About
The Louisa Rule gives cube action for a 3-roll no-miss position on-roll versus 3 or 4 checkers, meaning Black has 5 or 6 checkers stacked on the ace point (so will bear off in exactly three rolls, or two rolls with a doublet), and White has 3 or 4 checkers. For example:
The Louisa Rule is described in Art Benjamin's "Math Overboard: Three Checkers Left and Variations" (PrimeTime Backgammon, Winter 2021). It was named after Louisa, Liesl's younger sibling in The Sound of Music; the Liesl Rule covers the mirror situation (4 checkers on-roll versus a 3-roll no-miss position).
Unlike the Liesl Rule, the cube decision here depends on the opponent's position: Black will always be off in 3 rolls (or 2 if they roll a doublet), so cube action is determined by how close White is to bearing off. The relevant measure is White's Adjusted Pip Count (APC).
How to use
Step 1: Compute White's Adjusted Pip Count (APC)
Start with White's pip count, then add penalties for spare checkers (any checker beyond the first on a given point):
APC = pip count + penalties:
| Condition | Penalty | Interpretation |
| 1-point spares | +2 each | 1-point spares are very bad |
| 2-point spares | +1 each | 2-point spares are somewhat bad |
| 3–6 point spares | +0.5 each | Higher-point spares are slightly bad |
This is the same APC formula used by the Benjamin 3 vs. 3 Checker Rules.
Step 2: Apply the Louisa Rule
If Black has 5 or 6 checkers on the ace point, the cube action depends on White's checker count and APC:
If White has 3 checkers, Black doubles if White's APC is 15 or more, and White can always take:
| White's APC | Cube action |
| 14.5 or less | No Double/Take |
| 15 or more | Double/Take |
If White has 4 checkers, the Double/Take window is when White's APC is 12.5-15:
| White's APC | Cube action |
| 12 or less | No Double/Take |
| 12.5 through 15 | Double/Take |
| 15.5 or more | Double/Pass |
All doubles are also redoubles.