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Backgammon Glossary

Every backgammon term explained - from anchors to wastage. Search or browse by letter.

195 terms

ABT

The American Backgammon Tour. An association of backgammon players and clubs in the United States that compete in tournaments.

Accept a Double (Take)

To agree to play for two times the present stakes when your opponent offers to double them. Typically correct when you have at least a 25% chance of winning.

Ace Point

A player's 1-point. Making the ace point early is generally unwise as those checkers are out of action for most of the game.

Ace Point Game

A last-resort position where the only chance of winning is hitting a shot from the ace point while the opponent bears off.

Acey-Deucey

A variant of backgammon popular in the Navy. Also a roll of 1-2, which in the variant grants bonus doubles of your choice and an extra roll.

Action Play

An aggressive play designed to provoke contact, used when the opponent has escaped their back checkers.

Active Builder

A checker that is completely free to help make another point, not tied down as part of an existing point.

Advanced Anchor

An anchor on the opponent's 4-point or 5-point (the Golden Point). Essential for avoiding being primed.

Air Ball

A complete miss of a shot opportunity. For example, having blots 2, 3, and 5 points away and rolling double 4s.

Anchor

Two or more of your checkers on a point in your opponent's inner board. Provides a safe re-entry point and prevents the opponent from closing their board.

Attacking Game (Blitz)

A position where you hit and attempt to close out your opponent, usually by hitting in your inner board and making points rapidly.

Automatic Doubles

An optional rule where the cube turns to 2 if both players roll the same number when determining who moves first. Usually limited to one per game.

Awkward Number

A roll that cannot be played constructively and deteriorates your position.

Backgame

A defensive position where you hold two or more points in your opponent's inner board, waiting for a shot. Strongest backgames hold the 1-3, 2-3, or 2-4 points.

Back Man

A player's checker in the opponent's inner board. Also called back runner.

Backgammon

The name of the game. Also the result when the winner bears off all checkers while the loser still has a checker on the bar or in the winner's home board - worth triple stakes.

Barabino

A roll of 5-4 from the bar used to make the opponent's 5-point. Named after player Rick Barabino who frequently escaped trouble with this roll.

Bar

The raised partition in the center of the board separating inner and outer boards. Hit checkers are placed here.

Barfly

A checker on the bar that has the potential to re-enter and hit a checker in the outfield.

Bar Point

The 7-point (or 18-point), next to the bar in the outer board. A key strategic point for blocking and holding games.

Battle of Primes

A position where both players have trapped opponent checkers behind primes. The player with better timing usually wins.

Bear In

To bring your checkers into your inner board in preparation for the bear-off.

Bear Off

Removing checkers from your home board according to the dice. You cannot begin until all 15 checkers are in your home board.

Beaver

An optional rule allowing a doubled player to immediately re-double while retaining cube ownership. Used when you believe you're actually the favorite.

Bertha

When a player accidentally moves a 6-5 from 24 to 13 without noticing the opponent controls their 6 and 7 points, making it an illegal move.

BIBA

The British Isles Backgammon Association. An association of backgammon players and clubs based in the United Kingdom.

Big Play

A bold or aggressive play when a safer yet less constructive play is available.

Blind Hit

A shot from the bar that hits an opponent's blot in the outfield.

Block

To form points in front of your opponent to hinder their progress.

Blocking Game

A strategy where one or both players base their deployment on impeding the opponent's movement.

Blot

A single exposed checker on a point, vulnerable to being hit by the opponent.

Blot Hitting Contest

A position with rapid exchange of hits between players.

Blunder

A very poor checker play or cube decision that significantly reduces winning chances.

Board

The entire playing surface, or any of the four quadrants (your inner/outer board, opponent's inner/outer board).

Boardage

When a player has more points covered in their board, also known as a 'stronger board.'

Booby Point

The opponent's bar point. Escape with both men from the booby point is difficult.

Bot

A computer program, often a neural net, that serves as a backgammon opponent or analysis tool. Common bots include Snowie, Jellyfish, and GNU.

Box

In a chouette, the player who is playing against the rest of the contestants.

Boxcars

A roll of double sixes.

Break a Point

To give up a point already owned by moving checkers off it.

Break Contact

To bypass your opponent's checkers, turning the game into a pure race.

Builder

A checker positioned within 6 pips of a point you want to make, ready to help establish that point on a future roll.

Bulletproof

Describes an opponent whose blots frequently avoid being hit through lucky rolls.

Calcutta Auction

A pre-tournament auction where participants bid on who will win. The highest bidder 'owns' a player and wins from a prize pool if that player wins.

Candlesticks

Piling all checkers on a few already established points. Results from playing too safely and never leaving blots.

Captain

In a chouette, the player who represents and leads all contestants playing against the box. Rolls the dice and makes final decisions.

Cash

To double your opponent when they are in such a bad position that they will decline, allowing you to 'cash in' your lead.

Cat's Eyes

A roll of double 1s. Also called snake eyes.

Centered Cube

When the cube has not been used to double and remains in the center. Both players have access to it.

Checker

The individual playing pieces. Each player has 15, also called men, counters, stones, or tiles.

Chouette

A multiplayer format (3+) where one player (the 'box') plays against all others, led by a 'captain.' Named after the French screech owl.

Closed Board

A position where one player has made all six points in their home board. A checker on the bar cannot re-enter against a closed board.

Closed Out (Shutout)

When a checker on the bar cannot re-enter because all points in the opponent's inner board are occupied.

Cluster Method

A pip-counting technique developed by Jack Kissane involving mentally shifting checkers into reference positions where the count is known.

Cock Shot

Coming from the bar with 6-2 when only the 2-point is open, bouncing out to hit a blot on the 8-point.

Cocked Dice

Dice that land illegally - on a checker, off the board, or not flat. Must be re-rolled.

Coffeehouse

Misleading talk to confuse the opponent or influence their decisions. Generally considered unethical.

Combination Shot

A hit requiring both dice combined (7+ pips away). Also called an indirect shot.

Comfort Station

The midpoint (13-point), where escaping checkers may rest safely.

Connectivity

Having checkers placed within 6 pips of each other so they can protect each other and make points together.

Consolidate

To organize a loose position by making points and safetying blots.

Contact

A game state where opposing checkers can still hit each other. A 'no contact' position is a pure race.

Coup Classique

A series of plays starting with the opponent having three checkers on the 2-point, rolling a 1, leaving blots, which you hit to win the game.

Cover

To place a second checker on an exposed blot, making it a safe point.

CPW

Cubeless Probability of Winning - your chances of winning if the doubling cube is not in use.

Crawford Rule

In match play, when one player is one point from winning, the doubling cube cannot be used for one game. Named after John R. Crawford.

Crossover

Moving a checker from one quadrant to another, or bearing it off. Useful for gammon-saving calculations.

Crossover Count

The number of crossovers needed to bear off all checkers. Used for doubling decisions once contact is broken.

Crunch

When a roll forces you to break a prime or board by moving checkers forward undesirably.

Cube (Doubling Cube)

A die-shaped object with numbers 2, 4, 8, 16, 32, 64 used to track the stakes of the game.

Cube Equity

The additional winning chances gained from owning the cube.

Cube Ownership

When a player possesses the cube after accepting a double, giving them exclusive right to re-double.

Dance

To fail to re-enter from the bar because all relevant points are blocked.

Dead Checker

A checker deep in your own inner board that can no longer help build points.

Dead Cube

In match play, when the cube value is already enough for the holder to win the match if they win the game.

Deep

Refers to the 1 or 2-point in your inner board. Usually unwise to make these early unless attempting a blitz.

Dice Cup

A cylinder used to shake and roll dice onto the board, preventing manipulation.

Dilly Builder

A spare checker that can only help build a deep (1 or 2) point in your inner board.

Direct Shot

A hit that can be made with a single die (1-6 pips away). Hit more frequently than indirect shots.

Diversification

Arranging checkers so the maximum number of different rolls produce useful moves on your next turn.

Double

Turning the cube to increase the stakes. A player who feels they have an advantage may double before rolling.

Double Ducks

A roll of double 2s. Also called ducks or quacks.

Double Hit

Hitting two opposing blots on the same roll. A powerful tempo move.

Double Match Point (DMP)

When both players are one or two points from winning the match. Strategy changes significantly at this score.

Doubles (Doublets)

Two dice showing the same number, allowing you to play that number four times instead of two.

Doubling on the Come

Doubling in expectation of a good roll, even though your current position may not warrant it.

Doubling Window

The window of opportunity where offering a double gives the greatest equity. Typically when you have 60-75% match winning chances.

Drop (Pass)

To decline a double, conceding the game at the current stakes.

Dropper

Someone who tends to decline doubles even when they should accept. Also someone who abandons online matches when losing.

Drop Point

The winning probability threshold below which declining a double becomes correct.

Duplication

Arranging blots so your opponent needs the same numbers to do multiple useful things, reducing their effective rolls.

Early Game

The first stages of play, often consisting of battling for key points such as the 5-point.

Rating (ELO)

A rating system used by many online backgammon servers to calculate relative player strength. Based on a formula by Arpad Elo.

Endgame

Positions where one or both players have begun the bear-off.

Enter (Re-enter)

Bringing a checker from the bar into the opponent's home board by rolling a corresponding open point number.

Equity

Your expected value in a game or match position, taking into account all possible outcomes and probabilities.

Fan

To fail to re-enter after being hit. See Dance.

Fast Board

A bear-off position where checkers are on low points, allowing quick removal without wasting pips.

FIBS

First Internet Backgammon Server - the first server allowing players to compete online, created in 1993.

Flexibility

Having checkers arranged so you can constructively play a wide variety of rolls.

Forced Move

When there is only one legal way to play a roll.

Free Drop

In post-Crawford match play, when the leader can drop a double without giving the trailer extra points.

Full Prime

Six consecutive points held by one player. The most powerful position - opponent checkers behind it are completely trapped.

Gammon

When the winner bears off all checkers before the loser bears off any. Worth double the cube value.

Gammon Price

The cost of playing for a gammon versus taking a sure single game win.

Gammon Rate

The percentage of games expected to end in a gammon or backgammon.

Gap

An empty point between established points, especially costly during the bear-off when you roll that exact number.

GNU Backgammon

An open-source backgammon bot available for free download, comparable to commercial programs like Snowie and Jellyfish.

Golden Point

The opponent's 5-point - widely considered the most valuable anchor in the game.

Half-Roll

When bearing off, having one more checker removed than the opponent. The player about to throw is said to be a half-roll ahead.

Heavy Point

A point with more than three checkers on it, often indicating poor distribution.

Hit

Landing on a blot, sending the opponent's checker to the bar.

Hit and Cover

Hitting an opponent's blot and making that point with the same roll. Also called 'pointing on your opponent's head.'

Hit and Pass

Hitting an opposing checker and continuing your checker to safety with the same roll.

Hit Loose

Hitting an opponent's blot in your inner board without making the point, leaving yourself vulnerable to a return shot.

Holding Game

A defensive strategy where you maintain an advanced anchor and wait for a favorable shot or racing opportunity.

Home Board (Inner Board)

The quadrant where you bear off your checkers. Points 1-6 for one player, 19-24 for the other.

Hypergammon

A variant where each side starts with only 3 checkers on the 24, 23, and 22-points. Fast and tactical.

Illegal Play

A play not allowed by the actual roll. Stands if neither player catches it before the next roll.

Indirect Shot

A hit requiring both dice combined (7-12 pips away). Less likely than a direct shot.

Jacoby Rule

An optional rule stating gammons and backgammons only count as a single game unless the cube has been turned. Encourages faster play.

Jellyfish

A commercial neural-net backgammon program created by Frederic Dahl of Norway, capable of world-class play.

Joker

A lucky roll that dramatically shifts the game's equity, causing a large swing in winning chances.

Kamikaze Play

Breaking points in your own inner board to hit a checker, hoping to recirculate it. A backgame timing strategy.

Kauder Paradox

A rare money-play position where it is correct for one player to double and also correct for the other to beaver.

Key Point

An important point that gives you a significant advantage when made, such as the 5-point or bar point.

Kibitzer

A spectator watching a game, sometimes offering unsolicited commentary or advice.

Killing Numbers

Arranging checkers so certain numbers cannot be played usefully on your next turn.

Knockout

A tournament format where you continue playing until you lose and are eliminated.

Last Roll Position

A position where the exact odds of winning can be calculated, usually relevant for doubling decisions.

Lover's Leap

Running a back checker from 24 to 13 with a roll of 6-5. The classic opening escape move.

Making a Point

Placing two or more of your checkers on the same point, closing it to the opponent.

Match Equity

The probability of winning the match from a given score, assuming equal player ability.

Match Equity Table

A table showing winning probabilities for all possible match scores. Essential for correct doubling decisions.

Match Play

Playing a series of games to a set number of points, as opposed to money play.

Match Point

One point less than the number needed to win the match.

Middle Game

The main body of the game after opening moves and before the bear-off begins.

Midpoint

The 13-point. A key strategic point providing outer board control and a safe landing spot for escaping checkers.

Money Play

Playing individual games for stakes, as opposed to match play. Strategy differs without a match score.

Mutual Holding Game

When both players hold defensive points, each waiting for the other to be forced out by an awkward roll.

Nackgammon

A variant with a modified starting position - two extra checkers on the 23-point. Invented by Nack Ballard to teach positional play.

Neil's Numbers

A set of numbers developed by Neil Kazaross to estimate match equity. Multiply the score difference by the corresponding number and add 50.

Open Point

A point not owned by either player, available for either side to land on.

Opening Roll

Both players roll one die; the higher number goes first using both dice for the first move.

Otter

The acceptance of a raccoon, offering yet another re-double while retaining cube possession. An extreme escalation.

Outer Board

The quadrant between the bar and your home board (points 7-12 or 13-18).

Own the Cube

After accepting a double, you possess the cube and are the only player who may re-double.

Pass

To refuse a double, giving up the game and losing the current cube value.

Permanent Asset

A strategic asset (usually a made point) that will remain useful for the rest of the game.

Pip

A unit of distance on the board. Also the dots on dice.

Pip Count

The minimum total pips needed to bear off all your checkers. At the start, each player's count is 167.

Point

One of the 24 triangles on the board. Also describes an 'owned' or 'made' point (two or more of your checkers on it).

Point On

To hit a blot and make that point on the same roll.

PRAT

A doubling decision guide: Position, Race, and Threats. You typically need an advantage in at least two areas to double.

Prime

A wall of consecutive made points that blocks opponent checkers. A 6-prime (six in a row) is an absolute barrier.

Priming Game

A strategy focused on trapping opponent checkers behind a prime.

Pure Race

A position where both sides have disengaged and the outcome depends purely on dice rolls and pip count.

Quadrant

One of the four divisions of the backgammon board, each containing six points.

Raccoon

Accepting a beaver and immediately re-doubling again while retaining cube possession. Allowed in some money games.

Race

Moving checkers home and bearing off. Being 'ahead/behind in the race' refers to having a lower/higher pip count.

Recirculate

In a backgame, deliberately putting checkers where they can be hit to improve timing and avoid crunching your board.

Re-cube Vigorish

The extra equity gained from the ability to re-double the opponent if the opportunity arises.

Redouble

To double again after having accepted a previous double. Only the cube owner may redouble.

Reference Position

A position where the equity or winning chances are known, used to evaluate similar positions.

Return Shot

The shot your opponent has back at you after you've hit them. Hitting loose always gives a return shot.

Rollout

Playing a position thousands of times (usually by computer) to determine the statistically best play.

Rolling Prime

A technique for advancing a prime around the board while maintaining consecutive points.

Runners

The two checkers starting on the opponent's 1-point. An early objective is to escape them or establish an advanced anchor.

Running Game

A strategy focused on racing checkers home as quickly as possible, used when leading the pip count.

Safety a Checker

To move a blot to a point where it cannot be hit, or cover it by adding a second checker.

Save Gammon

To avoid being gammoned when the possibility exists, usually by getting at least one checker off or past a certain point.

Settlement

An agreement to end the game based on equity rather than playing out the final dice rolls.

Shot

An opportunity to hit an opponent's blot.

Shutout

When a player on the bar cannot re-enter because all six home board points are closed.

Slot

Deliberately placing a blot on a point you want to make, hoping to cover it next roll.

Slow Board

A bear-off position where checkers are on high points, requiring more rolls to remove them all.

Snowie

A commercial neural-net backgammon program known for its user-friendly interface and match analysis capabilities.

Split

Separating your two back checkers by moving one forward, usually to diversify your position and aim for anchors.

Stake

The wager per point, multiplied by the doubling cube value.

Steam

To lose control and patience, leading to doubling weak positions and accepting hopeless doubles.

Straggler

The last checker heading for the inner board, alone and vulnerable to being hit.

Stripped

A point with only two checkers, which must be broken when one moves, leaving a blot. Also describes a barren position overall.

Take

To accept a double, agreeing to play at the increased stakes.

Take Point

The minimum winning probability at which accepting a double is correct. In money play, approximately 25%.

Tempo

A unit of time/advantage. Hitting gains tempo by forcing the opponent to use a turn re-entering.

Thorp Count

A formula by Edward O. Thorp for making doubling decisions in racing positions where contact has been broken.

Timing

How well your position can sustain itself. In a prime-vs-prime or backgame, better timing (more moves before forced to break) is decisive.

Too Good

A position where you shouldn't double because you have a strong chance of winning a gammon, which would be lost if the opponent drops.

Trap Play

A play designed to force an opponent off a point, leaving a blot if they roll certain numbers. Used to increase gammon chances.

Undoubled Gammon

A gammon won without the cube being turned, worth 2 points in match play.

Vigorish (Vig)

The small extra possibilities that affect the odds in a given situation.

Volatility

How likely the equity of a position can swing dramatically, especially the chance of gammons or backgammons.

Wastage

Pips wasted during the bear-off because of checkers stacked on higher points than needed.

Weaver

When a move is purposefully misplayed to tempt an opponent into taking a double on the next turn.

Yankee Seven

Any 6-1 roll. Can be especially effective from the bar.