Welcome to Gammoned.com – the online backgammon resource GammonEmpire
Search the site

Backgammon Dictionary

Just start playing backgammon and have no idea what people you are playing are saying half the time? Been playing backgammon for awhile but still get stuck by some experienced player's mastery of backgammon jargon? Just want to have a few more good sayings at the local chouette ? Welcome to the world's largest backgammon dictionary. This backgammon glossary was the best and biggest I could come up with after playing for a few years and scouring books and websites for the meanings to every backgammon word and saying you will come across. For every word I have stated the definition as well as how it might be used in a sentence. Another great feature is that all of the words are cross-referenced and hyperlinked to help you quickly find the meaning of every term. If I am missing or misrepresenting any backgammon related terms or you would like to submit your own, feel free to Email me and I will gladly add it to the ever growing backgammon dictionary (381 backgammon terms and counting!) here at Gammoned.com.

If you are looking for a particular backgammon term just click on the letter below and scroll down until you find it.

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

A

ABT : The American Backgammon Tour. An association of Backgammon players and clubs in the United States that compete in tournaments. I hope to play in several events this year on the ABT.

Accept a Double (Take): To agree to play for two times the present stakes when your opponent offers to double them. Typically, it is correct to accept a double when you have at least a 25% chance of winning the game.

Ace Point (Guff): A players 1 pt. It may be unwise to make your ace point early in the game as these checkers are out of action for the rest of the game.

Ace Point Club: A popular backgammon club in New York City. I have never been to the Ace Point Club but I hear there are some strong players eager for money matches there.

Ace Point Game (One Point Game): A game when the only chance of winning is if a shot is hit from the ace point while the opponent is bearing off. When well behind in the race it is often a last ditch shot from an ace point game that will win it for you.

Acey Deucey: A variant of Backgammon popularized in the Navy, also a roll of 1 and 2 on the dice. In Acey Deucey, a roll of 1-2 allows you to move the 1-2, any set of doubles you wish and then you get to roll again.

Across : See Movement of Checkers.

Action : The term used by players describing the opportunity to play money games. When a player goes to a backgammon club they may ask if there is any 'action'.

Action Play : A specific type of play in backgammon to provoke contact used when opponent has escaped the back checkers. An action play is called for when there is little development on your opponents side of the board but they have managed to escape their back checkers and might consist of slotting your opponents bar point.

Active Builder: See builder. A checker that is completely free to help make another point. If you have several active builders aimed at a specific point the odds of making that point on a subsequent roll are good.

Advanced Anchor: An anchor on the opponents 4pt or 5pt ( Golden Point ).
To avoid being primed, it is important to get an advanced anchor.

Air Ball: A term from Basketball meaning a complete miss (of a shot ). You have thrown an air ball if you have blots 2, 3, and 5 points in front of you and you manage to roll double 4's.

Anchor : Having two or more checkers on a point in your opponent's inner board.
Every one starts the game with an anchor on their opponent's 1pt.

Around the Corner: See movement of checkers.

Attacking Game (Blitz, Wipeout): A position where you hit and attempt to close out your opponent, usually hitting in your inner board. An attacking game is usually called for when your opponent splits a back man to your 3 pt. and you proceed to roll double 5's pointing on both your opponents blots.

Automatics (Automatic Doubles): An optional rule in backgammon whereby the cube is automatically turned to 2 if both players throw the same number while contesting for the opening move. Players usually limit these to one per game. You will have to turn the cube to 2 before the game even begins if you and your opponent roll the same number at the start and you are using the automatic double rule.

Awkward Number: A roll which can not be played constructively and deteriorates a position. When bearing off against an ace point game and your 6 and 5 points are stripped, a 6-5 is a very awkward number causing you to leave two blots.

B

Backgame : A defensive position you are sometimes forced into when you hold two or more points in your opponents inner board. Stronger backgames are when you hold the 1 and 3, 2 and 3, or 2 and 4. When forced into a backgame my favorite two points to own in my opponents board are the 2 and 3 points.

Back Man (Back Runner): A player's checker in his opponent's inner board. If you move a back checker to the 13 pt. with a roll of 6-5, you still have one back man to escape.

Back Position: A defensive position (point) in your opponents side of the board. If you are behind in the race it is often advantageous to own a back position such as the 7 or 9 pt. to put pressure on the opponents midpoint when they try to bring them home.

Backgammon : The name of the game. Also, the result of a game in which one player has removed all their checkers while the opponent still has a checker in the winner's home board or on the bar which counts as a triple game. Let's play backgammon! You can win a 5 pt. match in one game if you win a backgammon with the cube on 2.

Backgammon Server: A computer network set up on the Internet by an individual or a company where people can go to play Backgammon. Players log on to the network utilizing a username and password. They may chat and play in matches or tournaments. The server provides the interface, either through downloadable software or an online application with graphical boards, and sends dice rolls to the players. The server also keeps a history of win/losses and ratings. My favorite backgammon server is Gamesgrid due to the high level of play and ease of use.

Barabino : A roll of 5-4 from the bar used to make the opponents 5-point. Named after backgammon player Rick Barabino who frequently got out of trouble by getting this roll. A blitz is quickly nullified by a Barabino since it gives the opponent an advanced anchor.

Bar (Rail, Roof): The partition separating the inner and outer tables not counted as a space itself. When you hit an opponents checker you typically place it on the bar.

Barfly : A checker on the bar that has the potential to re-enter and hit a checker in the outfield. You don't have to worry about a barfly when you have more than one checker on the bar unless your opponent rolls doubles.

Bar Point: The 7 pt or 18 pt, the one beside the bar in the outer boards. A holding game usually consists of one or both of the players holding their opponents bar point.

Battle of Primes: A type of position in backgammon where both players have their opponent's men trapped behind primes. The player with the best timing is the one who will win a battle of primes.

Bear In: To bring your checkers into your inner board in preparation for the bearoff. You will have a slow board if you choose to bear in all your checkers to the 6 pt.

Bear Off (throw off, eat, take off, peel): Removing a piece from the inner table according to the throw of the dice. Once you bear off your final checker you have won the game.

Bearoff : The period of the game where the players are bearing off (taking off) checkers near the end of the game. I once lost a big match because my opponent rolled several sets of doubles in the bearoff.

Beaver (Binache): An optional rule whereby a doubled player may demand that the stakes be quadrupled instead of doubled, while retaining possession of the cube. This demand must be made before the doubler has thrown. When your opponent offers you a cube where you are actually the favorite to win it is often proper to offer a beaver if they are allowed.

Bertha : When a player accidentally moves a 6-5 roll from the 24 to the 13 point without having observed that his opponent has secured their 6 and 7 points. A Bertha is an illegal play but will stand if it goes unnoticed by the participants.

BIBA : The British Isles Backgammon Association. An association of Backgammon players and clubs based in the United Kingdom that compete in tournaments. When you compete in the 'Bright n' Breezy' tournament in Brighton, England, you must have a BIBA membership.

Big Play (Bold or Strong Play): A bold or aggressive play when a safer yet less constructive play is available. An example of a big play would be to hit loose on your 5 pt. in hopes of making that point on the next roll and securing an advantage even though you could have played the roll without exposing a blot.

Binache : See Beaver.

Black : One of the players in the game of Backgammon, the one using the darker or black checkers.

Blitz (Wipeout, Attacking Game): See Attacking Game.

Blind Hit : A shot from the bar that hits an opponents blot in the outfield. When brining in winning positions with your opponent on the bar, beware of the blind shot.

Block : To form points in front of your opponent to hinder their progress. It is often important to block points 5 and 6 points away from a point your opponent would like to leave to make it more difficult and increase the likelihood of them leaving you a shot.

Blockade: See Prime.

Blocking Game: A strategy in which one or both players base their deployment of checkers on impeding the movement of the opponents checkers. (see Block ).

Blocking Point: A point that hinders your opponents progress. (see block.)

Blot : An exposed single checker on a point. Subject to being hit by the opponent. When given the option, it is usually correct to hit a blot early in the game.

Blot Hitting Contest: A position in which there is a rapid exchange of hits. When both players are playing a very loose game it will often develop into a blot hitting contest.

Blunder : Moving your checkers in such a way that there was a far better way to do it. Making a very poor cube decision. Making a checker blunder gives your opponent a better chance of winning and will sometimes lead to them offering you a double. It is important to learn from blunders and this site has a great feature called " blunder of the week ".

Board : The entire playing surface. Also, any of the four quadrants of the board. (i.e.. your inner board, your outer board, opponents inner board, and opponents outer board. In most backgammon tournaments you are required to bring your own board.

Boardage: The term used when a player has more points covered in their board also known as a "stronger board". Typically you should try to maximize contact if you are behind in the race and have boardage.

Booby Point: The opponents Bar Point. Escape with both men from the booby point is difficult. The booby point is a liability when your opponent has the better timing.

Book a checker: Safety a checker by making a point. After slotting it is your goal to book that checker on the next roll.

Bot (Robot): A computer program, often a neural net, that serves as a backgammon opponent or as a tool for analyzing the checker plays and cube decisions in a backgammon match. The most common Bot players are Snowie, Jellyfish, and GNU. If you are unsure of the correct play in a certain situation it is often helpful to consult the decision of a Bot.

Box (in the box, man in the box): In a Backgammon Chouette, the player who is playing against the rest of the contestants. When the Captain wins the game, they become the box for the next game.

Boxcars (The Boys): A roll of double sixes. It is frustrating when your opponent gets boxcars in a close bearoff.

Break a Point: To give up a point already owned. When you roll a 6 from an ace point game and can't use that number anywhere else, you have to break the point (the 1 pt.).

Break a Prime: To open points in the prime. See break a point.

Break Contact: To bypass your opponents checkers making it a pure racing game. When you are well ahead in a race it is important to break contact so you will not be sent back by getting a blot hit.

Break the Board (break up, crash): To give up points you have established in your inner board. See break a point.

Builder : A checker in position to help build important points which need to be made in the next few rolls. You are more likely to make a point with several builders within 6 pips of the point you wish to make.

Bulletproof : A term used to describe an opponent whose blots frequently avoid being hit. I would have won the match if I could have hit one of the shots my opponent left me but they were bulletproof and avoided the hit every time.

Bump : See Hit.

Button Up: To safety a checker by bringing it together with another checker. See Book a checker.

C

Calcutta Auction: Prior to the start of a tournament, participants or spectators can often bid on who will win the event. The auction could be based on a bid for one player or sometimes a packaged group of players. The money goes into a fund or pool that is later handed out to those that bid successfully. An Auctioneer goes through the players or groups one by one asking for bids on those players. The person who bids highest for the player then 'owns' that player in the auction and puts the amount bid into the prize pool. The person who 'owns' the player who wins, wins the money in the prize pool. There is usually a 'buyback' option where the player being bought can purchase a share of themselves in the Calcutta Auction. The entire auctioning and bidding process is usually a fun event. Even if you don't win the tournament you may still win money by buying a player in the Calcutta Auction.

Candlesticks (Towers, Railroad Tracks, Stacking): To pile all the checkers on a few already established points. A player who plays too safely by not leaving any blots will usually end up making candlesticks.

Captain : In a Chouette, the player who represents the interests of all the contestants who are playing against the man in the box. The Captain typically rolls the dice and makes all final decisions regarding checker play and gains the opportunity of being the box by winning the game.

Carry : To move a checker.

Cash : To double your opponent when they are in such a bad position that you know that it will be refused allowing you to "cash" in your lead for money or points. It is correct to cash if you are way ahead in a race yet not so far ahead that you will win a gammon.

Cat's Eyes (snake eyes): A roll of double 1's.

Centered Cube: When the cube has not been used to double and remains in the center. Both players have access to a centered cube.

Checkers : The individual pieces of the players army. Each side has fifteen checkers also referred to as men, counters, pips, stones, or tiles.

Chouette : A game of backgammon composed of three or more players. One player, said to be "in the box ", plays against the captain. The fortunes of the other players depend on the fortunes of the Captain. The various partners may consult freely against the man in the box. At the conclusion of a game, the captain's place is taken by the next in order of the contestants on his side, who becomes the new captain. The box plays for the agreed stake against each of the opponents. Playing a chouette is a fun way to involve several people at once and several lively chouettes can often be found at a backgammon tournament. The Chouette got its name from the french bird (screech owl) that tends to be attacked by all the other birds.

Clean (Clean Play): A legal move. All moves are clean when playing on the computer as only legal moves are accepted or permitted while playing a game of backgammon online.

Clear a Point: To give up an already established point. During the bear off, if you take all of your checkers off of the 6 pt. you are said to have cleared that point.

Closed Board: A situation where one player has made the six points in their home board. If a blot is hit, that checker will not be able to re-enter the game until the player opens up ( breaks ) the home board. Your chances of winning a game while you are on the bar against a closed board are usually slim.

Closed out (Shutout): When a checker from the bar cannot re-enter because all of the points in the opponents inner board are occupied. It is easier to score a gammon if you have at least two of your opponents checkers closed out.

Cluster Method (of pip counting): A way of counting pips developed by Jack Kissane known as one of the fastest pip counters in the backgammon world. Cluster counting involves the mental shifting of checkers into reference positions where the pipcount in known. The Cluster method of pip counting is far easier than trying to subtract from the pipcount every roll.

Cock Shot:
Coming down from the bar with a roll of 6-2 when only the 2 point is open and bouncing out to hit a blot on the 8 point. An example of a Joker (which causes a huge swing in equity ) would be a cock shot.

Cocked Dice: Any die (dice) which land illegally on a checker, off the board or in any manner other than flush and flat on the half of the board on the player's right. If cocked dice are thrown the roll can not be played and the player has to re-roll the dice.

Coffeehouse : Misleading talk to confuse the opponent or cause them to make a decision that would be to your advantage. By pretending to be completely against doubling the box a player may make the box think that the double could be accepted when in fact it is very strong. This type of coffeehouse is usually considered unethical.

Combination Shot: See Indirect Shot.

Combinations of the Dice: The number of possible rolls out of the possible 36 to accomplish a specific objective. There are only 5 combinations of the dice that will allow you to roll a 9. 6-3, 3-6, 5-4, 4-5, and 3-3.

Come In: Bringing a checker back into play, after having been put on the bar. You can only come in on points in your opponents inner board that are not occupied by two or more of your opponents checkers.

Come Under the Gun: To move your back men forward in your opponent's inner board so that they have at least three checkers bearing directly on them. Magriel devotes a section of his chapter on Splitting in his book 'Backgammon' to situations involving coming under the gun.

Comfort Station: A nickname for your midpoint (13 pt.) on which checkers escaping the other side of the board may rest safely. The roll of 6-5 can be used to bring a checker from the opponents 1 pt. directly to the comfort station.

Communicate : See Connectivity.

Connectivity : Having checkers placed so that they are within 6 pips of each other so that they can more easily make points and be protected. It is important to maintain connectivity so that your opponent can not freely hit a blot without the danger of a return shot.

Consolation Flight: Players eliminated early in the main tournament are eligible to compete in the consolation tournament or flight. If you do not do well in the main flight there is still a chance to win in the consolation flight which often offers prizes as well.

Consolidate : To better organize a loose position by making points and safetying blots. At the end of a blot hitting contest it is important to consolidate your checkers and lock up permanent assets.

Contact : To hit or be hit. If a game has a lot of contact it is said to be a blot hitting contest.

Contact Game: A type of backgammon game where opposing checkers have not gone past each other and still may hit each other. It is no longer a contact game when it is impossible for either side to have a checker sent back.

Controlling a board (Containment): Having points or checkers bearing directly on a particular board. One of the uses of the midpoint is that it allows you to control your outer board and send back opponents checkers trying to escape your inner board.

Control a Point: Having two or more checkers on a point. It is important to control key points such as the 5 pt. and the bar point.

Counting Pips (The Count, Pipcount): A method of calculating how a player stands in the race by determining the minimum number of pips they will have to roll to remove all the checkers from the board. By comparing their pip count to their opponents pip count, they can determine whether they are ahead or behind in the race. There are several methods of counting pips such as the Cluster Method developed by Jack Kissane.

Coup Classique: A series of plays that starts with the opponent having only three checkers left on the 2 pt. to bear off and rolling a 1 leaving two of them open followed by the player hitting both checkers and going on to win the game. It takes great patience and timing and often the recirculation of checkers to be able to pull off a Coup Classique but it is one of the most satisfying types of wins in backgammon.

Cover : To place a second checker on an exposed blot of the same color making a point. If you are afraid of being hit it is important to cover or safety your blots.

CPW : Cubeless Probability of Winning- The chances a player has of winning the game if the doubling cube is not in use. At the beginning of Double Match Point, the CPW is 50% assuming the players are of equal strength.

Crawford Game (Crawford Rule): The Crawford Game is used in backgammon match play when someone gets within 1 point of winning the match. On the next game the doubling cube cannot be used. However on subsequent games the cube is again available for use. Named after its inventor John R. Crawford. The Crawford rule was established to reward the player getting to match point sooner by not allowing the trailer to simply double with no cost every subsequent game.

Crossover : When a checker moves from one quadrant of the board to another, or is borne off. It is important to use the numbers on the dice wisely when trying to save a gammon by getting as many crossovers as possible.

Crossover Count: The number of crossovers required to take off all of your checkers. This is often used to help doubling decisions once contact is broken. If you are several crossovers ahead of your opponent late in the game it is usually time to double.

Crunch : When a roll forces you to break up a prime or board by moving checkers forward in a situation when it is undesirable to do so. If you have poor timing and are too far forward, you will be forced to crunch your board when behind a prime.

Cube (Doubling Cube, Doubling Block): A die-shaped object with a geometric progression of six numbers ranging from 2 to 64. At the outset of a game, the cube is placed in the middle, and either player has the option of doubling the game. The player who is doubled or redoubled has the option of declining or accepting the cube. If it is declined, they lose the game, if it is accepted, the stakes of the game are doubled. The invention of the cube made backgammon an even more interesting and exciting game.

Cube Action: The decisions made whether to offer, accept, or drop a double. In difficult positions it is common for players to ask each other about their thoughts on the cube action in each position (after the game).

Cube Decision: To decide on a cube action. A single cube decision late in the match may decide the winner.

Cube Equity: The equity (or winning chances) added to a position due to ownership of the cube. There are times where it may be unclear as to whether to take a double or not and the cube equity may make the difference.

Cube Ownership: When a player is in possession of the cube (after they have accepted a double) they are said to have 'cube ownership'.

Cup : See Dice Cup.

D

Dance (Dancing on the Bar): To fail to re-enter off the bar. A game can be difficult to win if your opponent strengthens their position while you dance on the bar.

Dead Checker: A checker deep in your own inner board that can no longer help build a point. It is difficult to close your inner board if you have too many dead checkers.

Dead Cube (Frozen Cube): This is a term used in backgammon match play when the doubling cube is not further used because the value of the cube is enough for the player to win the match. It is sometimes easier to double an opponent when you know the cube will be dead if it is accepted because you know it cannot be given back to you to double the stakes yet again.

Decline a Double: See Drop.

Deep : Refers to the one or two point in your inner board. It is usually unwise to make deep points early in the game unless you are attempting a blitz.

Deprive yourself of numbers: See Killing Numbers.

Deuce Point: The 2 point.

Dice : Cubes with dots numbered from 1 to 6. Each player takes turns rolling a pair of dice to determine the amount of spaces per move. The dots on the dice are also referred to as pips. A single roll of the dice has the potential to win or lose a game.

Dice Cup: A cylinder or open-ended box, in which a player shakes the dice and casts them. Dice cups were probably employed in backgammon to reduce the chances of manipulating the dice using sleight of hand.

Die : The singular form of Dice.

Dilly Builder: A spare checker that can only help to build a deep point in your inner board. The only purpose of a dilly builder is to make the 1 or 2 point which are more useful at the end of a game.

Direct Shot: When a checker can be hit by a number on a single die (1-6). A direct shot will be hit more frequently than an indirect one.

Disengage : To break contact with the opponents checkers turning the game into a pure race. When well ahead in the race it is wise to disengage.

Diversification (Diversify): Arranging checkers so that you will have different useful numbers on the following turn. It is better to arrange checkers in a way that whatever number you roll on your next turn, you will have a constructive play to make.

DMP: See Double Match Point. A match that goes to DMP is played just as if it were a one point game.

Double (give a little present to, cube, turn the crank, up the ante, twist): The process of turning the cube in backgammon. Each double multiplies the preceding stakes by two. While the cube itself has markings only up to 64, theoretically doubling and redoubling can continue beyond this number. In practical play the cube is seldom above 8. A player generally doubles when they feel they have a distinct advantage in the game almost daring their opponent to play on for double the stakes.

Double Ducks (Ducks, Quacks): The roll of double 2's. Ducks on an early roll are usually played by making the 4 pt. and the 11 pt.

Double Dummy: Speculating or discussing what would have been the correct move in light of what has been rolled and not what the odds dictated at the time. It is double dummy to try and justify a poor decision by looking at the very next roll, it is the majority of rolls that should be used to make decisions.

Double Game: See Gammon. Or alternatively: A money or chouette game where an automatic double has to be taken after the first roll was tied. Some players don't play with the automatic double rule that would cause a double game when the roll is tied.

Double Hit (Two on the Roof): To hit two opposing blots at the same time. A double hit is a very powerful tempo move as the opponent's entire roll must be used to attempt to re-enter the checkers rather than strengthen their position.

Double Jeopardy: When an awkward number could appear on either of the next two rolls. A stripped position while bearing off against a good backgame could lead to double jeopardy.

Double Match Point (DMP): When both players are either one away or two away from the end of the backgammon match. At double match point when two away, the Bots tend to double on the very first roll whereas human players tend to wait for some small advantage hoping for their opponent to drop.

Doubles (Doublets): Two dice with the same number, which allows you to move twice the amount of the double. Doubles are especially useful during the bear off when you may get to take off 4 checkers instead of only two.

Doubling Cube (Doubling Block): See Cube.

Doubling on the Come: Doubling in expectation of a good roll. Some players like to double when they have a single shot at a checker when if hit, would lead to winning the game even though the odds are against them.

Double Whopper (also Double Whopper with Cheese): A very big blunder or mistake. When players are discussing errors in checker play they use the term whopper (referencing the Burger King delicacy) to varying degrees based on the severity of the error.

Doubling Window: The 'window' of opportunity (time) during a backgammon game where offering a double would be advantageous and give you the greatest equity. If you double before the window it is too early and an easy take and if you double after the window it is too late and is a drop. The window is typically when you have 60-75% match winning chances. To offer efficient doubles in backgammon it is a good idea to get an estimate of the match equity to make sure you are within the doubling window.

Downside : What you lose if you take a risk and don't succeed. The downside to slotting an important point is that the blot may be hit.

Drop : 1. To Drop a double ( pass ). 2. To drop a man ( slot ). When there is less than a 25% chance of winning a game it is usually wise to drop a double. Some people like to drop a man from the 6 pt. to the 5 pt. with an opening roll of 2-1.

Dropper : 1. Someone who tends to drop (decline, pass) doubles even when they should be accepted. 2. A term for someone who leaves in the middle of an online match because they are losing. It is good to offer early doubles against a dropper. Several servers have matches finished automatically by Bots after a certain amount of time to negate the efforts of droppers.

Drop Point: The point at which it is no longer equitable to take a double. The drop point changes depending on the match score.

Drop -Take: A situation in a Chouette where one player drops a double while another takes but both share the loss on the dropped cube and the potential wins or losses on the taken cube. A drop-take situation in a Chouette leads to only one cube still in play but two players sharing it and the loss from the dropped cube.

Duplication : Arranging checkers so that your opponent needs the same numbers to do useful things (i.e.. hit a shot) on the next roll. If you have to leave shots during a backgammon game it is advantageous to practice duplication and leave the shots the same number of pips away from the checkers that can hit them.

E

Eating : Another term for Bearing off.

Early Game: The first stages of play. The early game of backgammon often consists of battling for key points such as the 5 pt.

Edge of a prime: The open point directly in front of a prime. When trying to escape a checker from a blockade it is easiest to do from the edge of the prime.

Efficient Double: A double offered at a point where it is a difficult decision as to whether it should be taken or dropped. An efficient double is one that comes late in the doubling window but may still be taken.

Eject : To run with the last checker playing an ace point game to avoid a gammon or a backgammon. When a player has one checker on the ace point facing the opponents last three checkers on the two point, it is better not to eject because you are guaranteed a shot and possibly a double shot on your next turn as long as your opponent does not roll doubles higher than double 1's.

ELO : A rating system used by many Online Backgammon to calculate the relative strength of players. Based on a formula developed by Arpad Elo. Knowing an opponents ELO usually gives you a good estimate of how strong of a player they are.

Endgame : Positions in backgammon where one or both players have begun the bear off. The equity of positions in the endgame can be calculated fairly accurately by many players allowing them to offer efficient doubles.

Enter (re-enter): To bring a checker from the bar into your opponents home board. When you have several checkers on the bar you wish for doubles so that you can enter them all at the same time.

Equity : Relates to the odds or percentage chance of a player winning a backgammon game or match from a certain position or the value of a certain position. The equity of a position is most often used when trying to figure out whether to offer or accept a double.

Exposed man (checker): See Blot.

Extras : 1. A rule sometimes used in Chouettes when not all of the players offered a double by the box choose to accept it. Any player who refused the double may offer that cube to a player who took the double originally offered by the box as a side bet on the outcome of the game. The extra cube is offered at the same level as the original and payment would be at half the value of the cube. Another optional rule regarding extras is to make the acceptance of extra cubes mandatory.
The practice of offering extras tends to punish bad cube takes and keep everyone involved in the game. 2. Mandatory extras are sometimes used in money play when the doubler is allowed to give an extra cube at the same level if the original double is taken. The doubler pays the receiver half of the cubes value and the receiver may then use both cubes to use together or separately for future doubles. The use of mandatory extras is for players who like a little more action (aspect of gambling) in backgammon.

F

Fan : To fail to re-enter after being hit.