non-offending player. With the nonoffending player awarded the maximum match score \"For\" and the average of all \"Against\" scores for that round. Swedish Rounding will be applied. Knock-out Format, Default(s) will be recorded as a win in favour of the non-offending player with the non-offending player awarded the maximum round score, resul7ng in a score of nil against. The non-defaul7ng Player(s) may prac7ce/warm-up on a board. 19. Breaks: A player is en7tled to a number of 5-minute breaks only in matches over 5 points in length as follows: In matches of 7 to 11 points: one break. In matches of 13 to 17 points: two breaks. 20. Disputes: In case of a dispute, please refer to the Tournament Director. If the Tournament Director cannot resolve the dispute, the Tournament Director will refer the dispute to a member(s) of the Tournament Disputes Commiee to resolve. 21. E\"queDe: Under NO condi7ons will foul language, abusive behaviour, bullying, badgering, or chea7ng be allowed. The offending Player will be given one warning. They will be disqualified if they con7nue the behaviour. Silence would be appreciated while your opponent is considering their next move. No comments are to be made by spectators viewing the game. All electronic devices must be turned off during a match, except for the game clock. Please put your checkers on the top of the point if you are going to pre-visualise a move. Do not slot them.


Page 37 Joseph Heled Memorial – Open to Everyone Date: Sunday 31 May, 9am start Format: Swiss format with top two playing a final Enter/register on the day, 8:15am - 8:45am Entry is complimentary/free to ‘The Kiwi’ players that did not make the cut for Sundays play, All others $40. Morning tea, buffet lunch and aSernoon tea included The ideal tournament for those wishing to experience a full day tournament for the first me.


Page 38 Joseph Heled Memorial - Tournament Rules 1. Interpreta\"on: These tournament rules cannot and do not intend to cover every possible situa7on that may arise during the course of a game. They are not a subs7tute for the tournament director’s judgement and right to find a fair solu7on, suitable for the specific circumstances.2. Controlling Body: Shore City Rollers Backgammon Club Incorporated’s Tournament Director. The tournament will be played under the Live Tournament Rules (Edi7on 2.1 World Backgammon Federa7on August 2023. Ra7fied and adopted by the Australia New Zealand Backgammon Federa7on on the 1st of January 2024). Along with the Joseph Heled Memorial Tournament Rules, as applicable. The Tournament Director reserves the right to alter, add to or delete any rules and/or special rules to enable the comple7on of the tournament. 3. ANZBGF Code of Ethics: The ANZBGF Code of Ethics applies. Unsportsmanlike conduct will not be tolerated and will result in a report to the Ethics Commiee. 4. Entry: Entry is open to allcomers. Entry/Registra7on is available on the day/walk-up. Entry is $40 per player* * “The Kiwi” entrants that don’t make the cut/top 16 for the knock-out/day two of “The Kiwi” receive free/complimentary entry into “Joseph Heled Memorial”5. Catering: Morning tea, lunch and morning tea are included/provided for all players. 6. Format: Clocks: 2 minutes per point, 12 seconds delay Swiss Format + Final: Each player will play four 7-point matches (Swiss Format). The top two players will play a 9-point final. The top two players will be based on the following order of standings:: Match W-L-T: Match Win – Loss record. Score: Highest total number of match wins, 1 point for a match win and 0 points for a match loss. Then Pts: Highest total number of points score for, then Pts Diff: Highest total number of points score minus points given away, then TB: Highest number of match wins against 7ed opponents, then Buchholz: Highest Buchholz score. The medium-Buchholz system is used to break 7es in Swiss tournaments. The value is the sum of a player’s opponents’ scores, with the best and worst scores discarded Swiss Format will be played to 7 points; the stake for each game is 1 point. The Final will be played to 9 points; the stake for each game is 1 point. In the event of a final not being played or not completed as deemed by the Controlling Body, that prize money will not be awarded/distributed. No Play, No Pay.7. Choice of Board: The Player using the larger board shall determine which board is to be used. Unless otherwise determined by the Tournament Director, par7cularly in the semi-finals and finals. 8. Dice: Players must use Precision Dice if available. One set of dice will be used by the Players. 9. Cups: Players must use Lipped Cups if available. No hand rolling. 10. Rolling: A valid roll consists of the dice being shaken vigorously in the Cup and then rolled simultaneously out of the Cup onto the playing surface of the Board. The dice must roll freely out of the Cup and shall not touch the Roller's hand, and the Cup shall not touch the Board. Dice must be rolled together and land flat on the surface of the right-hand sec7on of the Board. A Player must reroll both dice if a die lands outside the right-hand sec7on of the Board or lands on a checker or does not land flat. To decide who goes first, you and your opponent each roll one die. In case of a 7e you both roll again. The Player who rolls the higher number goes first. That Player does not roll the dice again; they play the two numbers just rolled. If one Player makes an invalid roll (cocked dice) THAT Player rerolls. The dice may be rolled to the Roller’s leS of the bar if the opponent has given their permission. Permission to roll to the leS of the bar expires when the opponent withdraws such permission. The Player begins to roll to the right of the bar once again or when the game ends. The dice may not be touched while they are live. The dice are deemed to be live where the turn in progress has not been completed. When necessary, however, a Player may slide his own dice across the surface of the board to make room for moving the checkers. Players must use both dice rolls to make the move if they can. If there is a choice between either moving the higher roll or the lower roll the Player must move the higher roll. A turn is completed when the Roller taps the board, and their opponent picks up the dice. If an illegal move is no7ced by either player before their opponent has picked up the dice, it must be corrected. Only the Players, the Tournament Director and any official match monitor are allowed to point out an illegal move. An illegal move will stand once the opponent has picked up the dice. ………………………………………………………………………………………….………………………. con7nued over page .


Page 39 11. Baffle Boxes/Dice Towers: Baffle Boxes are PREFERRED, except for semi-finals and finals, where Baffle Boxes are MANDATORY. If you choose to use a Baffle Box your opponent must use a Baffle Box. Conversely, if your opponent chooses to use a Baffle Box you must use a Baffle Box. The Baffle Box should be posi7oned so the dice roll onto the outer boards. Not the inner boards. At the beginning of the Match, one Player will place both dice into the Baffle Box. The Player whose dice is the higher number goes first and they play the two numbers just rolled. The winner of the Game will place both dice into the Baffle Box to start the next Game. If a Player rolls before their opponent has completed their turn, the Player's roll is voided. Kwikroll Baffle Boxes, the Official Baffle Box of The Kiwi and Gold Partner of The Kiwi, are to be used in all semi-finals and finals. Kwikroll baffle boxes will be available for use. 12. Game Clocks: Game Clocks are mandatory for all matches. Game Clocks (or clock app on your phone) must be placed on the same side as the home boards of the players. Se@ng the Game Clock: All matches played using game clocks must use the 7me delay method known as “Simple Delay” and for the avoidance of doubt, described as follows: each player is alloed two (2) minutes per point of the match (match 7me). In addi7on to this, each player is permied twelve (12) seconds per move before the match 7me commences (delay 7me). The delay 7me does not accumulate. Time has Run Out - Time is deemed to have run out when one of the players, or the Tournament Director, realises that it has run out and declares the fact. If the 7me of one of the players has run out the Tournament Director must be no7-fied. The player whose 7me has run out has lost the match. Notwithstanding anything to the contrary herein and for the avoidance of doubt, where 7me runs out for a player who is otherwise guaranteed to win the match, such player shall be declared the winner of the match. Players should be mindful of their own 7me, promptly hi@ng the clock aSer each turn, and politely informing their opponent of clock errors. The goal is to use the clock to manage the game's pace, not to gain an unfair advantage. If the opponent picks up the dice before the Player has ended their turn, then the Player may pause the clock and complete their turn before ac7va7ng their opponent’s clock. The opponent shall forfeit the delay 7me (12 seconds) on their next turn. If an illegal move is no7ced by either Player before their opponent has picked up the dice it must be corrected. The clock should be paused. The illegal move pointed out. The clock restarted, and the Player who caused the illegal move shall forfeit the delay 7me (12 seconds) before they can correct the illegal move. When a Player no7ces that their opponent has made a mistake and their clock is ac7ve without them being aware it is the duty of the Player to inform their opponent that their clock is s7ll ac7ve. Failure to do so may result in a warning, penalty points, or loss of game. No playing the clock 13. Doubling Cube: At the start of each game, the Doubling Cube should be displayed at 64. A Player may double the stake during the game. They may do this only at the start of their own turn and before they have rolled the dice. A Player who is offered a double may refuse. They concede the game and lose 1 point. Otherwise, they must accept the double and play for the new higher stake. The Doubling Cube is displayed at the higher stake and moved to the side of the accep7ng Player. The Player who accepts a double now owns the cube and only they can make the next double. Subsequent doubles in the same game are called redoubles and follow the same doubling rules. We will not be using the Beaver Rule. At the end of the game, if the losing Player has borne off at least one checker they lose only the value showing on the Doubling Cube. (one point if there have been no doubles) If the losing Player has not borne off any of their checkers, they are gammoned and lose twice the value of the Doubling Cube. If they have not borne off any of their checkers and s7ll have a checker on the bar or in the winner’s Home Board, they are Backgammoned and lose three 7mes the value on the Doubling Cube. 14. Crawford Rule: When one Player reaches the first match point, the Doubling Cube is out of play and cannot be used for one game. The one game without the Doubling Cube is called the Crawford Game. ASer the Crawford Game, the Doubling Cube is back in play. 15. Automa\"c Doubles, Beavers and the Jacoby Rule: Automa7c Doubles, Beavers and the Jacoby Rule - for the avoidance of doubt, are not allowed 16. Score Sheet:ASer each match, the completed Score Sheet(s) with the winner’s name and final score wrien in the space allocated on the Score Sheet are to be handed in at the Tournament Chart Table. The result will be recorded on the Tournament Chart. Once the result has been recorded, players have 5 minutes to check the chart; aSer which the results will not be changed. ……………………………………………………………………………………………………………………….………………………. con7nued over page


Page 40 17. Byes: If required, Swiss Format, a Bye will be recorded as a win, with the player receiving the Bye awarded the maximum match score \"For\" and the average of all \"Against\" scores for that round. Swedish Rounding will be applied. The Player(s) receiving a bye may prac7ce/warm-up on a board. 18. Defaults: Swiss Format, Default(s) will be recorded as a win in favour of the non-offending player. With the nonoffending player awarded the maximum match score \"For\" and the average of all \"Against\" scores for that round. Swedish Rounding will be applied. The non-defaul7ng Player(s) may prac7ce/warm-up on a board. 19. Breaks: A player is en7tled to a number of 5-minute breaks only in matches over 5 points in length as follows: In matches of 7 to 11 points: one break. In matches of 13 to 17 points: two breaks. 20. Disputes: In case of a dispute, please refer to the Tournament Director. If the Tournament Director cannot resolve the dispute, the Tournament Director will refer the dispute to a member(s) of the Tournament Disputes Commiee to resolve. 21. E\"queDe: Under NO condi7ons will foul language, abusive behaviour, bullying, badgering, or chea7ng be allowed. The offending Player will be given one warning. They will be disqualified if they con7nue the behaviour. Silence would be appreciated while your opponent is considering their next move. No comments are to be made by spectators viewing the game. All electronic devices must be turned off during a match, except for the game clock. Please put your checkers on the top of the point if you are going to pre-visualise a move. Do not slot them. Gold Partner: w w w. a n z b g f. o rg


Page 41 Game Clock E\"queDe Backgammon clock e7quee centres around maintaining a smooth and fair pace of play, respec7ng your opponent, and understanding the rules of the clock. Players should be mindful of their own 7me, promptly hi@ng the clock aSer each turn, and politely informing their opponent of clock errors. The goal is to use the clock to manage the game's pace, not to gain an unfair advantage. Key E\"queDe Points: 1. Hit the clock aUer every move: This is the most fundamental rule. ASer making your move, immediately hit the clock to stop your 7me and start your opponent's. This includes when you are closed out or on the bar, even if you can't make a legal move. 2. Point out errors to your opponent: If your opponent forgets to hit the clock, especially aSer a double or a take, politely remind them. 3. Don't try to exploit clock errors: The clock is meant to manage the pace of the game, not to create traps. Don't inten7onally wait for your opponent to make a mistake. 4. Use the clock fairly: If a player is taking an excessive amount of 7me to make a move, or if they are holding up the game, it's acceptable to politely ask them to speed up or to take the ini7a7ve to start their clock. 5. Communicate clearly: Use the clock to signal when a double is being offered, accepted, or refused. Also, clearly communicate when a game is finished so the clock can be paused appropriately. 6. Respect the \"Cone of Silence\": If a player requests silence (except for necessary communica7on like clock errors or doubling), players should respect that request. 7. Be prepared: Think about your moves in advance to minimize the 7me you spend on the clock. Don't waste 7me looking at your stats or bringing unnecessary dice. 8. Don't be afraid to ask for clarifica\"on: If you are unsure about any clock rules or e7quee, don't hesitate to ask a tournament director or an experienced player. In summary, backgammon clock e7quee is about maintaining a fair and respecGul environment for all players. By following these guidelines, you can ensure that the clock is used effec7vely to manage the pace of the game without causing undue stress or frustra7on


Page 42 Player's E\"queDe From 'Tournament Rules' ANZBGF 1/1/24 1.2 E\"queDe (i) GENERAL - Tournament directors and players are expected to behave in the spirit of the game which is to show generous sportsmanship, fair and considerate behaviour and to promptly point out and correct any viola7on of a mandatory rule unless the Rules explicitly permit such viola7on to be condoned. Players must respect a request to limit conversa7on or distrac7on. (ii) HANDLING OF EQUIPMENT - Players must handle the equipment in a suitable manner. (iii) PENALTIES - A player in breach of sec7on 1.2, subsec7ons (i) to (ii) may be disqualified and excluded from the Tournament. In excep7onal circumstances the player may be temporarily barred from future Tournaments. A Tournament Director in breach of sec7on 1.2, subsec7on (i) may be barred from ac7ng as a Federa7on approved Tournament Director. 1. Always greet and part with your opponent in a friendly manner. 2. Do not call your opponent's bad rolls, your own good one's or complain about the rolls or luck. 3. Do not make an exclama7on when your opponent gets a really bad roll and do not rejoice when you get a really good one. 4. Do not point out your opponent's luck or lucky rolls during or aSer a match. 5. Both par7es should keep score. Announce the score or acknowledge your opponent's announcement of the score aSer each game. A Crawford game should be announced at the start and the cube taken off the board. 6. Do not roll un7l your opponent has clearly picked up their dice. 7. Be quiet and s7ll while your opponent is thinking or playing. 8. Do not rale your dice when it's not your turn to play. 9. When doubling, place the cube gently in the centre, and say double. Don't flip, roll, or toss it to them. 10. Do not engage in conversa7ons with kibitzers or people at the next table.


Page 43 Spectator’s E\"queDe From 'Tournament Rules' ANZBGF 1/1/24 1.6 Spectators (i) GENERAL - Spectators should generally observe Tournament backgammon as quietly and unobtrusively as reasonably possible, except when specifically requested to comment on any clarifica7on by the Tournament Director or the players. Spectators must not direct aen7on to mistakes or illegal ac7ons in a game, unless with the consent of the Tournament Director, the players involved have agreed otherwise and have displayed a sign near the board indica7ng the same, nor should they comment on a game which includes asking the score during a match. However, a spectator may, in between games, point out directly to the players as a maer of right, an error in the score, the set up of the board or any mistake as to clock ac7va7on and otherwise may discreetly alert the Tournament Director to any maers of concern. For the avoidance of doubt, a match annotator, unless also appointed as a monitor, shall be considered a spectator for the purposes of the Rules. (ii) SIGNALLING AND OTHER FORMS OF OUTSIDE HELP - While a match is in progress, spectators are not permied to signal or help the players in any way. (iii) PENALTIES - Breach of sec7on 1.6, subsec7ons (i) to (ii) may result in expulsion of the spectators involved. In excep7onal circumstances such spectators may be temporarily or permanently barred from par7cipa7ng in future Tournaments (iv) REQUESTS - A p layer may make a request with a suppor7ng explana7on to the Tournament Director that one or more spectators be barred from watching the match. (v) REPORTS - Where a Tournament Director has expelled a spectator in accordance with sec7on 1.6, subsec7on (iii), the fact must be reported to the Federa7on by the Tournament Director as soon as reasonably possible aSer the comple7on of the Tournament. The report must explain the reasons for the ruling. 1. Do not cheer or openly support a player. 2. Be quiet. Do not make an exclama7on if a joker* is rolled or a move is misplayed. 3. If there is a dispute amongst the players and an opinion is sought from a player, do not offer your opinion or make any remarks unless you are asked to by the Tournament Director. 4. Do not partake in behaviour that may be distrac7ng to the players. 5. Do not walk up to a game and ask the score or make an obvious point of looking at the score sheet.* An exceponally good roll, especially a roll that reverses the likely outcome of the game; a roll much luckier than average.


Page 44


Page 45 South Island Backgammon Open Tournament From Sam SiaveAs briefly men7oned in last months newsleer, I have taken on the task of organising a South Island backgammon tournament. There have been local tournaments previously but they haven’t been held regularly and the most recent tournament was about 5 years ago. I want that to change and I believe we have enough players to warrant a more consistent presence in the tournament scene as well as offering a good level of compe77on for those players wan7ng to rise to the challenge. To that extent I have secured a venue for hos7ng a 2 day tournament:South Island Backgammon Open Tournament The Woolston Club, 43 Hargood St, Woolston, Christchurch August 15 & 16 The tournament is an “open” event and therefore is open to anyone who wants to enter (South Island, North Island, or even that far West Island, across the ditch!). I want to encourage players at all levels to take part which means having a simple format that guarantees everyone gets a full day of backgammon. The tournament will be a Swiss Format Tournament: 1st round is randomly selected pairings 2nd round is semi-random. Winners from round 1 will be randomly paired with other winners from round 1 and losers will be paired with other losers 3rd round, players are matched to players with similar win/loss results 4th and 5th rounds are similar to the the 3rd. By this stage each player should be very evenly matched with their opponent. At the end of Day 1, the players with the highest scores are placed into a Champions bracket to be played on Day 2 Anyone who does not qualify for the Champions bracket, or who doesn’t compete in the main tournament is eligible to enter the side events that will be played on Day 2 simultaneously with the Champions bracket. SIDE EVENT 1 - 3pt Triple Turbo - Speedgammon on steroids Best of 3 x 3pt speed gammon on a 3 minute clock 8 second delay per move; 3 minutes clock 7me for up to 3 matches SIDE EVENT 2 - 2k Unlimited Play - Stake increases exponen7ally at regular intervals Each player starts with $2000 in chips and play “money“ games for 30 minutes Pairings are changed aSer 30 minutes and stakes are increased This con7nues un7l there are only 2 players leS. They may split the prize-pool according to their chip stacks or they may play a winner takes all match Entry for the main event will be $60 and each of the side events will be $20. All entry fees will be returned in the prize money. There have been expressions of interest from North Island players so this could be a very exci7ng backgammon event. Clocks will be in use for all 3 events so I encourage everyone to get used to using them between now and August 15. Baffle boxes are preferred and where 1 player chooses a baffle box, both players must use the baffle box.


Page 46 Life, like backgammon, is Life, like backgammon, is constant decision- constant decision-making under uncertainty. under uncertainty. Neil Kazaross Neil Kazaross


Click to View FlipBook Version