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1

10% Doubling Rule

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.

8

8-9-12 Doubling Rule

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%.

A

ABT

American Backgammon Tour, an annual American backgammon tournament with participants from major U.S. tournaments.

Accept a double

Accepting the opponent’s doubling offer and continue playing with stake as twice as previously set.

Ace

A rolled die showing the number 1.

Ace-Point

The name of the player’s first point on the board.

Ace-Point game

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.

Acey-Deucey
  1. When the roll of the dice is 1 and 2.
  2. A backgammon variant in which the roll of 1 and 2 provides the player with extra turns.
Action Play

A type of a game made to provoke an exchange of hits. This normally occurs after the opponent escapes the runners.

Action position

A position in which the player doubles based on the blot-hitting opportunities.

Active Builder

A checker that is completely free and available to create another point (block).

Advanced anchor

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.

Advanced level

A player with a significant experience and skill. This is the third level on the scale, right after the intermediate level.

Ahead in the count

When a player has a lower pip count number than the opponent.

Ahead in the race

When a player has a lower pip count number than the opponent.

Air ball

A very poor roll of the dice that cannot be used for creating a point or hitting a blot.

Anchor

A point with at least two checkers placed on it, residing in the opponent’s home board.

Annotation

Analysis and commentary written about a backgammon game after it is finished.

Anti-Joker

A very bad roll, exactly the opposite of the meaning for a joker.

Army

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.

Around the corner

A move from the opponent’s outer board to the player’s outer board.

Automatic doubles (Automatics)

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.

Awkward number

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.

B

Back man

A player’s rearmost checker on the board.

Backgame

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.

Backgammon
  1. The English name for a popular board game for two players. The board consists of 30 checkers in two colors (white and black), 24 drawn triangles (points) and a pair of dice. The objective of the game is to move the checkers around the board and bear off the checkers first.
  2. Type of a win that awards the winner three times the value of the doubling cube. A backgammon occurs when the losing player has not borne off any checkers and still has a checker(s) in the winner’s home board or on the bar at a time of the win.
Backgammon board

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.

Backgammon server

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.  

Baffle box

A device by which the dice are rolled in order to randomize the output of the numbers.

Banana split

When a player breaks a point in order to hit an opponent’s checker in the home board, thus leaving two blots.

Bankroll

The amount of money the player is willing to use as a stake.

Bar

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.

Bar-point

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.

Battle of primes

Situation in which both players have trapped checkers behind the opponent’s primes.

Bear in

Moving a checker inside the home board, prior to the bearing off process.

Bear off

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.

Bear on

A maximum distance of six points, reachable by a single number (die) of the dice.

Bearoff

The final stage of a backgammon game during which the checkers are borne off.

Beaver

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.

Beavers

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.   

Behind in the count

When a player has a higher pip count number compared to the opponent.

Behind in the race

When a player has a higher pip count than the opponent.

Bertha

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.

BIBA

British Isles Backgammon Association.

Big play

Making an aggressive and risky play, in a situation when a safer strategy is available.

BLITZ
  1. A style of a play in which a player hits the opponent repeatedly in the own home board in an effort to keep him/her on the bar and close him out (blocking the opponent).
  2. Elimination tournament that consists of short matches.
Block
  1. At least two checkers placed on a single point (owning the point) in order to hold back the opponent’s progress.
  2. Preventing the opponent’s checkers from moving freely on the board by creating points (blocks).
Blockade

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.

Blocking game

Type of a game where the main strategy is creating a very strong blockade in front of the opponent’s checkers.

Blot

A single checker placed on a point, being vulnerable for a hit by the opponent.

Blot-Hitting contest

An exchange of multiple hits between the players in the process of trying to gain a key point.

Board
  1. The surface on which the backgammon game is played.
  2. One of the four quadrants that make up the board, two home and outer boards.
  3. A player’s home board.
Bold play

The act of leaving one or more blots which can easily be hit by the opponent.

Book a checker

Placing an own checker on top of a blot in order to create a block or an anchor.

Bot

A computer backgammon program (software) that plays and competes just as a human player.

Boxcars

A roll of two 6s.

Boxes

A roll of two 6s.

Boys (The Boys)

A roll of two 6s.

Break a point

To move a checker from a point that contains only two checkers on it and leave a blot.

Break a prime

To break some of the points that are part of a prime.

Break contact

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.

Break one’s board

When a player opens one or more points inside the home board, previously closed.

Broken prime

An incomplete prime where one of the inner points is empty (there is a gap).

Build one’s board

Making points inside the home board.

Builder

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.

Bump

Hitting a checker.

Bump and pass

Hitting an opponent’s blot and continue moving the same checker on another own point in order to secure it.

Bump and run

Hitting an opponent’s blot and continue moving the same checker on another own point in order to secure it.

Bury a checker

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).

Busted back game

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.

Button up

Securing a blot by bringing it together with another checker.

Bye

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.   

C

Candlesticks

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. 

Cash a game

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.

Catchers

Purposely spread out checkers around the board for maximizing the chances of hitting an opponent’s checkers.

Centered cube

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.

Chase

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.   

Checker

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.

Chess clock

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.

Clear a point

Removing all the checkers placed on a single point.

Clear from the rear

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.

Clockwise

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.

Close a point

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.

Close out

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.

Closed board

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.

Cocked dice

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. 

Combination shot

Using both numbers of the dice in order to hit an opponent’s blot. This is also known as indirect shot.

Combinations of the dice

The total number of 36 combinations for playing that the dice can offer.

Come in

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.

Comeback shot

Hitting an opponent’s blot immediately after being hit.

Communicate

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.

Compact position

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.

Connecter position

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.

Consolidate

The act of reducing the number of blots the player has. This is usually done right before the doubling offer to the opponent.

Contact position

Situation in which the players still have not passed each other and there is a chance for hitting or blocking.

Contain a checker

To prevent an opponent’s checker to escape into his own side of the board by hitting it or blocking it.

Control a point

Control of a point happens anytime a player has at least two checkers placed on a single point.

Count

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.

Counter

Another term for a checker.

Counterclockwise

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.

Counterplay

Switching from defensive into offensive strategy and vice versa.

Cover a blot

Placing a checker on top of a blot, thus creating a point.

CPW

Cube-less Probability of Winning. A player’s odds for winning a game in which the doubling cube is not being used.

Crawford rule

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.

Crossover

Moving a checker from one quadrant to the next one.

Crossover count

The total number of crossovers needed to move all the checkers into the home board.

Crunch

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.

Crunched position

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.

Cube

Doubling cube.

Cube action

All the possible options a player can choose from during a game like offer, accept and refuse of a double.

Cube decision

A decision whether to offer a double or not, as well as whether to accept or reject a doubling offer from the opponent.

Cube ownership

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.

Cube play

The knowledge, skills and expertise of making the right cube decisions.

Cup

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.

Current stake

The value of the initial stake set prior to the game multiplied by the value of the doubling cube.

D

Dance

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.

Dead checker

A checker which is located too deep into the home board where it has no use for hitting or blocking points.

Dead cube

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.

Dead number

A specific dice numbers that cannot be played by any of the player’s checkers in a current board position.

Decline a double

A refuse of a doubling offer from the opponent.

Deep

Description for the first and second point located in the player’s home board.

Deep anchor

Anchors created by the player on the opponent’s first and second point.

Dice

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.

Dice combination

One of the 36 possible combinations of the dice.

Dice cup

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.

Dice manipulation

Any sort of illegal action which could influence the roll of the dice.

Die

Singular of dice.

Dilly builder

An extra checker which can be used for building a deep point inside the home board.

Direct hit

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.

Direct range

A distance of six points between a checker and a blot. A situation suitable for making a direct hit.

Direct shot

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.

Disengage

Breaking contact with the opponent’s checkers and turning the game into a pure race, with no possibility for a hit or a block.

Disjoint position

A very poor formation of the checkers, where most of them are divided into two or more groups with big gaps between them.

Distribution

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).

Diversification

Creating a good formation with the checkers which in return allows effective moves on the next turns no matter of the dice rolled.

DMP

Double Match Point.

Double

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.  

Double bump

Same as “double hit”.

Double direct shot

Same as “double shot”.

Double elimination

A type of a tournament in which a player continues playing until the second loss.

Double game

Same as “gammon”.

Double hit

The act of hitting two opponent’s blots in just one turn.

Double in

To offer a double when it is expected to be accepted by the opponent.

Double match point
  1. A moment of the game when both players are just one point short of winning the match.
  2. A game in which the doubling cube has reached a number that allows both player to win the match by winning the current game.
Double out

To offer a double when it is expected to be rejected by the opponent. Same as “cash a game”.

Double shot
  1. A single blot that can be hit in two different ways.
  2. Two blots that can be directly hit on the same turn.
Doubles

When the result of the dice rolled is two identical numbers.

Doubling cube

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.

Doubling window

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%.

Down

Movement of a checker from the player’s mid-point to the player’s outer board at the early stages of the game.

Drop

Decline of a doubling offer.

Drop point
  1. The highest game winning probability where it is right for a player to reject a doubling offer.
  2. A point in the game at which a player is equally well off accepting or rejecting a doubling offer.
Dropper
  1. A player who rejects a doubling offers with no good reason.
  2. A player who intentionally leaves a match which is about to lose, in order to avoid reduction of points.
Duplicate backgammon

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.

Duplicate tournament

Same as “duplicate backgammon”.

Duplication
  1. When number of a single die can be efficiently used in a few different ways.
  2. Positioning the checkers on the board in a way that requires the opponent to roll a specific numbers, in order to be able to play constructively.

E

Early game

The first few moves of the game when both players still don’t have a game plan.

Eject

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.

Elimination format

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.

End game

A part of a game which starts when at least one of the players starts to bear off checkers.

Enter

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.  

Equity

The chances of winning the game by knowing the numeric values of a certain backgammon positions.

Escape

To move a runner to a safe place (point) or to pass an opponent’s blockade.

Establish a point

Same as “make a point” or “close a point”.

Exposed checker

A blot within a range for a direct hit by the opponent.

F

Fan

An unavailability to enter a hit checker back into the game. Same as “dance”.

Favorite

A player with better chances for winning the game or the match.

Fevga

A Greek variant of the backgammon game. Fevga is similar to the Russian Narde and the Turkish Moultezim.

FIBS

First International Backgammon Server, an online platform for providing players with human opponents.

FIBS rating

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).

Field goal

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.

Finalists

The last two participants of the tournament, competing in the finals for the first place.

Finals

The last match of the tournament. Player who wins the finals, wins the tournament.

Fischer clock

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.

Fish

Embarrassing phrase used to describe an unskilled backgammon player who is willing to play for high stakes.

Five-Point

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.

Flexibility

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.

Flight

A schedule that shows the couples that are going to play in the tournament.

Forced play

A roll of the dice which allows only one possible combination for playing.

Forward anchor

Same as “advanced anchor”.

Forward game
  1. A strategy that aims a pure race, a game without hitting or blocking.
  2. Any strategy different than a “backgame”.
Front a prime

Making a point in front of an opponent’s prime.

Frozen cube

Same as “dead cube”.

Full prime

A prime that consists of six consecutive points. This type of a prime completely blocks the opponent from escaping.

G

Gain a tempo

Hitting a blot in order for the opponent to spend one of the dice for entering the checker back into the game.

Game plan

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.

Game winning chances

The odds of winning the current game without the usage of the doubling cube.

Gamesmanship

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.

Gammon

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.

Gammon count

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.

Gammon rate

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.

Gammonish

A situation with a higher than a regular gammon rate.

Gap

A space (empty points) between made points (blocks).

Gin position

Arrangement of the checkers throughout the board that ensures winning of the game.

GNU backgammon

Free neural-net backgammon software (bot) that plays backgammon and analyzes positions and reacts accordingly.

Golden point

Building an anchor on the opponent’s fifth point (strategic point) during the early stages of the game.

Guff (guffy)

A name for the player’s first point on the board. Same as “ace-point”.

GWC

Game Winning Chances.

H

Half a roll

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.

Half-Crossover method

A method for counting pips, developed by Douglas Zare.

Handicap

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:

  1. The weaker player gets to play first.
  2. One chance for re-roll during the game.
  3. Starting the game by owning the doubling the cube.
  4. Starting the game with a strong roll such as 6-5, 6-1, 4-2, 3-1, etc.
Head-to-head

When two players play a game or a match against each other for money.

Heavy point

When at least three checkers are placed on a single point.

Hedge

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.

Hit

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.

Hit and cover
  1. When a player hits an opponent’s blot and blocks the point at the same time with a help of a builder (another checker).
  2. When a player hits an opponent’s blot and continues moving the same checker to a safer place on the board or use it for covering another blot.
Hit and pass

When a player hits an opponent’s blot and continues moving the same checker to a safer place.

Hit and run

Same as “hit and pass”.

Hit and split

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.

Hit loose

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.

Holding game

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.

Home

Same as “home board”.

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”.

Hyper backgammon

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.

I

Illegal move

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. 

Illegal moves rule

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.

Illegal play

Same as “illegal move”.

Illegal position

A game situation that cannot happen if all the rolls are legally played. Any play that creates an illegal position must be corrected.

In the air

A checker placed on the bar.

Inactive builder

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.

Indirect hit

Hitting an opponent’s checker by using both numbers of the rolled dice.  

Indirect shot

Same as “indirect hit”.

Initial double

The first double offer, made by one of the players while the doubling cube is still in the middle on the board.

Initial stake

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.

Inner board

Same as “home board”.

Inner table

Same as “home board”.

Intermediate level

A player with a significant experience and skill. This is the second level on the scale, right between novice and advanced.

J

Jackpot

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.

Jacoby paradox

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.

Jellyfish

A commercial neural-net backgammon software used for playing, training and analyzing matches.

Jeopardy

The odds of having an awkward roll on the next turn.

Joker

An extremely good dice roll, that likely can change the pace of the game.

Junior

A phrase that refers to the player’s checker farthest back in the game.

K

Kamikaze play

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.

Key point

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.

Kibitz
  1. Watching a game or a match.
  2. Making comments during a game within hearing distance of the players.
Kibitzer

Name given to a spectator of a backgammon game who is not making comments during a game within hearing distance of the players.

Kill a checker

Same as “dead checker”.

Kill a number

Getting into a backgammon position in which a specific dice numbers are not possible for playing on the next turn.

Knock off

Hitting an opponent’s checker.

Knockout tournament

A type of a tournament in which the players continue playing until they lose. They must leave immediately after losing form the tournament.

L

Ladder

Same as “flight”.

Last call for breakfast

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.

Last chance event

An additional tournament for players who lose in the previous rounds of the main tournament.

Last roll position

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%.

Layout

Same as “starting position”.

Leader

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”.

Liability

Term for describing weakness, such as having multiple blots or buried checkers.

Lift

Securing a blot by moving it to an already established point.

Loaded dice

Manipulated dice either by shape or by weight, resulting in an uneven distribution of rolled numbers.

Lock up a point

Same as “make a point”, “establish a point”, or “close a point”.

Long backgammon

Same as “long gammon”.

Long gammon

A backgammon variant in which each player starts with all fifteen checkers on the opponent’s point number one.

Loose checker

Same as “blot”.

Loose hit

A hit inside the home board that leaves a blot exposed to a direct return shot by the opponent.

Loose play

A play that leaves one or more blots in dangerous positions.

Lover’s leap

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.

Luck factor

The influence of the rolled dice to the final outcome of the game or the match.

M

Main flight

A group of players competing in an elimination tournament for a large prize, until they lose.

Major split

Moving one of the two runners from the opponent’s first point to point either four or five.

Make a point

Same as “lock up a point”, “establish a point”, or “close a point”.

Make one’s board

Situation when the player blocks all the points in the home board.

Man

Same as “checker”.

Mandatory double

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.

Market

An opportunity to offer a double when the odds for accepting it by the opponent are very high.

Market gainer

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.

Match

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.

Match equity

The player’s odds for winning the match.

Match play

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.

Match winning chances

Same as “match equity”.

Mechanical play

An obvious move by the player, without any thinking needed.

Mid-point

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.

Middle game

A part of the game that starts right after the player chooses a specific game strategy. 

Minor split

Moving one of the runners from the opponent’s first point to either point number two or three.

Mixed roll

A roll with an output of different numbers on the uppers faces of the dice. 

Mobility

Situation which permits the dice roll to be played freely while maintaining the position’s key features at the same time. 

Money play

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. 

Move

The act of playing checkers according to the roll of the dice. There are three types of legal moves that a player can do:

  1. Moving a checker in a counterclockwise direction towards the home board, possibly making a hit or a block on the way.
  2. Entering back a hit checker from the bar into the opponent’s home board (returning into the game).
  3. Bearing off checkers from the home board.
Move around the corner

Moving a checker from the opponent’s outer board to the player’s outer board.

Move in
  1. Entering a checker from the bar to the opponent’s home board.
  2. Moving a checker from the player’s outer board to the home board.
Move off

Same as “bear off”.

Move out

Moving a checker from the opponent’s home board to the opponent’s outer board.

Mutual holding game

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. 

N

Narde

A Russian game similar to Moultezim.

Neural network

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. 

No brainer
  1. Pure race between the players.
  2. An easy decision to make.
Normal game

A single game.

Normalized match score

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”.

Novice division

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. 

Novice level

Expression used for description of the skill level of a player. Usually this is a beginner player or a new member.

Nullo play

A played move that cannot be useful for the next dice rolls.

O

Odds

The amount of probability (how much chances there are) something to happen in a backgammon game. 

Off (the board)

Checkers that are borne off.

On roll

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.

On the bar

A blot being hit by the opponent and being placed on the bar.

One-Point

First point in the player’s home board. Same as “ace-point”.

One-Point match

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.

Online backgammon

Playing backgammon over the Internet against players from all around the world.

Open division

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.

Open point

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.

Open tournament

A tournament with no limitations which allows any player to participate regardless of the skills and gained experience (rating points). 

Opening game

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.

Opening game

The earliest stage of the game when the players still haven’t chosen a strategy to use.

Outer board

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 table

Outer board.

Outfield

Points number seven, eight and nine in the outer board create the outfield.

Outside prime

A sequence of six blocked points, where most of them reside on the outer board.

Overage

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. 

Own a point

An occupied point with at least two checkers placed on it. Also called a block.

Own the cube

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.

Owner of the cube

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.

P

Partial prime

A prime that consists of less than six points. 

Pass

To decline a doubling offer.

Pay later

To play safe at the current position, but take a risk later in the game.

Pay now

To take an immediate risk in order to avoid possibly taking even bigger risk later in the game. 

Pick and pass

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”.

Pick up

Hitting a blot.

Piece

Same as “checker”.

Pip
  1. A phrase used to describe one of the dots marked on the sides of a die.
  2. One pip represents one point on the board. For example, a roll of 1 and 2 is a total of three pips.
Pip count

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.

Plakoto

A Greek backgammon variant in which players pin blots instead of hitting them.

Play

The moves that the players make according to the numbers of the dice roll.

Play safe

To avoid leaving blots on the board. 

Point
  1. One of the twenty-four triangles marked on the backgammon board.
  2. Triangle that has at least two checkers on it.
  3. Hitting an opponent’s blot and making a point at the same time with a second checker.
  4. A unit for scoring the game. A single win equals one point, gammon equals two points and a backgammon equal three points. When the doubling cube is used, the points are multiplied by the number of the cube.
Point on a game

Hitting an opponent’s blot and making a point at the same time with a second checker. 

Portes

A Greek backgammon variant very similar to the standard backgammon game.

Position

The arrangement of the player’s checkers on the board.

Possession of the doubling cube

Same as “owner of the cube” and “own the cube”.

Post-Crawford

Any game after the Crawford game.

PRAT

“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.

Pre-Crawford

All the games before the Crawford game.

Prime

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.

Prime fighter

A player who accepts a doubling offer, when has one or more checkers trapped behind an opponent’s prime.

Prime vs 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.

Primed

A trapped checker behind a prime.

Priming game

A type of a strategy which forces creating a prime and trapping an opponent’s checker behind it.

Puff

Garman name for backgammon.

Pure race

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. 

Q

Quadrant

One quarter of the backgammon board which consists of six points (triangles).

  1. In the first quadrant belong points from one to six.
  2. In the second quadrant belong points from seven to twelve.
  3. In the third quadrant belong points from thirteen to eighteen.
  4. In the fourth quadrant belong points from nineteen to twenty four. 

R

Raccoon

An immediate redouble by a player who accepts a beaver.

Race
  1. Same as “pure race”.
  2. The player with a lower pip count is ahead in the race.
Rail

Same as “bar”.

Railroad tracks

Same as “candlesticks”.

Rake

The commission charged by a backgammon website that offers playing backgammon in real money.

Rating

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.

Rating points

Points given or subtracted from the player’s rating based on his/her performance against other players. 

Rating system

System for calculating the player’s rating score according to the game results over time. Players with greater success tend to have higher rating.

Recirculate

Intentionally leaving a blot to be hit by the opponent for the purpose of gaining time for preserving other valuable points on the board.

Recube

Same as “redouble”.

Redouble

A doubling offer by the player who last accepted the double.

Reenter

Returning a hit checker from the bar into the game (opponent’s home board).

Refuse a double

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.

Resign

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.

Return shot

An opportunity to hit an opponent’s blot, right after being hit.

Rim

Same as “bar”.

Roll
  1. The throw of a pair of dice.
  2. The number of pips the player has to play after a dice roll.
Roof

Same as “bar”.

Root number

A roll of the dice that forces a player to break a prime or a blockade.

Round

A certain stage of a tournament when competitors are divided into couples. Each round of an elimination tournament eliminates half of the players.

Round Robin format

A type of a tournament in which every player competes against all the other participants. 

Run

Expression used for escaping a runner as fast as possible from the opponent’s home board into the player’s home. 

Runner
  1. One of the two checkers initially placed on the opponent’s first point at the beginning of the game.
  2. Any checker placed on the bar or in the opponent’s home board.
Running game
  1. A strategy usually used by a player who is ahead in the race and tries to bring all checkers inside the home board as fast as possible with as little interaction with the opponent as possible.
  2. A stage of the game when players break contact with each other and turn the game into a pure race, with no possibility for a hit or a block.

S

Safe

No danger for the player’s blot of possibly being hit by the opponent.

Safe play

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. 

Safety a checker

Moving a checker from a position that risks for being hit by the opponent.

Safety up

Covering a blot with an additional checker and making a point or moving a blot to a safety position.

Sandbag
  1. A player who hides the own genuine skill level, pretending to be a less skilled and experienced.
  2. Definition for a player who enters a tournament division lower than his/her real skill level.
Save backgammon

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.

Save gammon

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.

Secure a point

Same as “cover a blot”.

Semifinalist

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. 

Semifinals

The round that is played before the finals. Winners of both semifinals matchups play in the finals of the tournament. 

Setup

The initials starting position of the checkers on the board for both players at the beginning of the game.

Shake

To shake the dice cup before rolling the dice.

Shark

A very well skilled player who tries to play for high stake against less skilled players (fish) and easily earn money.    

Shesh Besh

A Turkish game very similar to the standard backgammon game.

Shift gears

A change of the game strategy during the course of the game.

Shift points

Breaking a point in order to make another one, usually more useful for the next rolls.

Shot
  1. A possibility to hit an opponent’s blot either by a direct or an indirect shot.
  2. A specific number that the player needs to roll in order to hit an opponent’s blot. 
Silver point

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).

Single elimination

Same as “elimination format”.

Single game

Type of a win in which the winner gets the sum of the initial stake multiplied with the current number of the doubling cube.

Single shot

A blot that can be directly hit in just one way.

Sit & Go

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.

Six-point

The player’s sixth point in the home board.

Slot

Intentionally leaving a blot with a purpose of covering it and making a point with additional checker on the next turn.

Slot and split

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.

Solid prime

Same as “full prime”.

Spare checker

An additional checker that can be used for making a hit or creating a point, without breaking a point/prime or leaving a blot.

Speed board

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.

Split

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.

Squeeze

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.

Stack

Same as “candlesticks”.

Stake

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. 

Stakes play

Same as “money play”.

Starting position

The initial arrangement of all thirty checkers at the beginning of the game. 

Stay back

Left checkers inside the opponent’s home board as a part of a “back game” strategy or an unavailability to escape them.

Stay off

Unavailability for entering back a checker from the bar into the game.

Stay out

Unavailability for entering back a checker from the bar into the game.

Steam

A moment when a player loses temper over a lack of luck and plays unreasonable risky moves that does not make any sense. 

Steamer

A player who steams.

Stone

Same as “checker”.

Straggler

The last checker still not placed inside the player’s home board.

Straight race

Same as “pure race”.

Strategy

A game plan which is going to guide the player throughout the game. Different tactics can be used like aggressive, defensive, blocking, etc.

Stretched

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.

Strip a point

The act of moving all the checker from a single point and leaving just two, enough for owning the point. 

Strong board

A phrase used when a player has created couple of points inside the home board. 

T

Table

The entire backgammon board.

Tables

The English name for the Roman game Tabula.

Tabula

Ancient Roman game similar to today’s modern backgammon. 

Tactics

Different approaches to the game. Some of the tactics in the backgammon game are hitting blots, making points, avoiding unnecessary risks, etc.

Take off

Same as “bear off”.

Takhteh

A Persian game similar to today’s modern backgammon.

Tapa

A Bulgarian backgammon variant similar to the Greek Plakoto, in which a player pins an opponent’s checkers instead of hitting them.

Tavla

A Turkish game similar to today’s modern backgammon.

Tavli

Name for all three Greek backgammon variants, Portes, Plakoto and Fevga, when played in circles one after another.

Tempo

A time unit that equals to half a roll.

Tempo move

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.

Tempt

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.

Throw

To roll the dice.

Time delay

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.

TMP

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.

Touchdown

The first landing spot (point) for a checker which plays both dice numbers of the roll.

Tournament

A competition in which many players participate and play against each other in rounds, until only one player becomes the ultimate winner.

Trailer

A player who is behind in the race (game) against the opponent.

Triple game

Same as a backgammon win.

Turn

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.

U

Underdog

A player with lower rating points than the opponent. Usually the player that is supposed to lose the game or the match.

Underplay

Playing a safe move, when more aggressive move is available. 

Unstuck

Removing a checker from a heavy point.

V

Variant

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.

W

Wastage

The difference between the usual and the effective pip count, because of buried checkers or awkward numbers.

WBA

World Backgammon Association.

WBF

World Backgammon Federation.

Weaver

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.