The doubling cube is a remarkable addition to backgammon. With this a player can raise the stakes in a game. When a player uses the doubling cube it turns the game into a gamble. Players usually take on the doubling cube action when they find themselves at an advantage.
The doubling cube will be of greater worth during a match play where players race to reach a certain predetermined amount of points. When a player sees a sizable advantage that his opponent doesn't see, he can then offer to double and gamble for points. When he wins the game, that player immediately is on a good lead since he ends up with an extra point in the score.
In the beginning of each game in a match the game would have a value of one. When the doubling cube comes into play the game's value doubles to two. The doubling cube may be used more than once to redouble the stakes and players make a bigger gamble for points.
A player may only use the doubling cube to raise the stakes when it is his turn to roll the dice. If his opponent accepts then the stakes are raised to a double. That game would now be worth two points. The doubling cube moves to the accepting party's side and that player reserves the right to redouble the game. If that player offers a redouble and his opponent accepts then the game's value is redoubled to four points and the ownership of the doubling cube shifts to the other player. In real life situations the doubling cube can't be used for more than four times in a game.
An optional rule that is applied to the doubling cube is beavering. This allows a player was offered a double to immediately redouble (a.k.a. beaver) and retain ownership of the doubling cube. The player who originally doubled has the option of accepting or passing like it was a normal double. This rule is optional and sometimes it is not allowed during a game depending on the site where you play.
Another optional rule that is applied to doubling cube action is the Crawford Rule. This rule states that if the winning player comes as near as one point to win the match, the doubling cube won't be used in the next game. Here's the logic behind the rule. Let's say in a race to five, the score is four to three. The losing player can already use the doubling cube on his first turn. If he wins it's all over, if he loses it doesn't matter since if he loses this game he loses the match anyway. The Crawford Rule prohibits unnecessary use of the doubling cube.
Playing backgammon and applying doubling cube action to the game raises the stakes of the game and turns backgammon into a gamble for points. Gamble well.