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Home: Backgammon: Glossary

0-9 A B C D E F G H  I  J K L M N O P Q R S T U V W
 

  0-9
10-Percent Doubling Rule
A guideline for cube handling in pure race positions. If you add 10% to your pip count, you should double if the result is not more than two pips greater than the opponent's count, and you should redouble if the result is not more than one pip greater. Your opponent should accept the double if your count plus 10% is no more than two pips less than his count.

 

8-9-12 Doubling Rule
A guideline for cube handling in pure race positions. You should double if the opponent's pip count exceeds yours by 8% or more, and redouble if it exceeds yours by 9% or more. Your opponent should accept the double if his pip count exceeds yours by no more than 12%.

 

 

 

  A
ABT
American Backgammon Tour, an annual master-point competition of participants in major U.S. tournaments.  Website: ABT.

 

Accept a Double
To agree to continue playing a game at twice the previous stakes after the opponent offers a double.  Compare: Refuse a Double.

 

Ace
A rolled die showing the number 1.

 

Ace-Point
Traditional name for the one-point.

 

Ace-Point Game
A position in the late stages of a game in which a player is anchored on the opponent's one-point trying to hit a shot as the opponent brings his checkers home and bears them off.

 

Acey-Deucey
[Also spelled "Acey-Deucy" or "Acey-Ducey".
  1. The roll of 1 and 2 with two dice.
  2. A backgammon variant in which the roll of 1 and 2 gives the player extra turns.

 

Acting Captain
In a chouette, the crew member who plays for the team against the box after the original captain has declined box's double and is no longer in the game.

 

Action Play
A play designed to provoke an exchange of hits, typically used after the opponent has escaped his runners.

 

Action Position
A position in which one player doubles based upon his immediate blot-hitting chances.

 

Active Builder
A checker which is completely free to make another point.

 

Advanced Anchor
  1. An anchor on the opponent's five-point, four-point, or sometimes three-point.
  2. An made point on the opponent's five-point, four-point, or bar-point. (Many authors include the bar-point, though it is technically not an anchor, because it functions much like an advanced anchor when playing a holding-game.)  See: Holding Point.

 

Advanced Level
A player of considerable experience and skill who has moved beyond intermediate level.

 

Ahead in the Count
Having a lower pip count than your opponent; see count (2).

 

Ahead in the Race
Having a lower pip count than your opponent.

 

Air Ball
An unexpectedly poor roll.

 

Analog Clock
A traditional chess clock with hands that show the time remaining for each player. It has a flag that falls to indicate when a player's time has expired. Analog clocks generally do not have a time delay feature, making them less suitable than digital clocks for use in backgammon.

 

Anchor:
A point (1) occupied by two or more of your checkers in the opponent's home board.

 

Annotated Match
A recorded match with added analysis and commentary.

 

Annotation
Analysis and commentary about a backgammon game written after the game is played.

 

Anti-Joker
A very bad roll; the opposite of a joker.

 

Army
The formation of a player's checkers as they work together to block and attack the opponent, then and come home safely.

 

Around the Corner
A move from the opponent's outer board to the player's outer board.

 

Asset
A feature that contributes to the strength of a position, such as made points and flexibility.  Compare: Liability.

 

Attacking Game
Blitz (1).

 

Automatic Doubles
An optional rule in money play: If both players throw the same number on the first roll of a game, the stakes are doubled. The doubling cube is turned to 2 and stays in the middle. Players usually agree to limit the number of automatic doubles to one per game.

 

Automatics
Automatic doubles.

 

Awkward Number
A dice roll which forces a player to leave a shot or break a valuable point (2).

 

 

 

  B
Back Game
[Also spelled "backgame".]  A strategy employed by a player who is substantially behind in the race but has two or more anchors in the opponent's home board. The player holds both anchors as long as possible, forcing his opponent to bear in or bear off awkwardly. The idea is to hit a late shot and then contain the hit checker behind a prime. Compare: Holding Game.

 

Backgammon
  1. A game played with dice and checkers on a board consisting of twenty-four points (1), in which each player tries to move his checkers home and bear them off while preventing the opponent from doing the same thing.
  2. A completed game of backgammon (1) in which the losing player has not borne off any checkers and still has one or more checkers on the bar or in the winner's home board. A backgammon is also called a triple game because the winner receives three times the value of the doubling cube.  Compare: Single Game and Gammon.

 

Backgammon Board
Backgammon (1) is played on a board consisting of twenty-four narrow triangles called points (1). The triangles alternate in color and are grouped into four quadrants of six triangles each. The quadrants are referred to as a player's home board and outer board and the opponent's home board and outer board. The home and outer boards are separated from each other by a ridge down the center of the board called the bar.

 

Backgammon Server
A computer on the Internet which hosts games of backgammon (1). Competitors play in real time with opponents from around the world. The server rolls the dice, communicates the plays to each player, keeps score, and maintains ratings for all players. Some servers even let you play for money. You typically interact with a server using client software downloaded to your computer. 

 

Back Man
Runner; a player's rearmost checker.

 

Baffle Box
A device through which dice are dropped to randomize a roll. The dice are deflected and jostled about as they fall through the box.

 

Bakelite
An early type of plastic, used in the 1920's and 1930's for the creation of backgammon playing pieces. Many people prefer the look and feel of bakelite to newer materials.

 

Banana Split
[Because you must be "bananas" to try it.]  To hit loose by breaking a point in your home board, thereby leaving two blots.

 

Bankroll
The amount of money you have available for betting, or the maximum amount you are willing to lose in a session.  See: Money Management.

 

Bar
The raised ridge down the center of a backgammon board dividing the home board from the outer board. Checkers are placed on the bar after they have been hit.

 

Barabino
[Named after backgammon expert Rick Barabino.]  A roll of 5-4 from the bar used to make an anchor on the opponent's five-point.

 

Bar-Point
A player's seven-point, so named because it is physically adjacent to the bar.

 

Battle of Primes
A position in which both players have checkers trapped behind an opponent's prime.  See: Prime-vs-Prime.

 

Bear In
To move a checker into your home board prior to bearing off.

 

Bear Off
To remove a checker from the board according to a roll of the dice after all of your checkers have been brought into your home board.

 

Bearoff
The last stage of the game during which checkers are borne off.

 

Bearoff Database
A computer-generated table associating each possible bearoff position with a value that represents the quality of that position. The associated value is either the equity of the position (in a two-sided database) or a distribution of the expected number of rolls to bear off (in a one-sided database).

 

Bear On
To be within six points (1) of. For example, a checker on your 13-point bears on points 7 through 12.

 

Beaver
An immediate redouble by a player who just accepted a double. A player who beavers turns the cube up one level and retains possession of the cube.  See: Beavers.

 

Beavers
A rule often used in money play (but never in match play) which says: A player who accepts a double may immediately redouble (beaver) without giving up possession of the cube. The opponent (the player who originally doubled) may refuse the beaver, in which case he resigns the game and loses the current (doubled) stakes. Otherwise, he must accept the beaver and continue the game at quadruple the stakes prior to the double.

 

Behind in the Count
Having a higher pip count than your opponent; see count (2).

 

Behind in the Race
Having a higher pip count than your opponent.

 

Bertha
To mistakenly play the roll of 6-5 from the opponent's one-point to your mid-point without seeing that the opponent has made his bar-point and blocks your way.

 

BIBA
British Isles Backgammon Association.  Website: BIBA.

 

Big Play
A bold or aggressive play when a safer but less constructive play is available.

 

Binache
Beaver.

 

Blitz
  1. An all-out attack on enemy blots in your home board aimed at closing out your opponent.
  2. A quick elimination tournament consisting of short matches.

 

Block
A point (1) occupied by two or more checkers held for the purpose of hindering the opponent's progress.

 

Blockade
A series of blocks arranged to prevent escape of the opponent's runners. The ideal blockade is a prime.

 

Blocking Backgammon
A backgammon variant in which one checker by itself controls a point (1).

 

Blocking Game
A game plan where the primary strategy is to build a strong blockade.

 

Blot
A single checker sitting alone on a point (1) where it is vulnerable to being hit.

 

Blot-Hitting Contest
An exchange of loose hits in which both players try to gain a key point.

 

Blue game
A kind of collusion in a chouette. Two or more players silently agree to share their winnigs, thus if either of them is in the box and the other is captain, the captain deliberately makes bad moves or wrong doubling decisions.

 

Blunder
A large checker play or cube error, especially one made out of recklessness or inattention.  Compare: Whopper.

 

Board
  1. A backgammon board.
  2. One of the four quadrants that make up the playing area: your home board, your outer board, the opponent's home board, and the opponent's outer board.
  3. A player's home board. For example: a strong board is a home board with several made points; an n-point board is a home board with n points made; to make your board means to close all the points in your home board.

 

Board Layout
 See: Starting Position.

 

Board Setup
 See: Starting Position.

 

Bold Play
A play that leaves one or more blots that the opponent can easily hit.  Compare: Safe Play.

 

Bold-Safe Criteria
 See: Magriel's Safe-Bold Criteria.

 

Book a Checker
Cover a blot.

 

Bot
[Contraction of "robot."
  1. A computer program on a backgammon server that plays and competes just as if it were a human player.
  2. Any computer program that can play backgammon (1) and analyze positions (such as Jellyfish, Snowie, or GNU Backgammon).

 

Box
[Short for "man in the box," a person in a difficult or trying position.]  The player in a chouette who plays alone against all the others.

 

Boxcars
A roll of 6-6 (double 6's).

 

Boxes
A roll of 6-6 (double 6's).

 

Boys (The Boys)
A roll of 6-6 (double 6's).

 

Break
To take apart, as in break a point, break a prime, or break one's board.

 

Break a Point
To remove a checker from a point (1) that contains only two checkers, leaving the point open. (The opposite of make a point.)

 

Break a Prime
To open one or more points (2) in a prime.

 

Break Contact
To move past the last of the opponent's checkers, so that no further hitting or blocking is possible. The game becomes a pure race.

 

Break One's Board
To open one or more points (2) in your home board after having made your board.

 

Broken Prime
An incomplete prime with a gap in it.

 

Bronstein Clock
A chess clock with a feature that allows a time delay with each move.  See also: Fischer Clock.

 

Builder
A checker brought into your outer board where it bears directly onto one or more key points that you want to make.

 

Build One's Board
To make points in your home board.

 

Bump
Hit a checker.

 

Bump and Pass
Pick and pass.

 

Bump and Run
Pick and pass.

 

Bury a Checker
To play a checker deep within your home board where it has no value.

 

Busted Back Game
A backgame attempt that fell apart when the backgame player was forced to move checkers deep into his home board where they could no longer contain a hit checker.

 

Button up
To safety a blot by bringing it together with another checker.

 

Bye
[As in "go by".]  The position of a player in a tournament who advances to the next round without playing a match. Byes are often awarded in the first round of an elimination tournament to make the number of advancing players a power of 2.

 

 

 

  C
Calcutta Auction
A lottery of entrants in a backgammon tournament. At the start of the tournament, players are auctioned off and the proceeds go into a pool to be distributed later to the buyers of the successful players. Sometimes players are grouped into fields, with each field sold as a package. The rules usually allow a player to buy back a portion of himself if he wants to increase his stake in the tournament. 

 

California Rule
An optional rule that says the winner of the opening roll has the option of rerolling both dice if he also turns the cube to 2. (The cube remains in the center.) 

 

Candlesticks
A position in which a player's checkers are piled high on a few points (1).

 

Captain
In a chouette, the leader of the team playing against the box. He rolls the dice and makes the final decisions for the team.

 

Cash a Game
To offer a double which you believe will be refused so you can collect the current value of the cube; claim a game.

 

Cast
To throw a pair of dice.

 

Catalin
An early plastic, similar to bakelite, that was popular in the 1930's and 40's in the creation of backgammon playing pieces.

 

Catchers
Checkers which have been purposely spread out to maximize the chance of hitting an opposing checker if it tries to escape.

 

Centered Cube
The position of the doubling cube before either player has offered a double. A centered doubling cube is placed halfway between the players at the start of each game with the number 64 facing up (representing a value of 1).

 

Championship Division
Open division.

 

Chase
Play dangerously, especially in offering or accepting doubles, in an attempt to recover losses.

 

Checker
One of the fifteen markers, all of one color, that a player moves around the board according to rolls of the dice. Also known as men, pieces, stones, or counters.

 

Checker Play
  1. The movement of the checkers according to numbers on the dice.
  2. The art or skill of moving the checkers.  Compare: Cube Play (2).

 

Chequer
British spelling of checker.

 

Chess Clock
Two adjacent connected clocks with buttons that stop one clock while starting the other so that the two component clocks never run simultaneously. The purpose is to keep track of the total time each player takes and ensure that neither player unduly delays the game. Clocks may be analog or digital. Digital clocks work best in backgammon because they have a time delay 
Chouette
[Pronounced "shoo-ETT". From the French word for "barn owl," a bird that is often attacked by all other birds.]  A social form of backgammon for three or more players. One player, the box, plays on a single board against all the others who form a team led by a captain.

 

Cinque-Point
Traditional name for the five-point.

 

Claim a Game
To offer a double which you believe will be refused so that you can collect the current value of the cube; cash a game.

 

Clean Play
A move completed legally.

 

Clear a Point
To move all the checkers off of a point (1).

 

Clear from the Rear
A good general strategy to use when bearing in or bearing off against opposition. You clear your highest point (1) first and avoid creating gaps.

 

Client Software
Software that runs on a user's computer and communicates with a backgammon server to allow the user to play backgammon (1) with others on the Internet. The client software displays the board and interacts with the user as he rolls the dice and moves the checkers.

 

Clock
Chess clock.

 

Clockwise
The direction your checkers move around the board when they are set up to bear off to the left. When your checkers move clockwise, your opponent's checkers move counterclockwise.

 

Close a Point
Make a point; place two or more of your checkers on a point (1), and thereby prevent your opponent from landing there.

 

Closed Board
A player's home board when all six points (1) are blocked.

 

Closed Point
A point (1) containing two or more checkers; a block or an anchor.

 

Close Out
To make all six of your home board points while the opponent has one or more checkers on the bar. The opponent is then prevented from entering his checker or making any other move until one of the closed home-board points is opened.

 

Cluster Count
A collection pip counting this article.

 

Cocked Dice
Thrown dice which do not both land flat on the surface of the half of the board to the player s right. The roll is disqualified and both dice must be rethrown.

 

Cock Shott
Entering from the bar with a roll of 6-2 and hitting a blot on the eight-point when the only open point is the two-point.
 
Coffeehouse
Misleading talk to confuse opponent. For example, in a chouette, when a team player advises the captain not to double knowing full well that the captain will double, he tempts the box to unwisely accept (ethically borderline, at best)  
 
Combinationn
  1. The two numbers on a pair of rolled dice taken together; see combinations of the dice.
  2. The play of a single checker that uses both numbers of a roll, such as a combination shot.

 

Combination Shot
An opportunity to hit an opposing blot that requires using the numbers on both dice taken together; an indirect shot.  Compare: Direct Shot.

 

Combinations of the Dice
The number of possible rolls out of 36 that accomplish a specific objective.

 

Comeback Shot
An opportunity to hit an opponent's blot immediately after being hit yourself; in particular, an opportunity to hit from the bar.

 

Come In
Enter.

 

Comfort Station
Mid-point.

 

Committed Position
A position from which there is only one reasonable game plan noncommitted position.

 

Communicate
To keep checkers within six pips (2) of one another for mutual support; see connectivity.

 

Compact Position
A position with several made points close to one another and few gaps.

 

Confetti
What you sometimes get paid in if you are not careful with whom you play.

 

Confidence Interval
A range of values that contain, with a certain probability, a rollout s convergence value

 

Connected Positionn
A position in which all fifteen of a player's checkers are located within a short distance of each other. A position which is well-connected will tend to stay well-connected.

 

Connectivity
The degree to which all of a player's checkers work together as a unified army without large gaps between them. Connected checkers defend each other and are easily made into points (2).

 

Consolation Division
Consolation flight.

 

Consolation Flight
A event for players eliminated early in the main flight of an elimination tournament; sometimes called a sympathy flight.

 

Consolidate
To reduce the number of blots a player has, frequently as a precursor to offering a double.

 

Consultation
Advice offered by the crew to the captain chouette.

 

Contact Positionn
A game where the opposing forces have not moved past each other and where it is still possible for one player to hit or block the other.  Compare: Pure Race.

 

Contain a Checker
To prevent an opposing checker from escaping to its own side of the board by blocking it or hitting it and sending it back.

 

Control a Point
A player controls a point (1) if he has two or more checkers on that point. Only the player who controls a point may move additional checkers to that point.

 

Control the Cube
Own the cube.

 

Convergence Value (of a Rollout)
The value approached by a rollout as more and more trials are performed. It is the result you would obtain if you could do a rollout an infinite number of times.

 

Correspondence Games
Games played by e-mail.

 

Count
  1. Pip count.
  2. The relative standing of the players' pip counts. The player with the lower pip count is said to be ahead in the count.

 

Counter
Checker.

 

Counterclockwise
The direction your checkers move around the board when they are set up to bear off to the right. When your checkers move counterclockwise, your opponent's checkers move clockwise.

 

Counterplay
Possibilities for retaliation, switching from a defensive posture to an offensive posture.

 

Count the Position
To tabulate the players' pip counts to find out who is ahead in the race 
Coup Classique
A win from the seemingly unwinnable position in which your opponent has borne off twelve checkers and has just three checkers remaining on his two-point. You bravely maintain contact with a single checker on his one-point and deploy your other fourteen checkers where they can contain his checkers if you are able to hit one or, preferably, two of them. Winning a coup classique is especially satisfying for you and maddening for your opponent.

 

Cover a Blott
To add a second checker to a blot, thereby making the point 
CPW
Cubeless probability of winning.

 

Cramped
Having little or no mobility.

 

Crawford Game
The first game in a match after either player comes to within one point (4) of winning. The rules of match play say that the doubling cube may not be used during the Crawford game.  See: Crawford Rule.

 

Crawford Rule
[Named for John R. Crawford.]  A standard rule of match play. After either player comes within one point (4) of winning the match, the following game is played without a doubling cube. This one game without doubling is called the Crawford Game. After the Crawford game, the doubling cube is back in play again.

 

Crew
chouette, members of the teamm who play with the captain against the box.

 

Crossover
The movement of a checker from one quadrant of the board to an adjacent quadrant.

 

Crossover Count
The total number of crossovers needed to get all your checkers home and then borne off.

 

Crunch
The forced evacuation of desirable points (2) due to the lack of alternate plays; in particular, a position in which you are forced to bury checkers deep within your home board.

 

Crunched Position
A position which has collapsed, with several checkers being forced to the low points (1) in the player's home board while other checkers remain in the opponent's territory.

 

Crunching Position
A priming game in which one side is about to collapse, but has not done so yet.

 

Cube
Doubling cube.

 

Cube Action
All of the cube decisions associated with a given position, namely: (a) whether the player on roll should double, and (b) whether his opponent should accept the double, refuse the double, or possibly beaver.

 

Cube Decision
The choice of whether or not to offer a double, or the choice of whether to accept, or refuse 
Cubeful Equity
In money play with the doubling cube, the absolute value of a position to one of the players compared to the initial stake being played for.  See: Equity. Cubeful equity considers the current value of the cube, cube ownership, and the potential for future doubles. In match play, cubeful equity corresponds to the probability of winning the match from the current position.  Compare: Cubeless Equity.

 

Cubeful Rollout
A rollout performed with the doubling cube in play. All appropriate cube decisions are made as the position is played out. That means some trials will end in a dropped double and others will end with the cube at 2, or 4, or even higher. Cubeful rollouts more accurately simulate actual games than cubeless rollouts, but they have greater variance, so they do not converge as quickly. And cubeful rollouts may be more susceptible to systematic error because of cube misplays.

 

Cube Handling
The art or skill of making cube decisions.

 

Cube in the Middle
 See: Centered Cube.

 

Cubeless Equity
The value of a position if the game is played without a doubling cube. This is a value between -3 and +3 and is equal to P(W) + P(Wg) + P(Wbg) - P(L) - P(Lg) - P(Lbg), where P(W) is the probability of winning the game, P(Wg) is the probability of winning a gammon (or backgammon), P(Wbg) is the probability of winning a backgammon, P(L) is the probability of losing the game, P(Lg) is the probability of losing a gammon (or backgammon), P(Lbg) is the probability of losing a backgammon.  Compare: Cubeful Equity.

 

Cubeless Probability of Winning
The chance of winning the game if no doubling cube is used; also called game winning chances.

 

Cubeless Rollout
A rollout performed without using a doubling cube. Each trial is played to the end of the game and scored plus or minus 1, 2, or 3 points (4) depending on whether gamed ended in a single game, gammon, or backgammon (2). Because cubeless rollouts do not include cube play, they do not perfectly simulate a game, but cubeless rollouts have less variance and less systematic error than cubeful rollouts.

 

Cube Ownership
Which player has the right to make the next double. At the start of the game, the cube is in the middle and either player may double. After one player accepts another's double, he owns the cube, and only that player may make the next double.

 

Cube Play
  1. The act of offering a double, or the act of accepting or refusing the opponent's double.
  2. The art or skill of making cube decisions.  Compare: Checker Play (2).

 

Cube Proxy
A player in a chouette who temporarily handles the cube for another while that player is away from the game.

 

Cube Reference Position
A position for which the correct cube action is known which serves as a standard by which other similar positions may be judged.

 

Cup
Dice cup.

 

Current Stake
The initial stake multiplied by the value of the doubling cube.

 

 

 

  DDD
Dance
[From the action a player makes as he reaches to enter his checker, then pulls his arm back when he notices the numbers are blocked.]  To throw numbers which fail to enter a checker from the bar.

 

Dead Checker
A spare checker deep in the player's home board where it serves no useful purpose.  See: Bury a Checker.

 

Dead Cube
A doubling cube with no further doubling value. In match play, the cube is said to be dead when the player owning the cube has no reason to double. For example, a player who owns a 2-cube when he is two points (4) away from winning the match will never double because he can win the match with the cube at its current level.

 

Dead Man
Dead checker.

 

Dead Number
A specific number on the dice which cannot be played in the current position; see kill a number.

 

Decline a Double
Refuse a double.

 

Deep
On a low-numbered point (1), usually the one-point or two-point.

 

Deep Anchor
An anchor on the opponent's one-point or two-point.

 

Deuce
A rolled die showing the number 2.

 

Deuce-Point
Traditional name for the two-point.

 

Dice
[Plural of die.]  Two small cubes, each with faces marked with spots (pips (1)) representing the numbers 1 to 6. Dice for backgammon usually have rounded corners so they roll more easily. You throw a pair of dice at the start of each turn, and move your checkers according to the numbers thrown.