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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
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C
D
E
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H
I
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K
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N
O
P
Q
R
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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.
Sometimes it feels as if the only time you roll double sixes is when you fan from the
bar against a 1 point
board.
Fast
Board (Speed Board): A
bear off position where all the checkers are on
deeper points where large numbers are not necessary to bear
off and there are no gaps to waste numbers.
Usually by the time you get to use the advantage of having a fast board in the bear off, the opponent is already too far ahead in the game.
FIBS
:
First Internet Backgammon Server - This was the first backgammon server to allow players to compete against each other over
the Internet.
There are several different user interfaces you can download for use with FIBS.
Field
Goal: When a player has two men exposed close together and the opposing checker lands
between them without hitting one.
A field goal is a specific type of
air ball.
Fish
: A weak
player willing to play for money against a stronger player.
Jake Jacobs and Walter Trice wrote a book about matches involving unequal players called 'Can a fish taste twice as good?'.
Flexibility
: Having your checkers arranged so that
you can constructively play a variety of rolls on subsequent turns.
It is important to have flexibility in the early stages of the game so that you are not forced into making
candlesticks.
Fly
Shot:
An indirect shot with only a few combinations.
Late in the game it can sometimes be better to play very safe rather than leave an unlikely fly shot that loses you the game.
Forced
Move:
When there is only one legal way to play a roll.
Late in the
bear off if you roll a set of sixes and have no checkers on the 6 pt. it is a forced move to take off the next four highest
checkers.
Forward
Game: See
Running Game.
Free
Drop:
In backgammon
match play after the
Crawford game when the player in the lead has the
option to
drop
a
double without reducing the number of games the trailer needs to win the match. A free drop is
utilized when the trailer has an advantage from the initial roll.
The free drop offers the leader a little extra equity since they are able to drop a double in a position that gives their opponent a slight advantage.
Free
Drop Vigorish: The
slight advantage the leader has after the
crawford game
because of the option to
drop
an early
double at no cost. This occurs in Post-Crawford games when
the trailer has an even number of points to go.
If you had to bet on two players of equal ability where one has a free drop, you would be wiser to bet on that player due to the free drop vigorish.
Freeze
a Builder: To bring a checker to bear upon a
point held with only two men by your opponent,
restricting these men from being
active builders.
After an opponent plays an opening 6-1 by making their bar point it is good to split your back checkers to freeze the builder on your opponents 8 pt.
Front
Position: A collection of
blocking/attacking points in your own
home board.
A good front position is of little use if there are none of your opponents checkers behind it.
Frozen
Cube: See
Dead Cube
Full
Prime:
Six
points
in a row held by one player.
A full prime is the most powerful position in backgammon as an opponent is stuck behind it until it is broken.
G
Gain
-Loss Table:
A method of calculating
equity in a backgammon match to aid in a doubling decision by looking at the match equity of passing the double, taking the double and winning, and taking the double and losing. If the equity gained by taking and winning is 3 times the equity lost by taking and losing, it is correct to take
the double.
A gain loss table is an easier way to help make cube decisions than to calculate and compare equities for every situation.
Game
: Single: bearing off all of your checkers before your
opponent does. Double or
Gammon : bearing off all of your
checkers before your opponent bears off any. Triple or
Backgammon : bearing off all of your checkers before your opponent bears off any, and still has a piece in your inner board or on the
bar.
If the cube were at 2 during a game of backgammon a single game would be worth 2 points, a double game (gammon) would be worth 4 points and a triple game (backgammon) would be worth 6 points.
Gammon
:
A Gammon occurs when you
bear off all of your checkers before your opponent has taken off any checkers. If you win a gammon you win twice the number of points that are indicated by
the
cube.
Sometimes in match play after a big swing in
equity it is correct to play on for the gammon without
doubling.
Gammon Price
: The cost of
going for a
gammon
versus winning a
single game.
Gammon Price = (WG - W) / (W - L) where WG is number of gammons won, W is single wins, and L is losses. In money games, a play should win you twice as many gammons as it gives losses, if not, the gammon price is too high to make that play. At various match scores the gammon price may change dramatically.
Going for the gammon often takes a bold play that may lose you the game. When deciding if it is wise to go for the gammon, one must always consider the gammon price.
Gammon
Rate: The percentage of games that will end up
in a
gammon
or
backgammon.
The gammon rate could be calculated by doing a
rollout of 100 games and determining how many of those
ended up in gammons or backgammons.
Gammon
Vigorish: The additional equity gained from a
position because of the possibility of a
gammon.
Even though you may have a 25% chance of winning a game, it may be correct to drop a double when you will be gammoned on 50% of the games that you lose.
Gammonish
: A term used to
describe positions that are more likely to end up scoring a
gammon
for one or both players.
When behind in the match it is usually advantageous to play for more gammonish positions to catch up in score with a win.
Gap
: The space between
established points. Usually referred to during
Bear Off.
A gap will cost you half a roll during the bear off if the number rolled is the same as the point that you have the gap on.
The Girls
:
A roll of double 5's.
Two sets of the girls at the beginning of the game can lead to an awkward position.
GNU
:
A backgammon
bot much like
Snowie
and
Jellyfish based on
the
GNU open source project
meaning it is free for download by anyone.
GNU is thought to be just as strong an opponent as Snowie and Jellyfish and you can play GNU powered bots at Gamesgrid with a membership.
Golden
Point:
The opponents 5 pt.
The golden point is the best defensive
point you can own at the beginning of the
game.
Go
Out: Achieve the desired number of
points in
match play
to win the match.
There is no need to
double your opponent if you will already win
enough points to go out without it.
Going
Forward: To attack by building forward points, constructing a
prime, and putting your opponent on the
bar.
If you have very little chance of winning a game by going forward it is correct and attempt to win from a
backgame.
Gravita
Take:
Taking a
double you shouldn't take in a high
stakes
money game, because you don't want to give up the stake you are playing for with the intention of not paying
if you don't turn the game around and end up losing.
Typically you will only ever get one Gravita take as you will quickly earn the reputation of not paying and likely have to hide from the people you were playing.
Guff
(Guffy):
See
Ace Point. Named after a good player even
though they always made the 1pt. earlier than needed.
GWC
:
Game Winning Chances in a game of backgammon.
H
Half
-Roll (Half-Throw):
When
bearing off, the player about to throw, who has removed one more checker than the
opponent, is said to be a half-roll ahead.
When there are only a few checkers remaining for each side in the bear off, it is correct to
double
if you are a half throw ahead.
Handicap
: A concession by which the stronger player accepts a predetermined disadvantage before play begins, so as to help equalize
the winning chances for both sides.
A handicap for a stronger player may include playing with two less checkers, not being allowed to use the cube, or letting their opponent start off with two rolls at the beginning of the game.
Hari
-Kiri Play: See
Kamikaze Play.
Heavy
Point:
A point with more than three checkers on it.
The 6 pt. is a heavy point early in the game so you want to use those
builders
to make points in your
inner board.
Hit (bump, knock off, send
back): To move one or more of your checkers to a point occupied by a blot
of your opponent putting them on the bar.
Hitting a blot in your opponents
inner board makes a big difference in the
pip count.
Hit
and Cover:
To hit an opponents blot and make that
point
with the same roll.
When you hit and cover, it is also called 'pointing on your opponents head'.
Hit and Pass (Bump and Run, Bump and Pass, Pick and
Pass):
To
hit an opposing checker and continue your
checker to safety.
A hit and pass is an effective way of slowing your opponent down while remaining safe yourself.
Hit
and Split:
To
split your
back runners while simultaneously hitting elsewhere on
the board.
A hit and split is effective as long as you can't be hit twice by return shots.
Hit
Loose: To hit an
opponents
blot
in your
inner board
without making the
point and leaving it there vulnerable
to a return shot.
It is often correct to hit loose when you are attempting a
blitz.
Holding
Game: A type of game where you hold a point or points in your opponent's
inner
or
outer board in order to
prevent them from safely coming home.
A holding game tend to come down to the opponent rolling a 6 on one die and having to run with one man while leaving a blot.
Holland
Rule: In match play, after one player has reached match point, and after the
Crawford Rule game has been played, for the next two games neither player may double until two full rolls on each side have been
completed. Named after Tim Holland.
The Holland rule gives the player with the free drop a greater advantage as it allows them a better look at how the game is going before making the cube decision.
Home
Board (Home):
The
quadrant of
the board to which a player needs to move checkers for the
bearoff. Also known as the
Inner Board.
You can only
bear off checkers once you have
all of your checkers in the home board.
Hypergammon
: A variant of Backgammon where each side starts with only 3 checkers. 1 each on the 1, 2, and 3 pts. of the opponents
inner board.
The winner of a game of hypergammon is usually the person who rolls high
doubles
first.
I
Illegal
Play: A play that is not allowed based on the players actual roll. An illegal play is allowed to stand if neither player
recognizes it before the next roll.
While playing backgammon, one should always be on the lookout for illegal plays. Typically it is an error but some players try illegal plays on purpose to give themselves an advantage.
Inactive
Builder: A checker that could be used to build another point but is currently being used as part
of a point. See
Builder.
A checker on the 8 pt. after making the bar point with an opening 6-1 would be an inactive builder for the 5 pt.
Indirect
Shot:
A
blot that can be hit only by a combination number using both
of the dice. (7 or more pips away).
If you have to leave a blot it is better to leave an indirect shot.
Inner
Board:
See
Home Board.
Inside
:
Refers to
Inner Boards.
Inside Backgammon
: A popular backgammon
magazine from the 70's and 80's.
It is still possible to get back issues of Inside Backgamon.
J
Jacoby
Rule: Players can agree before the game begins
that
gammons
and
backgammons will only count as 1 point if the cube has not been doubled by a player during
the course of the game. Named after Oswald Jacoby.
Practice of the Jacoby Rule forces players to
double earlier and speeds up play as very weak positions can be abandoned after a double and the money session
can continue.
Janowski's
Formula: A formula developed by Rick Janowski that gives an accurate estimate of
Match winning chances assuming the players are of equal ability. If D is the difference in scores between the leader and the trailer, and T is the number of points the trailer has to go, the equity for the leader
in percentage is: 50 + ((D*85)/(T+6)).
Janowski's formula can be used to get an estimate of match equity which can help make doubling decisions. Click here for a page describing
match equities and Janowski's
formula.
Jellyfish
: A computer backgammon program that uses neural net technology to create a level of play close to top professionals. Available in various versions with the capability
of analyzing matches.
Jellyfish has a free player version that can be downloaded at it's
website.
Jeopardy
:
The potential for an
awkward roll.
A
stripped
position may lead to jeopardy against an
ace point game.
Joker
: Any roll that causes a large shift in the odds of winning the game also known as a huge
Equity
Swing.
Jokers are part of what makes backgammon such an exciting game as a single roll can completely change the outcome of a game.
Juice
:
See
Vig.
Also the amount of money taken by the house in a transaction.
If the juice on a $100 bet was 5%, the house would get five dollars regardless of who wins.
Junior
Whopper: A small
blunder
or mistake.
Juxtaposed Bars
: This occurs when one player holds
their opponents
bar point while the other player is trying
to bring checkers home from their own
midpoint.
When there are juxtaposed bars it is a good example of a
holding game.
K
Kamikaze
Play (Hari-Kiri play):
Breaking points
in your own
inner board
to hit a checker in hope of
recirculating them.
The kamikaze play is a strategy sometimes used in
backgames
to preserve
timing.
Kauder
Paradox:
A rare position in
money play where it is
correct for one player to
Double and also correct for the
other player to
Beaver.
The Kauder Paradox can only occur when doubling gives a player greater equity even though it is still a negative equity which makes it correct to Beaver.
Kibitz
: To watch a match and listen to what is going on.
A great way to learn how to play and improve your game is to kibitz a match with two strong players.
Kibitzer
: One
who is watching a match.
Key
Point: An important point that gives you an advantage when made. (i.e.. the 5 pt. and the
bar pt.).
A key defensive point is the
Golden Point.
Kill
a Man:
See
Dead Checker.
Killing
Numbers: To arrange checkers in a way that does not allow certain numbers
to be played on your next turn.
If you arrange all your checkers so that you can not play a 6 on the next turn, you have killed sixes.
Knock
Off:
See
Hit.
Knockout: A type of backgammon tournament where you
continue to play until you lose and are 'knocked out'.
Many clubs offer knockout tournaments during their weekly meetings.
L
Last
Roll Position: A position where the exact odds of winning can be calculated (usually with the intent of offering or taking a
double ) with both players still having a chance to win.
In the last roll position where the player on roll has two checkers on the 2 pt. and the other player as two checkers on the 1 pt. it is known that it is correct to double and also correct to take.
Lead
: A racing lead is the difference between the
pip count of the two players and a match lead is the
difference between the match scores of the two players.
The bigger the lead a player has, the greater their
match equity.
Leave
a shot: To leave a
checker exposed within range of an opposing checker.
Sometimes it is necessary to leave a
shot so that you have more
builders
and a
flexible position.
Lock
up a point: To make an
important
point.
It is a distinct advantage to lock up the
golden point
early in the game.
Longshot
: A roll where the odds are clearly against it
(i.e.. 17-1 or 35-1).
You typically can not worry about being hit with a longshot as the probability is very low.
Loose
Checker:
A
Blot.
Loose
Play : Playing so as to leave several
blots.
Loose play can turn into very poor positions if several checkers are hit and sent back.
Losing
your Market: When a number is rolled that would
cause your opponent to
drop a double on the next turn.
When slightly ahead in a race a roll of double 6's would be losing your market.
Lovers
Leap: The move of one runner from the 1 pt. to immediate safety on the 12 pt., made possible by the
throw of 6-5.
The lovers leap is the best way to play a 6-5 on the opening roll.
M
Main
Flight: A term to describe the group of players in a
tournament who have not lost a match.
At the beginning of a tournament you are competing in the main until you lose a match with typically sends you to the
consolation flight.
Making
a Point: Two of a players checkers on the same
point 'make it' and close it to the opponents checkers.
Making a
point or two in you inner board is important if you plan
on containing your opponents checkers there.
Mandatory
Double: This occurs when it is correct for
the trailer in the match to
double in a game because if they lose, the match will be over regardless of whether they double or not. In
essence, they have nothing to lose by offering the double.
A trailing player has a mandatory double any time after the
Crawford Game
is played.
Market
: The chances of you winning extra points by offering a double. A Market Gainer would be a sequence
of rolls that would allow your opponent to
take a double that they previously wouldn't. A Market Loser would be a sequence of rolls that
would cause your opponent to
drop a double they previously
would have taken.
A double is more efficient if you turn the cube before you lose your market.
Match
: A series of
games played to a predetermined number of points.
A typical match in tournament play for beginners is 7 points.
Match
Equity: The chances of a player winning a
match.
Match equity is a key consideration when making
cube decisions.
Match
Equity Table: A table that gives accurate estimates of Match Equity based on the score of a match and the assumption that
the players are of equal ability.
If you can memorize a match equity table you will be at a distinct advantage when it comes to making cube decisions. Click here for a
match equity table by Kit
Woolsey.
Match
Play: A method of play usually used in tournaments whereby the first player to reach a predetermined
number of points win the match.
Cube handling can be quite different in
match play
when compared to
money play.
Match
Point: One point
less than the number of points needed to win the match.
If you are one away from winning you are said to be at match point.
Match
Point Game: Any game where one player is at
match point.
Middle
Game: The main body of the game after the opening moves and before either
player begins to
bear off.
The middle game tends to be where stronger players excel as they use their skill to strengthen their position and determine the likely direction of the game.
Midpoint
: Your 13 pt. or your opponents 12 pt. A good strategic point held by both players at the beginning of the game that provides
control of the
outer board and a place for
back checkers
to land.
Players are typically loathe to abandon their midpoint early in the game.
Mix
it Up:
To get involved in a
blot hitting contest.
Sometimes when you are playing a weak position it is better to mix it up and hope for something constructive to happen.
Mixed
Roll: Any roll where there
are two different numbers on the dice.
A mixed roll includes every roll besides
doubles.
Money
Game: A game played for money. In a money game the cube can always be
used and is not restricted by a set number of points.
A money session is a series of money games played for a predetermined number of games, until one player is a chosen number of points ahead, or can be ended when either player wishes to stop.
Movement of Checkers
(down, in, off, out, up, around the corner, across): 1. In- from the bar to opponents home board 2. Up-moving forward within opponents home board. 3. Out-moving from opponents home board to opponents outer board. 4. Down or Around the corner-moving from opponents outer board to players outer board. 5. In- moving from a players outer board to the players home board. 6. Off- moving from players home board off the board permanently in the bear off. 7. Across-
Moving from any of the four
quadrants to any other
quadrants.
Mutual
Holding Game: A game in which both players hold defensive points waiting for the other to be forced out
of hit by rolling an awkward number.
A mutual holding game typically consists of players controlling the
midpoints and
bar points and waiting for the other to be forced off of
their holding point by
timing.
MWC
: Match Winning Chances. The odds or probability that you
will win the match.
N
NackGammon
: A variation of Backgammon where two
checkers are taken off the
midpoint and 6 pt. and placed on the 23 pt. causing each player to start with four checkers in the
opposing
home board. Invented by Nick (Nack) Ballard.
Nackgammon is an effective way of practicing playing from behind and maintaining
communication between
checkers.
Naturally
: To make a point
naturally (without
slotting
or with
builders
).
Rolling a 3-1 is a way to make the 5 pt. naturally.
Neil's
Numbers: A set of
numbers developed by Neil Kazaross to help calculate
Match Equity based on the current match score. The winner's probability of winning is 50% + the lead multiplied by Neil's
Number.
|
Points Trailer Needs |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
|
Neil's Number |
10 |
9 |
8 |
7 |
|
6 |
|
|
5 |
|
|
|
4 |
Next
to Beirut: Your opponent's
bar point
(easy to get there but hard to leave).
The bar point is a nice
anchor and good for a
holding game but it can be very difficult to leave if
you are ahead in the
race.
No
-Brainer:
A
running game where no further contact is possible and the outcome depends only on the roll of the
dice, or an obvious play that requires very little thought to make.
A running game is a no brainer because it requires very little thought and the outcome is almost solely determined by the numbers rolled on the dice.
Non
-Contact Game:
The
race. Both sides have effectively side stepped their opponents
checkers and now have the sole objective of
bearing them
all off.
The player ahead in the race prefers a non-contact game.
Nothing
Game: A poor relation of the back game in which you hold several good points in your opponents
inner board but have all your other men too far forward in
your inner board making it easy for them to
re-enter and
get around the board.
A roll that prematurely crunches your board can turn a backgame into a nothing game.
Normalized
Match Score: The score in terms of how many points are still needed to win
the match. (e.g. 1-away, 2-away).
The way you make decisions at 3-away 2-away is the same regardless of whether you are playing a match to 5 or 15.
Nullo
Play: Making a play that does nothing positive and is not better than any other possibility. Usually a
big error.
When you do absolutely nothing constructive when you had better options, it is a nullo play.
Number
of Shots:
See
Shot. The number
of times out of 36 that a shot will be hit.
O
Off
(the Board): Said of those checkers already removed from
the board during the
bear off.
To decide how many rolls it will take to complete a bear off you can look at the number of checkers you already have off.
On
the bar: A
checker awaiting
re-entry
after being hit as a blot.
It takes an extremely unfortunate sequence of rolls to be stuck on the bar when your opponent has borne off their last checker.
One
Point Game:
See
Ace Point Game.
On
Roll: The player whose turn it
is, is said to be 'On Roll'.
The player ahead and on roll has an advantage in a
race
and should consider
doubling.
Open
Point: A
point
that is not owned by either player.
The early game is a battle for possession of key open points.
Opening
Roll: To start the game both players roll a single die and the player who rolls the higher number starts first using the
numbers on both dice for the 'opening roll'.
The most equitable opening roll moves have been calculated by the
Bots but you are on your
own after that.
Otter
: The acceptance of
a
Raccoon
and offering of another
double at the same time while retaining possession of the
cube.
The otter is sometimes referred to as one of the 'furry rodents' involved in doubling.
Outer
Board: The points numbered 7-18 and are not a part of either player's
home board.
When your opponent still has checkers to escape it is important to maintain control over your outer board.
Outfield
: The outer
boards.
Outside
Prime:
A
prime consisting of points primarily in the outer board.
An outside prime may consist of the 5 through 10 pts.
Own
a Point: To have two or more checkers on a
point.
When you own a point, the opposing player may not land on it.
Own
the Cube: To have the cube on your side of the board after your opponent has doubled you being
the only one with the option to double.
You gain a bit of
equity
simply by owning the cube.
P
Partner
for the Box: An optional rule for
Chouettes
that have several players.
It may be agreed upon to allow the
Box a partner to offset any
losses.
Pass
: To refuse to accept the
cube when doubled by the opponent, thus giving up the game
and losing the value indicated on the cube before the double.
If you are in a very weak position it is better to pass the double and lose a point then to take the double and lose much more.
Payoff
: The reward for making a certain play (see
Upside ) or the collection of winnings from a money game
or tournament.
There is often a big payoff to a loose hit in your board when your opponent fails to enter.
Peel
: See
Bear Off
Permanent
Asset: An asset that will not go away after a good roll by your opponent.
A point that will be useful for the remainder of the game is a permanent asset.
Pick
Up:
See
Hit.
Pip
Count: The
minimum number of
pips needed to be rolled to
bear off all of your checkers. To get a pip count you multiply the number of checkers on each point by the number of the point and
add the totals together.
At the start of the game your pip count is 167.
Pips
: 1. The dots that appear on the face of a die, denoting the value of that face. 2. The units of movement e.g.
moving 7 pips forward.
A roll of 5-1 would allow you to move a checker 6 pips forward.
Play
on: To continue playing
the game (in
match play ) without doubling in hopes of
getting an undoubled gammon.
At some scores in match play it is better to play on than give a double and let your opponent re-double you in hopes of getting lucky and winning the match.
Point
On:
To make a point on top of an opposing blot.
It is much safer to point on an opponent than to
hit loose.
Points
: Used in four ways. 1. One of the twenty-four partitions on the board which are usually triangular and individually numbered from 1 to 24. 2. Any of the above defined points on which two or more checkers of one color rest. If two or more are on one point, a player may move more of their checkers to that point. However, the opponent may not move onto any point so occupied. 3. To 'point' on a blot meaning to hit a blot and make the point on the same roll. 4. As in Scoring- The units of
scoring are referred to as points.
Each game is initially worth one point.
Position
: The general structure
of where your checkers are located throughout the board.
If you have a strong position you should consider
doubling.
Possession
of the Cube:
See
Owning the Cube.
PRAT
: A guide to help make doubling decisions. Consists of
Position,
Race, and
Threats.
Typically you must be at an advantage in at least two of the three areas of PRAT to offer a
double.
Pressure
: To arrange your checkers so as to directly bear on an opponents blot often
forcing them to move it on their next turn.
It may be important to make an
action play after your opponent has escaped their
back men to put pressure on their future
movement.
Prime
: When consecutive points
are occupied by the same player blocking an opponents men. See
Full Prime.
Priming
Game: A type of game in which the chief objective is to trap some of the opponents
men behind a
prime.
A priming game can be difficult to play if you have insufficient
timing.
Progress
: The movement of pieces towards and into the
inner board
and then the removal from it.
It is often difficult to make progress against a well timed
backgame.
Proposition
(Prop): The same prearranged position to be played over a certain amount of times, most often for money or as a way to settle a dispute most often over a
cube decision.
If Player A believes a cube is a
take
and Player B believes it is a
drop, they can play the proposition out many times for money and typically the player most correct will be the one that wins more
money.
Pseudo-
prime: A prime consisting
of only 4 or 5 points.
A pseudo prime can be difficult to escape from but it is not impossible like a
full prime.
Pure
Play: The style of play that involves putting the checkers where they would be most advantageous even if it means exposing them
to
shots.
A pure play for an opening 2-1 would be to drop a checker to the 5 pt. and another to the 11 pt.
Pure
Race:
See
Racing Game
Q
Quacks
:
See
Double Ducks.
Quadrant
: One of the four
divisions of the backgammon table. Each quadrant contains six points.
To get an idea of how the game is progressing, one must look at all four quadrants.
Quads
: A roll of double 4's.
Early quads are usually used to make the opponents
golden point
and the players 9 pt.
R
Raccoon
:
Accepting a
Beaver and offering another double at the same time while retaining possession of the
cube.
Beavers are fairly rare but seeing a Raccoon is even more unlikely.
Race
: The object of the game is
to race around the board and
bear off all of your
checkers.
Backgammon essentially boils down to a race with various strategy to win the race thrown in.
Rail
: See
Bar.
Railroad
Tracks:
See
Candlesticks.
Recirculation
: Keeping checkers in play by having
them hit and
re-entering them in your opponents
home board.
Recirculation is often a necessary element of a well timed backgame.
Re-Cube Vig
(Recube-Vigorish):
The added
equity attained by
possessing the ability to Re-Double if the opportunity arises.
There are some cubes you would not accept if it were not for the Re-cube Vig.
Re-double
:
After
accepting the cube and doubling the stakes of the game, a
player can then re-double the opponent, again doubling the stakes.
If you accept a double when your opponent is two away from winning, you have nothing to lose with a Re-double.
Re-enter
: See
Enter.
Reference
Position:
A
position where the equity or chances of winning are known. This position can be used to help evaluate similar
positions.
Having a few reference positions for various types of games will go a long way in helping you make
cube decisions.
Refuse a Double (Reject a
Double):
See
Pass.
Return
Shot:
The
shot your opponent
will have back at you after you have hit them.
If you
hit loose
in your
inner board, your
opponent always has a return shot.
Rim
: See
Bar.
Roll
: To throw the
dice, or the numbers thrown.
An opening roll of 3-1 is usually used to make your 5 pt.
Roll Out
: Taking a
position and playing it out many times to get a better
idea of what will typically occur during a game.
Bots are often used to do rollouts as they can accomplish this task very quickly and
give an accurate estimate of a position's
equity.
Rolling
Prime:
A special technique for advancing a
prime
around the board.
You can achieve a rolling prime by slotting the next point you want to make and using your extra checkers to make the point.
Roof
:
See
Bar.
Root
Number: A particular
roll (usually doubles) that causes an inner board or prime to
crunch.
If you are stuck behind a 5 point prime with poor
timing, a root number like double 4's can be
disastrous.
Runners
: The two pieces
starting on the opponents 1 pt.
It is usually an early objective to get your runners moving and escape or establish an
advanced anchor.
Running
Game: A strategy whereby a player tries to move their men home as quickly as possible, avoiding
blockades
and being
hit as much as they
can.
Weaker players have a better chance of winning if they use a running game strategy and avoid
contact.
S
Safe
: A position or play that exposes no checkers to being
hit.
Playing safe usually leads to poor positions with the potential for awkward numbers.
Safety a
Checker:
To move it out of danger of being
hit.
Late in the game when your opponent has a strong inner board it is usually wise to safety a checker rather than allowing a shot.
Save
Gammon:
To avoid being
gammoned
where the possibility of being gammoned exists.
The key to saving a gammon is to avoid
pip wastage by bearing checkers into the 6
pt.
Save
Numbers: To leave certain numbers available to play on your next roll so that you are not forced to make
them somewhere else on the board.
When you are playing an
Ace Point Game it is often wise to save 6's so that you don't have to leave the
1 pt. prematurely.
Semi
-Backgame: A player who is behind in the count and gains possession of the opponents four or five point, thus hampering the opponent while still trying to run with the other
checkers.
A semi-backgame is like a
holding
game.
Send
Back:
See
Hit.
Set
-up (Opening Position): The arrangement of the checkers on the board at the beginning of the game.
At the beginning of the game, each player's set-up consists of 2 checkers on the opposing 1 pt., 5 checkers on the 13 pt., 3 checkers on the 8 pt. and 5 checkers on the 6 pt..
Settlement
:
An agreement to end the game based on potential
equity, rather than put the stakes 'up for grabs' based on a single fortuitous throw of
the dice.
It is often better to make a settlement when there are large cubes involved rather than let one roll decide the outcome.
Settlement
Equity: The fair value in
equity of a game that is given, rather than finishing the
game.
The amount of points or money that changes hands is usually based on the settlement equity.
SheshBesh
(ShishBish):
A Middle Eastern variant of backgammon.
Shoka
:
A
Joker roll that causes a
large decrease in your game winning chances.
The word shoka is Australian backgammon slang.
Shot
: An opportunity to
hit
a
blot.
You can have either a
direct
shot or an
indirect
shot.
Shutout
: When a player with a
checker on the bar cannot
re-enter because all the points
are
closed.
The easiest way to score a
gammon is to put several checkers on the bar and then
shut out your opponent.
Side
Prime: A
block of six consecutive points. See
Prime.
Single
Shot Settlement: When one player has a shot that will determine the outcome of the game if it is hit or missed they may offer a
settlement. A single shot settlement is worth
approximately (.4) X (value of the cube).
When people are playing for large amounts with big cubes and don't like the idea of a game coming down to a single roll they will often agree on a settlement.
Slot
:
Placing a
blot on a
point with the intention of making that point on the next
turn.
The easiest way to make a point is to first slot it and then cover it on the next roll.
Slot
and Split: The
often unwise play, where one
slots a checker in their own
board while
splitting
the back runners.
If you slot and split you are usually risking a double hit.
Slow
Board:
A
Bear Off position where all the checkers are on the higher points meaning it will take a longer
amount of time to Bear them all off.
A slow board is usually the result of trying to get all your checkers in your
home board
quickly.
Small
Play: A safe play where
another bolder one is available.
Weaker players tend to make small plays because they do not yet understand the principles of risk and reward in backgammon.
Snowie
: A computer program that uses a Neural Network to play and analyze matches at a world class level.
Snowie is widely known as the best
available software for backgammon analysis.
Snake
Eyes:
A roll of double 1's.
An early roll of snake eyes is typically used to make the 5 pt. and the 7 pt. at the same time.
Spare
(Spare Checker): A checker
not needed to own the
point.
The third or fourth checker on a point would be a spare.
Split
: To separate two men which are together on a point.
It is easier to obtain an
advanced anchor if you
first split your back checkers.
Stacking
: A style of play where the player plays every checker so as not to expose a blot which usually leads to
Candlesticks.
The use of a stacking style is the sign of a weak player.
Stake
: The wager
of the game, typically money (in
money games ) or points
(in
match play
).
This wager is doubled at every turn of the cube.
Stay
off (Stay out):
Fail to come in from the bar. See
Fan.
Staying
Back: A defensive strategy leading to playing a
back game
or
holding game.
By staying back you are basically giving up trying to win by
going forward.
Steam
:
To lose control and patience and be likely to
double weak
positions and accepting doubles in hopeless positions.
Steaming is usually a result of being the victim of an opponents lucky rolls or being well behind in a match or money session and trying to catch up quickly.
Steamer
:
One who Steams.
Straggler
: The last checker heading for the
inner board
alone and vulnerable to being
hit.
When you escape one back checker it is usually a difficult task to free the straggler.
Straight
Race: A position where both sides have bypassed their opponent checkers and are preoccupied solely by moving their
checkers home and bearing off.
Once
contact is broken
the game turns into a straight race.
Stripped
(Stretched): A position barren of
spare men
or
builders, thus prone
to awkward numbers.
A stripped position can lead to
jeopardy
on subsequent rolls.
Stripped
Point: A point without any extra
builders.
Strong
Play:
See
Big Play.
Structural
Play: A move that builds an important
point.
It is often correct to make a structural play to lock up a permanent asset rather than hit a blot.
Switch
Points:
To give up one
point
to make another.
It is often correct to switch points when you get double 1's to hit an opposing block in your inner board to keep them off balance and give you more time to strengthen your
position.
Sydney
: When a 1-6 is rolled from the bar entering and escaping a checker, often
hitting one on the 7 pt. in the process.
A Sydney is an excellent example of a
joker.
Sympathy
Flight:
See
Consolation Flight.
T
Table
: A word formerly used synonymously with
board.
Tailgate
: To
roll prematurely (before your opponent has picked up their dice).
Tailgating is frowned upon in tournament play and the roll does not legally count and must be re-rolled.
Take
(Accept a Double): To agree to receive the cube when doubled by the opponent and continue the game
for double the previous
stakes.
Typically you only take a double if you believe you have at least a 25% chance of winning the game.
Take
Off:
See
Bear Off.
Take
Up: To
hit
a blot.
Tempo
: A unit
of time in backgammon, or half a roll.
By hitting your opponents blot you are taking away a tempo.
Tempo
Move:
A move designed to deprive the opponent of a
tempo.
It is important to make tempo moves when your opponent would other wise be strengthening their position or threatening to attack on the next roll.
Thorp
Count: A formula developed by Edward O. Thorp used to aid in making doubling decisions in positions where
contact has been broken (racing positions).
Several backgammon servers have a button which will tell you the Thorp count of the current position when you press it.
Threats
: Threats are checkers positioned in strategic locations such that if you were to roll certain numbers, you would gain a
considerable advantage.
If you have several
builders targeted at a certain point then you are a threat to make that
point.
Timing
: The position viewed in terms of the general future development of the game or the ability to maintain
key points while waiting for a shot.
Timing is crucial when executing a
backgame.
The
T.P.:
A player's 2 pt.
The T.P. can be made with an opening roll of 6-4.
TMP
(too many points): A problem that
arises when the position is
stripped and rolls play
awkwardly.
It's not good to be at
DMP with
TMP.
Too
Good: A position that is too good
to double as it offers you the chance of scoring a
gammon or backgammon if a double is not offered as it would likely be dropped if
offered.
There are times when you should
cash with the cube but there are others where you are too good to double because you can win
a gammon.
Trailer
: The person behind in
the match.
The trailer tends to look for more
gammonish positions near the end of a
match.
Trap
Play: A play designed to force
an opponent off a point leaving a
blot if they roll a certain number. A trap play is usually executed to increase the chances of
scoring a
gammon.
You can execute a trap play by opening a point in your prime that the opposing player would have to move a checker to with the right roll and then hitting and containing the blots that they are forced to leave.
Tric
-Trac: A
French variant of backgammon.
Triple
Game:
See
Backgammon.
Turn
: A players turn usually consists of choosing whether
or not to offer a
double,
rolling the dice, moving the checkers the required amount shown by the dice, and finally
picking up the dice which signifies that the players turn is over.
A player may only offer a double when it is their turn.
Turn the Cube:
See
Double.
U
Under the Gun:
See
Come Under the Gun.
Undoubled
Gammon: This can occur in match play by
winning a
gammon when the cube has not been turned. The
game is worth two points.
An undoubled gammon is not allowed in money play due to the
Jacoby Rule.
Upside
: What you gain if you take a risk and it succeeds.
The upside of
slotting the 5 pt. early is being able to
cover it and own the point if the
blot is not hit by your
opponent.
V
Vig
(Vigorish): The small extra possibilities that affect
the odds in a given situation.
The extra vigorish you obtain with cube ownership is sometimes just enough to take a
double.
Volatility
: A measure of how likely the
equity of the position can swing either way especially
the larger swings and possibilities of a
gammon or
backgammon. A position with high volatility could have a huge equity swing favoring either player on a sequence of rolls.
Volatility is one of the factors considered when offering a
double.
W
Wash
: 1. To switch points and hit an opposing checker. See
switch points. 2. To settle a cube in a money game for
zero points.
He had a double shot to hit the blot for the win, so they agreed to wash the 16 cube.
Wastage
:
The amount of pips wasted during the
bear off because of
checkers on
deeper points. Used to adjust the
pip count to get a more accurate idea of how many rolls
it will take to bear off all the checkers.
When trying to save a
gammon it is important not to have any
wastage.
Ways
:
See
Combinations.
Weaver
: When a move is purposefully misplayed in hopes of
tempting an opponent to take a
double on the next turn.
When you think your opponent will
drop a double you plan on giving the next turn due to your strong position, you may make a weaver that is just effective enough for your opponent to think they have enough of a
chance of winning to
take
your double.
White
: One of the players in the game, playing the lighter
colored checkers.
Whopper
: A big
blunder or mistake in a checker play or cube decision.
See
double whopper.
Wipeout
(Blitz): An aggressive game plan where one side tries to keep their opponent off balance by simultaneously hitting
blots
and making home board
points in
hopes of a quick
gammon. See
Attacking play.
X
X-22
: Nickname used by Paul Magriel and the company that
publishes his book
Backgammon.
Y
Yankee Seven
:
Any 6-1 roll.
The Yankee seven can be especially deadly from the
bar.
Z
This Backgammon Glossary was created by Martin Short with
help from the following sources:
Bell, R.C. (1979).
Discovering Backgammon. Shire Publications, Great
Britain.
GammonVillage (2001). Backgammon Dictionary. Michael Strato (Ed.).
http://www.gammonvillage.com
Goren, C.H. (1974).
Goren's Modern Backgammon Complete.
Cornerstone Library, New York.
Holland, T. (1973).
Beginning Backgammon. USA.
Jacoby, O. & Crawford, J.R. (1970).
The Backgammon Book. Rae
Publishing, New Jersey.
Longacre, J. (1973).
Backgammon of Today. Bell Publishing, New
York.
Magriel, P. (1976).
Backgammon. X-22
Publishing, Canada.
Obolensky A. & James, T. (1969).
Backgammon : The Action Game. Macmillan
Publishers, New York.
Robertie, B. (1997).
Backgammon for Serious Players. Cardoza
Publishing, New York.
Robertie, B. (1995).
Backgammon for Winners. Cardoza Publishing, New
York.
Woolsey, K. (2000).
How to Play Tournament Backgammon. Gammon Press, MA.
And by additions from the following people:
Gregg Cattanach (Zox), Peter Max Friis Jensen, Tapio Palmroth
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