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A rule for a usage of the doubling cube in a pure race positions. It is preferred to offer a double (if wanted) in situations when the total sum of the pip count plus 10% of the current value, results in a number no more than two pips bigger than the opponent’s current pip count and offer a redouble if the result is no more than just one pip bigger. On the other hand, the opponent should accept a double if the total sum of the player’s pip count plus 10% of the current value is no more than two pips less than the opponent’s current pip count.
A rule for a usage of the doubling cube in a pure race positions. For a player it is preferred to offer a double (if wanted) in situations when the opponent’s pip count exceeds the player’s by 8% or more, and offer a redouble if it exceeds by 9% or more. On the other hand, the opponent should accept a doubling odder if his/her pip count exceeds the player’s by no more than 12%.
American Backgammon Tour, an annual American backgammon tournament with participants from major U.S. tournaments.
Accepting the opponent’s doubling offer and continue playing with stake as twice as previously set.
A rolled die showing the number 1.
The name of the player’s first point on the board.
Situation available in the late stages of the game, when the player has an anchor on the opponent’s point number one, aiming to hit a blot as the opponent brings the checkers into the home board or bears them off.
A type of a game made to provoke an exchange of hits. This normally occurs after the opponent escapes the runners.
A position in which the player doubles based on the blot-hitting opportunities.
A checker that is completely free and available to create another point (block).
An anchor located on the opponent point’s number three, four and five. Sometimes the opponent’s bar-point is also called an advanced anchor, although some players insist that only points in the opponent’s home board should be called anchors. The advanced anchors are strategic points on the board, very important for avoiding being primed by the opponent.
A player with a significant experience and skill. This is the third level on the scale, right after the intermediate level.
When a player has a lower pip count number than the opponent.
When a player has a lower pip count number than the opponent.
A very poor roll of the dice that cannot be used for creating a point or hitting a blot.
A point with at least two checkers placed on it, residing in the opponent’s home board.
Analysis and commentary written about a backgammon game after it is finished.
A very bad roll, exactly the opposite of the meaning for a joker.
Type of strategy when a player moves the checkers together in a block. This gives security in the process of moving the checkers towards the home board, as well as more options for attacking the opponent.
A move from the opponent’s outer board to the player’s outer board.
A rule which states that if both players get the same number on the first roll of the dice, then a double is called. In this case the value of the doubling cube is 2 and still positioned between the players in the middle. Usually, the rule of automatic doubles is limited to a single time each game.
A roll of the dice that forces the player to break a valuable point, leave a blot or not being able to hit an opponent’s blot.
A player’s rearmost checker on the board.
A defensive strategy usually used by a player who is substantially behind in the game, but still has at least two anchors in the opponent’s home board. The backgame player tries to hold the anchors as long as possible and force the opponent to bear in or bear off awkwardly. The main idea behind this strategy is to hit an opponent’s blot which requires from him/her to enter back the same checker into the game behind player’s blockade in the home or outer board (prime is strongly preferred). This strategy buys the player some time, since the opponent has some extra moves to play.
The game of backgammon is played on a board which consists of twenty-four narrow triangles that are grouped into four quadrants of six triangles each. These triangles are called points and are used as positions for placing checkers. The quadrants are further divided into home and outer boards for each of the players. The home and outer boards of both players are separated from each other by a ridge down the center of the board called a bar.
An Internet server that hosts backgammon games. After a player connects to the network by logging in, he/she can play in real time against real opponents from all around the world. The server rolls the dice, keeps score, maintain ratings and communicates chats between the players. Also it provides the interface through a web application or Facebook.
A device by which the dice are rolled in order to randomize the output of the numbers.
When a player breaks a point in order to hit an opponent’s checker in the home board, thus leaving two blots.
The amount of money the player is willing to use as a stake.
The dividing line down the middle of the backgammon board that separates the home and outer board of both players. Checkers that have been hit are placed on the bar and stay there until they re-enter the game.
The player’s point number seven and eighteen. These are the points from the outer board closest to the player’s and opponent’s home board.
Situation in which both players have trapped checkers behind the opponent’s primes.
Moving a checker inside the home board, prior to the bearing off process.
The process of removing checkers out of the home board according to the roll of the dice, right after all fifteen checkers have been brought in.
A maximum distance of six points, reachable by a single number (die) of the dice.
The final stage of a backgammon game during which the checkers are borne off.
An immediate redoubling offer by a player who accepts a double. Beaver doubles the doubling cube one more time and allows the player to retain the possession of the doubling cube.
A rule used only in a money play and never in a match, which allows a player who accepts a double, immediately to offer a redouble (beaver) and retain a possession of the doubling cube at the same time. In a situation when a player makes a beaver, the opponent has two options. If a redouble is accepted, the game continues with a quadruple stake prior to the double, but if the beaver is rejected, then the opponent resigns the game with the current doubled stake.
When a player has a higher pip count number compared to the opponent.
When a player has a higher pip count than the opponent.
When a player mistakenly play a roll of 5 and 6 from the twenty-fourth point to the thirteenth, when opponent’s points six and seven are occupied by the opponent.
British Isles Backgammon Association.
Making an aggressive and risky play, in a situation when a safer strategy is available.
A series of blocked points, created with a purpose for preventing the escape of the opponent’s checkers. The best type of a blockade is a prime.
Type of a game where the main strategy is creating a very strong blockade in front of the opponent’s checkers.
A single checker placed on a point, being vulnerable for a hit by the opponent.
An exchange of multiple hits between the players in the process of trying to gain a key point.
The act of leaving one or more blots which can easily be hit by the opponent.
Placing an own checker on top of a blot in order to create a block or an anchor.
A computer backgammon program (software) that plays and competes just as a human player.
A roll of two 6s.
A roll of two 6s.
A roll of two 6s.
To move a checker from a point that contains only two checkers on it and leave a blot.
To break some of the points that are part of a prime.
Advancing beyond the point on which resides the last of the opponent’s checkers and turning the game into a pure race, since there is no possibility for hitting, delaying or blocking.
When a player opens one or more points inside the home board, previously closed.
An incomplete prime where one of the inner points is empty (there is a gap).
Making points inside the home board.
A checker brought to the outer board and placed within six points of an own blot, with a single goal of completing a block on the next turn.
Hitting a checker.
Hitting an opponent’s blot and continue moving the same checker on another own point in order to secure it.
Hitting an opponent’s blot and continue moving the same checker on another own point in order to secure it.
Playing a checker deep inside the home board, especially on points with lower numbers where the checker has no more value for the game, since it cannot be of any use (no availability for playing).
A backgame strategy that fails, because the backgame player is forced to move the own checkers deep inside the home board where they could no longer contain a hit checker from the opponent.
Securing a blot by bringing it together with another checker.
A case in which a player advances to the next round of the tournament without playing a game or a match (without playing in the first round). This happens only when the minimum number of participants for the tournament is reached, but this number is not an exact power of 2. Therefore, byes are used only in the first round of the tournament to make the number of players in the second round an exact power of 2. For example, if the minimum required number of participants is 16 and 25 players have joined the tournament, then in the first round only 18 players are going to play against each other, and 7 are going to advanced automatically (bye), which totals a number of 16 players (exact power of 2) for the second round.
When a player places all the checkers on a few points instead of spreading them out proportionally around the board. This way of positioning the checkers is also known as Towers and Sticks.
Offering a double to the opponent, believing he/she will refuse it. This allows a fast win with the current value of the doubling cube.
Purposely spread out checkers around the board for maximizing the chances of hitting an opponent’s checkers.
The position of the doubling cube, before any of the players offer a double. Before the game starts the doubling cube with a number 64 facing up is placed on the middle left side of the board representing a default value of 1.
Type of a strategy, in which a player offers and accepts doubles in dangerous situations, in order to recover the losses and “return” into the game.
The game of backgammon consists of 30 stones, half black and half white. Each player has 15 stones of the same color which are moved around the board according to the rolls of the dice. Checkers are also known as markers, men, pieces, pawns and counters.
Type of a special clock used in board games that involve the time parameter. This clock is composed of two identical clocks connected through a mechanism that does not allow to run simultaneously. The main idea is limitation of the time that both players have for each turn. The clock can be analog or digital, although the digitals clocks work best in backgammon, since they have a time delay feature.
Removing all the checkers placed on a single point.
A strategy that can be used in the bearing in or bearing off process. The rule states for clearing the highest points first, so the creation of gaps be avoided.
The direction of the checkers moving around the board towards the home board. When the checkers of the player move clockwise, the opponent’s checkers move counterclockwise.
Placing at least two checkers of the same color on a single point, and thereby creating a block that prevents the opponent to place checkers on it.
Creating a prime inside the home board by blocking all six points when the opponent has one or more hit checkers on the bar. This prevents the opponent to return the hit checker(s) into the game, until one of the six points inside the home board becomes free.
Creating a prime inside the home board by blocking all six points. Provides the player with a huge advantage when the opponent has a hit checker on the bar.
A dice roll that must be re-rolled, since one or both dice fail to land flat on the surface of the player’s right side of the board.
Using both numbers of the dice in order to hit an opponent’s blot. This is also known as indirect shot.
The total number of 36 combinations for playing that the dice can offer.
Entering a hit checker from the bar back into the game. The checker can be returned only if the roll of the dice allows that, meaning the corresponding point to be free or already occupied with own checkers.
Hitting an opponent’s blot immediately after being hit.
Keeping the checkers within a safe distance of six points. This allows the checkers to defend each other from being hit and easily to create points.
Several points (blocks) on the board in close distance to each other with few gaps between them. The advantage of this is the possibility for easy creation of new points by using the spare checkers and breaking the rear points in a more secure way.
A position in which all of the player’s checkers are located within a very short distance of each other. The movement of a well-connected formation of checkers usually tends to continue that way throughout the game.
The act of reducing the number of blots the player has. This is usually done right before the doubling offer to the opponent.
Situation in which the players still have not passed each other and there is a chance for hitting or blocking.
To prevent an opponent’s checker to escape into his own side of the board by hitting it or blocking it.
Control of a point happens anytime a player has at least two checkers placed on a single point.
The pip count represents the number of pips a player should roll in order to win the game. By determining the own pip count and comparing it to the opponent’s, a player can determine who is ahead in the game.
Another term for a checker.
The direction of the checkers moving around the board towards the home board. When the checkers of the player move counterclockwise, the opponent’s checkers move clockwise.
Switching from defensive into offensive strategy and vice versa.
Placing a checker on top of a blot, thus creating a point.
Cube-less Probability of Winning. A player’s odds for winning a game in which the doubling cube is not being used.
The rule limits both players not to use the doubling cube in the first game after one of them comes within one point from winning the complete match. The main idea behind this rule is to award the player who is one point shy of winning the match, with a single game in which the opponent cannot offer a double and force the player into a risky position. This backgammon rule is named after its inventor, John R. Crawford and it is almost always used in a match game.
Moving a checker from one quadrant to the next one.
The total number of crossovers needed to move all the checkers into the home board.
Forced break of a prime in a situation when a player has no other alternatives for playing. Usually this happens when some of the checkers are blocked by the opponent and the player is forced to bury checkers deep inside the home board.
Situation when most of the checkers are placed on the lower points inside the home board, because of the unavailability to move some checkers being blocked (primed) by the opponent.
Doubling cube.
All the possible options a player can choose from during a game like offer, accept and refuse of a double.
A decision whether to offer a double or not, as well as whether to accept or reject a doubling offer from the opponent.
Ownership of the doubling cube that states which player has the right to make the next double. At the beginning of the game, the cube is placed in the middle of the board and neither of the players own it, which means that both of them can offer a double. In addition, the first player who accepts a double retains the legal right to use the cube and is the only one that can offer next.
The knowledge, skills and expertise of making the right cube decisions.
A leather, plastic or wood cup which is used for shaking and tossing the dice before each roll. The purpose of using a cup is to prevent any sort of dice manipulation and insurance for a random roll.
The value of the initial stake set prior to the game multiplied by the value of the doubling cube.
The output of the rolled dice with numbers that don’t allow a hit checker to be entered into the game, because of a blocked points inside the opponent’s home.
A checker which is located too deep into the home board where it has no use for hitting or blocking points.
A doubling cube that has reached its highest possible value in a match play. The cube is said to be dead when there is no point for a player to make doubles any more, since with the current value wins the match.
A specific dice numbers that cannot be played by any of the player’s checkers in a current board position.
A refuse of a doubling offer from the opponent.
Description for the first and second point located in the player’s home board.
Anchors created by the player on the opponent’s first and second point.
Two small cubes marked with dots (pips) which represents the numbers from 1 to 6. Usually the cubes used for backgammon have rounded corners so they can roll more easily. In each turn, the player rolls the dice and moves checkers according to the numbers thrown.
One of the 36 possible combinations of the dice.
A leather, plastic or wood cup which is used for shaking and tossing the dice before each roll. The purpose of using a cup is to prevent any sort of dice manipulation and insurance for a random roll.
Any sort of illegal action which could influence the roll of the dice.
Singular of dice.
An extra checker which can be used for building a deep point inside the home board.
Making a hit by using just one number of the rolled dice. In order to make a direct hit, the blot must be within distance of six points from the checker.
A distance of six points between a checker and a blot. A situation suitable for making a direct hit.
When a blot is located in a direct range of an opponent’s checker, exposed for possibly being hit by using just a single die.
Breaking contact with the opponent’s checkers and turning the game into a pure race, with no possibility for a hit or a block.
A very poor formation of the checkers, where most of them are divided into two or more groups with big gaps between them.
A proportional spread of the player’s checkers around the board’s points. It is always a better option to own more points with just a couple of checkers on them, instead of placing most of the checkers on just a few points and create candlesticks (towers).
Creating a good formation with the checkers which in return allows effective moves on the next turns no matter of the dice rolled.
Double Match Point.
An offer by a player during the course of the game for doubling the stake. A double can be proposed only before the dice are rolled. When the opponent accepts an offer, the game continues with a new stake (doubled value of the previous stake) and becomes the new owner of the doubling cube. On the other hand, when opponent rejects a double, resigns the game and loses by the current (undoubled) value of the stake.
Same as “double hit”.
Same as “double shot”.
A type of a tournament in which a player continues playing until the second loss.
Same as “gammon”.
The act of hitting two opponent’s blots in just one turn.
To offer a double when it is expected to be accepted by the opponent.
To offer a double when it is expected to be rejected by the opponent. Same as “cash a game”.
When the result of the dice rolled is two identical numbers.
A cube which is a bit larger than a regular die and has 6 sides each one with a different number of 2, 4, 8, 16, 32, and 64. It is not just a regular die, but a special one with variables that change the original stake set prior the game. At the beginning of the game the doubling cube is placed in the middle of the left bar, and afterwards it changes the location on the bar according to the player who is using it. When the game starts, the initial number of the cube is 64, which means the winner wins the original stake negotiated between the players. In this situation both players are allowed to make a double. Whenever a player accepts a doubling offer, the doubling cube is moved to his/her side of the board with the new number (stake multiplier) facing up and only he/she is allowed to make the next double. On the other hand, when a player rejects a doubling offer, loses the game with the value of the current stake.
Moment in the game when doubling is beneficial for a player. Usually a player’s doubling opportunity arrives when the match winning chances are between 60-80%.
Movement of a checker from the player’s mid-point to the player’s outer board at the early stages of the game.
Decline of a doubling offer.
Type of a backgammon tournament in which multiple pairs of players use the same dice rolls in separate games, in order to compare scores at the end.
Same as “duplicate backgammon”.
The first few moves of the game when both players still don’t have a game plan.
Escape of the last checker from the opponent’s first point during the bear-off process in order for the player to avoid losing a gammon or a backgammon game.
Type of a backgammon tournament in which half of the participants are eliminated each round by just a single loss, until just one player remains and wins the tournament.
A part of a game which starts when at least one of the players starts to bear off checkers.
Returning a checker placed on the bar, back into the game when the roll of the dice allows it. The hit checker is entered on the corresponding point in the opponent’s home board.
The chances of winning the game by knowing the numeric values of a certain backgammon positions.
To move a runner to a safe place (point) or to pass an opponent’s blockade.
Same as “make a point” or “close a point”.
A blot within a range for a direct hit by the opponent.
An unavailability to enter a hit checker back into the game. Same as “dance”.
A player with better chances for winning the game or the match.
A Greek variant of the backgammon game. Fevga is similar to the Russian Narde and the Turkish Moultezim.
First International Backgammon Server, an online platform for providing players with human opponents.
A rating system which associates the players with a number that corresponds to the success of their past games’ performance. After registering, each player starts with 1500 rating points. The rating number increases or decreases according to results of the games. Moreover, the change of the rating depends on whether the favorite wins (smaller rating change) or the underdog wins (bigger rating change).
A situation when a player has two blots with a gap of only one point between them, but the opponent’s checker lands on the empty point without hitting neither one of them.
The last two participants of the tournament, competing in the finals for the first place.
The last match of the tournament. Player who wins the finals, wins the tournament.
A modified chess clock with an extra feature that adds a certain amount of additional time to each player’s turn. For a backgammon the Fischer clock is better choice compared to the regular analog clock, although the best choice is the digital clock, since it has a special “time delay” feature.
Embarrassing phrase used to describe an unskilled backgammon player who is willing to play for high stakes.
The fifth point in the player’s home board, counting from the edge of the board towards the bar. It is one of the few strategic points that players aim to occupy at the early stages of the game.
Very good arrangement of the checkers on the board which allows the player to get the maximum of the dice rolls no matter how good they are. In addition it allows more efficient and constructive plays.
A schedule that shows the couples that are going to play in the tournament.
A roll of the dice which allows only one possible combination for playing.
Same as “advanced anchor”.
Making a point in front of an opponent’s prime.
Same as “dead cube”.
A prime that consists of six consecutive points. This type of a prime completely blocks the opponent from escaping.
Hitting a blot in order for the opponent to spend one of the dice for entering the checker back into the game.
A strategy for making moves that a player is going to use throughout the game. The three major game plans are “run”, “block” and “attack”. After the first couple of rolls, the player usually chooses which strategy to use.
The odds of winning the current game without the usage of the doubling cube.
Manipulation of the opponent in unfair, but legal ways and means in order to gain an advantage over him. It includes intentionally distracting, confusing and tricking the opponent.
Type of a win when a winner gets twice the value of the doubling cube. Gammon happens when at the time of the win the losing player does not have at least one checker borne off from the board.
The minimum number of pips a player needs to roll in order to bring all the checkers into the home board and remove at least one checker, thereby avoiding losing a gammon game.
The chance of a game to end as a gammon or a backgammon without the usage of the doubling cube. Furthermore, gammon rate may refer to a particular game in progress or to backgammon games in general.
A situation with a higher than a regular gammon rate.
A space (empty points) between made points (blocks).
Arrangement of the checkers throughout the board that ensures winning of the game.
Free neural-net backgammon software (bot) that plays backgammon and analyzes positions and reacts accordingly.
Building an anchor on the opponent’s fifth point (strategic point) during the early stages of the game.
A name for the player’s first point on the board. Same as “ace-point”.
Game Winning Chances.
One of the numbers of the rolled dice. Also this phrase is used when a player has one more checker borne off compared to the opponent.
A method for counting pips, developed by Douglas Zare.
A situation when an advantage is deliberately given to the weaker player, in order to balance the winning chances of both players. Some of the most used handicaps are:
When two players play a game or a match against each other for money.
When at least three checkers are placed on a single point.
A side agreement between the finalists of the tournament with purpose for protection of the losing player of leaving the competition empty handed. This usually happens when there is only prize for the first place, but not for the second.
Moving a checker on a point occupied only by a single checker (blot) from the opponent. After the hit, the opponent’s checker is placed on the bar.
When a player hits an opponent’s blot and continues moving the same checker to a safer place.
Same as “hit and pass”.
Hitting a blot by using one number (die) of the rolled dice, while splitting the runners at the same time by using the second number (die). This type of a play provides a strong protection for the advanced split runners, making it impossible for the opponent to hit any of them and make a point at the same time in the next roll.
Situation when a player’s checker hits an opponent’s blot in the player’s home board and becomes a blot of its own, exposed to a re-hit.
A strategy usually used when a player is behind in the race and the opponent’s runners have already escaped. In a situation like this, a player makes an anchor in the opponent’s home board in order to create a threat at the bear off process.
Same as “home board”.
The quadrant located at the right bottom side of the backgammon board, containing points from number one to six. This quadrant has two purposes. First, all checkers must be placed in the home board, in order to start the bear off process and second, the opponent’s hit checkers from the bar are placed inside this area. The home board is also called “inner board” or “inner table”.
A backgammon variant where each player has only three checkers located on the opponent’s first three points. This is a very fast type of a game variant, based mostly on luck.
A move that does not conform to the roll of the dice as defined by the backgammon rules. The illegal move must be corrected if it is requested by the opponent, but only before the player rolls the dice.
A standard backgammon rule that states: When a player makes an illegal move, the opponent has a choice between leaving the error as it is or requesting for a correction. After the request, the player is allowed to make any legal play he/she chooses. The request can be made only before the roll of the dice.
Same as “illegal move”.
A game situation that cannot happen if all the rolls are legally played. Any play that creates an illegal position must be corrected.
A checker placed on the bar.
A checker that is part of a prime or a block, but has potential of being used later in the game for making a new point.
Hitting an opponent’s checker by using both numbers of the rolled dice.
Same as “indirect hit”.
The first double offer, made by one of the players while the doubling cube is still in the middle on the board.
The amount of money initially set between the players prior to the game. At the end of the game, the winner gets the sum of the stake multiplied by the final value of the doubling cube. If the game ends with a gammon or backgammon win, then the sum is additionally multiplied by two or three, respectively.
Same as “home board”.
Same as “home board”.
A player with a significant experience and skill. This is the second level on the scale, right between novice and advanced.
Type of a tournament with a large entry fee (buy-in) in which only the winner and the runner-up receive prizes at the end.
A rule created by Oswald Jacoby that states that gammon and a backgammon wins count as a single game if no double was offered during the game. This rule is used only in a money play, but not in a match.
A commercial neural-net backgammon software used for playing, training and analyzing matches.
The odds of having an awkward roll on the next turn.
An extremely good dice roll, that likely can change the pace of the game.
A phrase that refers to the player’s checker farthest back in the game.
A back game strategy where the player intentionally breaks points and leaves blots inside the home board in order to get hit and re-enter the checkers back into the opponent’s home board.
The last point needed for completion of a prime in front of the opponent’s runners. Common key points are the forth and the fifth point, as well as the bar point.
Name given to a spectator of a backgammon game who is not making comments during a game within hearing distance of the players.
Same as “dead checker”.
Getting into a backgammon position in which a specific dice numbers are not possible for playing on the next turn.
Hitting an opponent’s checker.
A type of a tournament in which the players continue playing until they lose. They must leave immediately after losing form the tournament.
Same as “flight”.
An expression used to describe the player’s last roll which might give a chance for a win or chance for avoiding a gammon lose.
An additional tournament for players who lose in the previous rounds of the main tournament.
A position in which the next roll decides the outcome of the game. In a last roll position, the player should offer a double if the game winning chances are higher than 50%. On the other hand, the opponent should accept the offer if the game winning chances are higher than 25%.
Same as “starting position”.
A phrase used for a player who is ahead in the game.
Playing a move according to the roll of the dice, defined by the rules of backgammon.
Same as “legal move”.
Term for describing weakness, such as having multiple blots or buried checkers.
Securing a blot by moving it to an already established point.
Manipulated dice either by shape or by weight, resulting in an uneven distribution of rolled numbers.
Same as “make a point”, “establish a point”, or “close a point”.
Same as “long gammon”.
A backgammon variant in which each player starts with all fifteen checkers on the opponent’s point number one.
Same as “blot”.
A hit inside the home board that leaves a blot exposed to a direct return shot by the opponent.
A play that leaves one or more blots in dangerous positions.
A roll of 5 and 6 played from point 24 to point 13 (player’s mid-point). This combination of the dice is one of the most wanted opening rolls in the game of backgammon.
The influence of the rolled dice to the final outcome of the game or the match.
A group of players competing in an elimination tournament for a large prize, until they lose.
Moving one of the two runners from the opponent’s first point to point either four or five.
Same as “lock up a point”, “establish a point”, or “close a point”.
Situation when the player blocks all the points in the home board.
Same as “checker”.
Situation in a match play, where the player who is behind in the race should offer a double, since the opponent wins the match with the current value of the doubling cube. The trailer has nothing to lose by making a double, since the leader wins the match with the current doubling cube number as well as with any additional change of the cube. Mandatory double should almost always happen right after the Crawford game.
An opportunity to offer a double when the odds for accepting it by the opponent are very high.
A sequence of two rolls, one for each player, which changes the game from situation in which the opponent refuses a doubling offer to a situation in which the opponent accepts a doubling offer.
A series of games between the players, which ends when one of the players reaches the number for required game wins set in advance, prior to the game. Usually matches are played to an odd number of wins, such as three, five, seven, etc.
The player’s odds for winning the match.
Type of a competition used in a tournament in which a series of games is played between the players, which ends when one of then reaches the number (set in advance) for required game wins. The doubling cube may be used in a match play, except in the Crawford game. Automatic doubles, Jacoby rule and beavers are not allowed in a match play.
Same as “match equity”.
An obvious move by the player, without any thinking needed.
Player’s thirteenth point (opponent’s twelfth point) on which are placed five checkers at the beginning of the game. It is a strategic point, helpful for protecting the outer board.
A part of the game that starts right after the player chooses a specific game strategy.
Moving one of the runners from the opponent’s first point to either point number two or three.
A roll with an output of different numbers on the uppers faces of the dice.
Situation which permits the dice roll to be played freely while maintaining the position’s key features at the same time.
A backgammon game played for money. The winner gets the sum of the initial stake set prior to the game multiplied by the final value of the doubling cube. If the game ends with a gammon or a backgammon win, then the sum is additionally multiplied by 2 or 3, respectively. In money play the Jacoby rule, the automatic doubles and the beavers are allowed, but are optionally negotiated.
The act of playing checkers according to the roll of the dice. There are three types of legal moves that a player can do:
Moving a checker from the opponent’s outer board to the player’s outer board.
Same as “bear off”.
Moving a checker from the opponent’s home board to the opponent’s outer board.
Situation of the game, in which both players have advanced anchors inside the opponent’s home board, in order to wait the opponent to leave a blot in the process of bringing the checkers back home.
A Russian game similar to Moultezim.
A neural network consists of many simple processors connected to each other by unidirectional paths carrying numeric data. The main idea behind this concept is the ability the network to learn from experience and act better in the future.
A single game.
A match score that shows the numbers of wins needed by both players for winning the match. For example, the score of 3-2 in a match to 5 would be “2-away”-“3-away”.
Type of a tournament designed for not very skilled players. Usually beginners and not so experienced players attend this type of a competition. Also the entrance fee is not as high as in the more advanced type of tournaments.
Expression used for description of the skill level of a player. Usually this is a beginner player or a new member.
A played move that cannot be useful for the next dice rolls.
The amount of probability (how much chances there are) something to happen in a backgammon game.
Checkers that are borne off.
A player is on roll after the opponent finishes the own turn. The only time a player can offer a double is when he/she is on roll.
A blot being hit by the opponent and being placed on the bar.
First point in the player’s home board. Same as “ace-point”.
A backgammon variant in which the doubling cube is not used and there is not a bonus for a gammon or a backgammon win. Every win counts as a single point.
Playing backgammon over the Internet against players from all around the world.
Type of a tournament in which any player can participate. Generally, this competition has the highest entry fee, the largest prizes and also attracts the best skilled players.
A point on the board not occupied (blocked) by at least two checkers of a same color. This is free point and both the players can use it.
A tournament with no limitations which allows any player to participate regardless of the skills and gained experience (rating points).
The first roll of the game when the players roll just a single die in order to determine who will start the game first. Player with the higher number goes first.
The earliest stage of the game when the players still haven’t chosen a strategy to use.
The quadrant that consists of points from number seven to twelve. Checkers must pass the outer board before they enter the home board. A player should always has control over this quadrant, as long as the opponent has checkers in the player’s home board.
Outer board.
Points number seven, eight and nine in the outer board create the outfield.
A sequence of six blocked points, where most of them reside on the outer board.
An extra points won at the end of the match with no purpose at all. For example, when a player leads 4-2 in a match best of 5, and wins 4 points, the exceeding 3 points are called overage.
An occupied point with at least two checkers placed on it. Also called a block.
The player who last accepted a double offer and gains possession of the cube. In a case like this, the doubling cube is placed on the player’s side of the board and only he/she is allowed to make the next double in the game.
The player who last accepted a double offer and gains possession of the cube. In a case like this, the doubling cube is placed on the player’s side of the board and only he/she is allowed to make the next double in the game.
A prime that consists of less than six points.
To decline a doubling offer.
To play safe at the current position, but take a risk later in the game.
To take an immediate risk in order to avoid possibly taking even bigger risk later in the game.
Hitting an opponent’s blot and moving the same checker to a safety by using the number of the second die. Same as “hit and pass” and “hit and run”.
Hitting a blot.
Same as “checker”.
The total number of pips a player has to play, in order to move all the checkers into the home board and bear them off. The initial pip count at the beginning of the game is 167.
A Greek backgammon variant in which players pin blots instead of hitting them.
The moves that the players make according to the numbers of the dice roll.
To avoid leaving blots on the board.
Hitting an opponent’s blot and making a point at the same time with a second checker.
A Greek backgammon variant very similar to the standard backgammon game.
The arrangement of the player’s checkers on the board.
Same as “owner of the cube” and “own the cube”.
Any game after the Crawford game.
“Position, Race and Threats”. A guideline for making cube decisions which states that, a player should double if he/she has an advantage in two of the three areas, while the opponent should pass if the player has an advantage in all three areas.
All the games before the Crawford game.
Six consecutive made points by a single player. If an opponent’s checker is behind the primer, there is no way to pass it, unless the prime is broken and there is a gap in between.
A player who accepts a doubling offer, when has one or more checkers trapped behind an opponent’s prime.
A game in which both players have created primes and also have trapped checkers behind the opponent’s prime. Usually the player who first escapes is the winner of the game.
A trapped checker behind a prime.
A type of a strategy which forces creating a prime and trapping an opponent’s checker behind it.
Garman name for backgammon.
A game in which the players have passed each other and there isn’t a chance for making a hit or a block. In a pure race the main goal is to move all the checkers inside the home board as fast as possible and bear them off.
One quarter of the backgammon board which consists of six points (triangles).
An immediate redouble by a player who accepts a beaver.
Same as “bar”.
Same as “candlesticks”.
The commission charged by a backgammon website that offers playing backgammon in real money.
The skill level of a player is represent by a special number, which is calculated according to the results of all previous games played against other players. The calculation is very simple, for every win new points are added, while for every lose points are subtracted from the current rating. The amount of points gain or lose depends from the rating of the opponent. Win over an opponent with higher rating than the player’s adds more points, while win over an opponent with less rating points adds less points. The same thing happens when a player loses and more or less points are subtracted from the current rating according to the opponents rating compared to the player’s. Players with higher rating are usually better skilled and overall better players.
Points given or subtracted from the player’s rating based on his/her performance against other players.
System for calculating the player’s rating score according to the game results over time. Players with greater success tend to have higher rating.
Intentionally leaving a blot to be hit by the opponent for the purpose of gaining time for preserving other valuable points on the board.
Same as “redouble”.
A doubling offer by the player who last accepted the double.
Returning a hit checker from the bar into the game (opponent’s home board).
The act of declining a doubling offer from the opponent. When a player rejects an offer, he/she resigns the game with the current value of the doubling cube, instead of continue playing at twice the stake.
When a player intentionally acknowledges a defeat by making an offer for ending the game. The offer of the resign can be for a single game, a gammon or a backgammon. The opponent must accept the offer in order the game to end.
An opportunity to hit an opponent’s blot, right after being hit.
Same as “bar”.
Same as “bar”.
A roll of the dice that forces a player to break a prime or a blockade.
A certain stage of a tournament when competitors are divided into couples. Each round of an elimination tournament eliminates half of the players.
A type of a tournament in which every player competes against all the other participants.
Expression used for escaping a runner as fast as possible from the opponent’s home board into the player’s home.
No danger for the player’s blot of possibly being hit by the opponent.
A play that does not forces a player to leave a blot, or when leaving a blot chances for being hit by the opponent are minimal, if there are any.
Moving a checker from a position that risks for being hit by the opponent.
Covering a blot with an additional checker and making a point or moving a blot to a safety position.
Moving out the checkers from the opponent’s home board as quick as possible, before the opponent manages to bear off all checkers. This run away saves the player from a backgammon lose.
Situation in which a player must bear off at least one checker, before the opponent’s bears off all the checkers, in order to avoid a gammon lose.
Same as “cover a blot”.
One of the last four players who still compete in the tournament. In other words, a player who belongs in the group of top four players in the tournament.
The round that is played before the finals. Winners of both semifinals matchups play in the finals of the tournament.
The initials starting position of the checkers on the board for both players at the beginning of the game.
To shake the dice cup before rolling the dice.
A very well skilled player who tries to play for high stake against less skilled players (fish) and easily earn money.
A Turkish game very similar to the standard backgammon game.
A change of the game strategy during the course of the game.
Breaking a point in order to make another one, usually more useful for the next rolls.
The opponent’s fourth point is called silver point. This is the second best point for making an anchor, right after the golden point (opponent’s point number five).
Same as “elimination format”.
Type of a win in which the winner gets the sum of the initial stake multiplied with the current number of the doubling cube.
A blot that can be directly hit in just one way.
A type of a tournament which does not have a pre-assigned start time, but simply begins immediately when the required number for participants is reached.
The player’s sixth point in the home board.
Intentionally leaving a blot with a purpose of covering it and making a point with additional checker on the next turn.
To slot a checker inside the home board, while the runners are split. In a situation like this, the player leaves three blots and chances for being hit are very high.
Same as “full prime”.
An additional checker that can be used for making a hit or creating a point, without breaking a point/prime or leaving a blot.
A position during the bear off stage in which a player expects to bear off at least two checkers on each turn. This is very possible, only if all of the checkers are placed on the low numbered points inside the home board with no gaps between them.
Separating two checkers that are located on a single point, thus leaving blots. Usually the runners are split in the process of escaping from the opponent’s home board or when a player tries to create an anchor.
Intentional positioning of the checkers with a single purpose of forcing the opponent to make a move that hurts his position, like breaking a point or leaving a blot.
Same as “candlesticks”.
The amount of money the players agree to use as a buy-in for the game. The current stake is the initial stake multiplied by the values of the doubling cube.
Same as “money play”.
The initial arrangement of all thirty checkers at the beginning of the game.
Left checkers inside the opponent’s home board as a part of a “back game” strategy or an unavailability to escape them.
Unavailability for entering back a checker from the bar into the game.
Unavailability for entering back a checker from the bar into the game.
A moment when a player loses temper over a lack of luck and plays unreasonable risky moves that does not make any sense.
A player who steams.
Same as “checker”.
The last checker still not placed inside the player’s home board.
Same as “pure race”.
A game plan which is going to guide the player throughout the game. Different tactics can be used like aggressive, defensive, blocking, etc.
The situation when the player has too many blocked points without any spare checkers. Usually this tends to awkward moves if the dice rolls are not very useful.
The act of moving all the checker from a single point and leaving just two, enough for owning the point.
A phrase used when a player has created couple of points inside the home board.
The entire backgammon board.
The English name for the Roman game Tabula.
Ancient Roman game similar to today’s modern backgammon.
Different approaches to the game. Some of the tactics in the backgammon game are hitting blots, making points, avoiding unnecessary risks, etc.
Same as “bear off”.
A Persian game similar to today’s modern backgammon.
A Bulgarian backgammon variant similar to the Greek Plakoto, in which a player pins an opponent’s checkers instead of hitting them.
A Turkish game similar to today’s modern backgammon.
Name for all three Greek backgammon variants, Portes, Plakoto and Fevga, when played in circles one after another.
A time unit that equals to half a roll.
Hitting an opponent’s checker and forcing him to miss a tempo. This tactic is used when a player wants to weakens the opponent’s board position.
An intentional play by the player for leaving a blot near strategic occupied points by the opponent. The idea behind this is, the opponent to break a point by hitting the blot and give up the strategic point.
To roll the dice.
A feature of a digital chess clock which provides the player with an extra few seconds each turn before the clock begins running. The amount of delay is a relative thing and could vary between different backgammon websites, competitions, etc. The idea behind this is, that players should be charged only for the “thinking time” and not for the time required to roll the dice, move checkers, etc.
Too Many Points. It represents a not very flexible position on the board, because of too many established points with no spare checkers to play with.
The first landing spot (point) for a checker which plays both dice numbers of the roll.
A competition in which many players participate and play against each other in rounds, until only one player becomes the ultimate winner.
A player who is behind in the race (game) against the opponent.
Same as a backgammon win.
The sequence of actions taken by a player. One turn consists of an optional doubling offer, roll of the dice, moving checkers accordingly and picking up the dice for ending the turn.
A player with lower rating points than the opponent. Usually the player that is supposed to lose the game or the match.
Playing a safe move, when more aggressive move is available.
Removing a checker from a heavy point.
A game similar to the standard backgammon game, but with different rules. The same equipment is used, a board, checkers, dice and a doubling cube.
The difference between the usual and the effective pip count, because of buried checkers or awkward numbers.
World Backgammon Association.
World Backgammon Federation.
A situation when a player who is ahead in the race with better winning chances intentionally makes a very poor move in order to mislead the opponent to believe that has good chances for a win. This move is usually done the turn before the player plans to offer a double with a hope that the opponent will fall for it.