Backgammon Glossary
10 Percent Doubling
The cube-handling rule for pure race situations. Player X should “double” if they increase their points by more than 10%, but not more than two points more than player Y’s count, and they should redouble if this increase is not more than one point above the player Y’s count. Player X should consent to the double if player Y’s count plus 10% is no more than two points less than player X’s account.
8-9-12 Doubling Rule
Another pure race guideline to follow. It’s recommended to double when the challenger’s pip count is greater than yours by 8% or over. Consider redoubling if you opponent’s pips count is higher than yours by 9% or over. The challenger is likely to take on the double in the case that his pip count is no more than 12% higher than your own.
ABT
American Backgammon Tour, an annual American tournament.
Accept a Double
Consent to competitor’s offer to double the previous stakes.
Ace
#1 is uppermost on the rolled die.
Ace-Point
A point that is furthest from the bar.
Ace-Point Game
Describes a stage towards the end of the game, where player X is anchored on player Y’s one-point. X aims to hit a “blot” as Y is brings their checkers home.
Acey-Deucey
Term used to describe throwing 1 and 2 with two dice. It can also refer to a type backgammon variant where this dice throw gives a player extra turns.
Acting Captain
In the “chouette” variety of backgammon (multiple players), this describes a member that represents the team against the “box” (a lone player). This can happen if the first team leader did not accept the box's double and consequently withdrew from the game.
Action Play
The idea is to encourage an exchange of hits. This normally occurs after the opposing player escapes their runners
Action Position
A player doubles the stakes in accordance with their estimation of blot-hitting opportunities.
Active Builder
A checker that is totally at liberty to gain an additional point.
Advanced Anchor
There are several possible meanings:
Player X has an anchor on the third, forth or fifth point in player Y’s home board, or two checkers put together (make point) on the third or forth point in the other player’s home board. According to some opinions, the bar point is also added to this list.
Advanced Level
A player who has accumulated significant experiences and competence.
Ahead in the Count
The player who has a lower points count than their opponent.
Ahead in the Race
The player who has a lower points count than their opponent.
Air Ball
A surprisingly poor throw of the dice.
Analog Clock
Backgammon can be played against a chess clock with flags that fall to mark when a player’s allotted time for a move has expired. Usually backgammon players prefer to play against digital clocks that support a time-delay mode of operation.
Anchor
A point covered by at least two of your checkers on the opposing player’s home board.
Annotated Match
A backgammon game that is recorded and commented upon.
Annotation
Post game commentary and analysis.
Anti-Joker
An extremely poor dice throw.
Army
One player groups his checkers together to block and strike the others players’ checkers before safely returning home.
Around the Corner
Used for example when player X moves from player Y’s outer board to their own outer board.
Asset
An element that serves to reinforce one player’s position, for example, two checkers placed together as a block
Attacking Game
A solid offensive against enemy blots on your home board with the objective being to “Close Out” the opposing player. This term is also applied to a quick elimination contest comprising a series of short games.
Automatic Doubles
This rule may be applied where wagers are made on the outcome of the game. The stakes will be doubled if both competitors thrown an identical number on the game’s first dice roll. In this case the doubling cube is placed on 2 and positioned between the players. Normally, Automatic Doubles is limited to a single time each game.
Automatics
This rule may be applied where wagers are made on the outcome of the game. The stakes will be doubled if both competitors thrown an identical number on the game’s first dice roll. In this case the doubling cube is placed on 2 and positioned between the players. Normally, Automatic Doubles is limited to a single time each game.
Awkward Number
The result of a dice throw that compels a player to give up an opportunity to hit an opponent’s blot or make a dice throw that could hit an opponent’s blot. This term is also applied when a player is forced to give up a valuable point
Backgame.
This term describes tactics that can be used by a player who has fell behind in the game by a significant amount, but still has at least two anchors in the other player’s home board. By refusing to let go of these anchors as long as is feasible, this player can force the other player to make the awkward repositioning of their checkers (bear in or bear off). The objective is to hit or block the other players checker behind a prime (several groups of two checkers placed on a point).
Backgammon
A board game that is played with dice and checkers on a board divided into 24 narrow triangles marked in alternate colors. The object of the game is for each player to bring his checkers into that section of the board that is designated as that player’s home. The home section is the last section the checkers rest in before they are removed from the board according to a dice role. As well as bearing off their own checkers, each player tries to prevent the opposing player doing the same.
Backgammon Board
The backgammon game is played on a board that is divided into 24 narrow triangular shaped divisions known as “points”. These triangular sections are distinguished by the use of alternate coloring, traditionally black and white but not necessarily so. These triangular divisions are grouped into six larger sections called “Quadrants.” The quadrants are themselves further divided into home and outer board areas for each players. A ridge down the center of the board, known as the bar, separates the home and outer board areas from each other.
Backgammon Server
An Internet server that hosts computerized backgammon games via the Web. Players can enter contests in real time with other players from any place in the world served by an Internet connection. The server throws the dice, and keeps each player informed on the moves. In addition, the server saves the score and keeps each player’s ratings. Some Internet sites support backgammon gaming for money. Usually, the downloading of client software to your computer is required before you can participate in Internet backgammon.
Back Man
Refers to whichever of the player’s checkers is furthest back.
Baffle Box
This box is used to produce an arbitrary dice throw with the dice thrown from side to side as they pass through the box.
Bakelite
The forerunner of today’s plastic that first came into use in the 1920’s. One of its early uses was to make backgammon counters and certain players still have a preference for bakelite counters.
Banana Split
In this kind of move, a player removes one of the two checkers from a point in their home board to hit the other player’s blots, however, this leaves his own blots open to attack.
Bankroll
This is the sum that you are willing to wager on a backgammon game, or the amount you are prepared to lose.
Bar
Is the raised edge running down the center of the backgammon board. The bar divides the areas known as the home board and the outer board. After a checker has been hit the player puts it on the bar.
Barabino
This move is named after the well-known backgammon expert Rick Barabino. It describes a dice roll of 5-4 from the bar that creates an anchor on the fifth point of the opposing player’s home board. This is a very advantageous move to make early on in the game.
Bar-Point
This is the triangle closest to the bar – a player’s seventh point.
Battle of Primes
A situation where both the players have checkers that are caught behind the other player’s Prime (a series of consecutive points).
Bear In
When a player moves one of their checkers into their home board before bearing off (removing the checker).
Bear Off
The player takes a checker off the board in response to a dice throw, and following the removal of all their other checkers to their home board.
Bearoff
The finale of a backgammon game when all the checkers are borne off.
Bearoff Database
This database is a list produced by a computer. It assigns a value to each conceivable bearoff position according to an estimation of that position’s quality. In a two-sided database computer-assigned value may be based on the value of the bearoff position to the player. In a one-sided database this value is determined according to a calculation of the distribution of the anticipated number of dice throws to bear off.
Bear On
To have a checker within six points of a particular point on the board.
Beaver
An instantaneous redouble done by a player who just previously agreed to a double. This player turns the cube up a level and the cube remains in their hands.
Beavers
This backgammon rule is used when playing for money. If a player accepts a double, right afterwards they can beaver (or redouble) without having to give up the cube. The opposing player does not have to accept the beaver but if they decline they must resign the game and lose their stakes. Alternatively this player may accept the beaver and continue playing with the stakes quadrupled when compared to the situation before the double.
Behind in the Count
Applied to a player whose point count exceeds the count of the opposing player.
Bertha
Applied to a situation where player X erroneously plays throws a dice of 6-5 from player Y’s one-point to their mid-point without having noticed that player Y has already got to his seventh (bar) point and is blocking the advance.
BIBA
British Isles Backgammon Association.
Big Play
Adopting a forward, somewhat risky playing strategy when a safer strategy is available.
Binache
Another term for a Beaver.
Blitz
This term has two meanings. It can describe a fierce attack launched at the opponent’s blots on your home board with the aim of blocking the opponent. The term is also applied to a serious of rapid elimination backgammon games.
Block
Two or more checkers placed on a point to hold back the opposing player.
Blockade
A group of blocks that are set up to stop the escape of the opposing player’s checkers. The setting up of a Prime (consecutive made points) is the most effective type of block.
Blocking Backgammon
A version of backgammon where a single checker is able to control a point.
Blocking Game
The main aim of this type of game is to construct a very strong blockade.
Blot
A lone checker positioned on a point where it is liable to be hit.
Blot-Hitting Contest
Both competitors in this type of game try to win a vital point by winning an exchange of loose hits.
Blue game
This is a conspiracy of several players in a chouette to share their profits. For example, if player X is in the box while player Y is the captain, player Y intentionally does bad counter movements or makes bad doubling choices.
Blunder
This is a major mistake made with the checkers or the dice due to lack of thought or carelessness.
Board
The reference can be to the backgammon board, or to one of the four-quarter divisions of the board, for example, one of the player’s home boards.
Board Layout
See the reference for Starting Position.
Board Setup
See the reference for Starting Position.
Bold Play
This kind of play leaves a player’s blots open to being hit by the opposing player.
Bold-Safe Criteria
See the reference for Magriel's Safe-Bold Criteria.
Book a Checker
A player adds another checker to a blot to form a block or anchor.
Bot
This backgammon term is derived from ‘robot’. It is used to refer to a computer backgammon program that behaves like a live opponent. It can also refer to all computerized applications that can simulate backgammon games.
Box
The player in a box is in a very tight position. This is frequently applied to a player in a chouette who stands alone against all the other players.
Boxcars
A dice throw of double 6's.
Boxes
A dice throw of double 6's.
Boys (The Boys)
A dice throw of double 6's.
Break
To dismantle, for example, see Break a Point.
Break a Point
This describes the situation where a player removes one of two checker on a point, leaving the point open.
Break a Prime
To free, or open, a position of one or more points in a prime (an arrangement of six successive points).
Break Contact
To advance beyond the last of the opposing player’s checkers, to prevent any future hitting or blocking. Consequently the game becomes a pure race.
Break One's Board
When a player opens several points in their home board. This is done after the player has previously closed all the points in their home board.
Broken Prime
A prime that is incomplete i.e., a gap exists.
Bronstein Clock
This is chess clock that supports implementing a time delay for each backgammon move.
Builder
A player brings a checker into their outer board where it is placed within six points of a point that player needs to complete a prime.
Build One's Board
Where a player puts several checkers together on their home board.
Bump
To hit a checker.
Bump and Pass
To hit an opposing block, and then proceed with the same checker to safety.
Bump and Run
Refer to Pick and pass.
Bury a Checker
When a player places a checker on a low numbered point in their home board (where it has not got any value).
Busted Back Game
A “backgame” strategy that fails because the player needed to move their checkers deep into their home board, This could happen when they are unable to stop the opponent’s hit checker escaping back to its own side of the board.
Button up
A player brings blot together with another checker so ensuring its safety.
Bye
A competitive player who is able to proceed to the next round of a competition without even playing a match. Byes are frequently given in the preliminary round of an elimination competition to increase the number of advancing players according to a power of 2.
Calcutta Auction
An auction of competitors made in a backgammon competition. When the competition starts, the players are sold off and the amount raised is put into a central fund to be later allocated to buyers of the successful players. A variant of this auction involved grouping players into fields and these fields are sold off as a package. It is common for a player to be allowed to buy back “a portion of him or herself” to increase their wager in the competition.
California Rule
When this rule is applied it awards the winner of the opening dice throw the opportunity to re-throw both dice if he also sets the cube to 2. In this case the cube stays between the two players (centered).
Candlesticks
A situation where a player has put checker after checker onto a few points.
Captain
This describes the head of team playing against the box in a chouette. The captain is responsible for throwing the dice and taking charge of the team’s strategy.
Cash a Game
When a player proposes a double in the belief that it will not be accepted. This allows that player to collect the cube’s current value.
Cast
Throwing a set of dice.
Catalin
Resembling bakelite, this plastic-like material was used in the 1930's and 1940's to make backgammon checkers.
Catchers
Describes checkers that a player has widely distributed to increase the possibility of hitting the opposition player’s checker should an escape be attempted.
Centered Cube
The point where a “doubling cube” is sited prior to either of the players offering a double. The cube is put in between the players when the game begins with number 64 placed upward.
Championship Division
The main division in a competition that is open to any player can enter.
Chase
A high-risk attempt to regain lost stakes, for example, by proposing or accepting doubles.
Checker
Backgammon players play with fifteen counters, all of the same color. These counters or checkers are moved around according to the outcome of a dice throw.
Checker Play
Applies to moving of the checkers in response to the outcome of a dice throw, or in general terms, expertise in these checker movements.
Chequer
The spelling of checker in British English.
Chess Clock
A couple of clocks that are connected, and placed next to each other. These clocks are equipped with so that when one clock is stopped the other is started – they are not allowed to operate together. In this manner the total time each player takes is monitored and neither player is able to hold up the game. The clocks used can have an analog or digital format, but the digital format is preferred because of their time delay functionalities.
Chouette
A multi-player backgammon version that is suitable for three or more players. A single player, known as the box, has to take on a team of other players under the control of a captain.
Cinque-Point
Another name for the fifth point in a player’s home board.
Claim a Game
When a player proposes a double in the belief that it will not be accepted. This allows that player to collect the cube’s current value.
Clean Play
A move made in accordance with the rules of the game.
Clear a Point
Removing all the checkers from a particular point.
Clear from the Rear
The player clears their highest point first to stop gaps appearing. This can be an effective plan to follow when a player is bearing in or bearing off against their opponent.
Client Software
Computer software that connects a computer terminal with the backgammon server. This software lets players compete with other players on the Web. The software is used to run the game. It displays the board and interacts with the player as they throw the dice and move their checkers.
Clock
See Chess clock.
Clockwise
The direction a player moves their checkers around the board if they are arranged to bear off to the left. The opposing player’s checkers move in the opposite direction.
Close a Point
A player makes a point by putting two or more checkers on a point to prevent the opposing player from putting a checker there.
Closed Board
The player's home board is closed if all six points are blocked.
Closed Point
A point is closed if at least two checkers are put on it, for example, a block or anchor.
Close Out
Player X makes all six of their home board points while player Y has at least one of their checkers on the bar. Player Y is now unable to enter their checker or make another move before one of the closed points is opened.
Cluster Count
Certain point counting methods used by Jack Kissan.
Cocked Dice
If both the thrown dice fail to come down in a flat position on the board to the right of the player, the throw is illegal and needs to be repeated.
Cock Shot
A player enters from the bar and throws the dice 6-2 thereby hitting a lone checker (blot) that is positioned on the eight-point, but the only point that is open at this time is the second point in the player’s home board.
Coffeehouse
One player attempts to confuse another player with false information, for example, advising the opposing player to take a certain move that may not be in that player’s best interest.
Combination
Can mean both numbers on a pair of thrown dice taken into account together, or the movement of a single checker according to both numbers of a dice throw, for instance a combination shot.
Combination Shot
A chance to hit a lone checker (blot) of an opposing player requiring taking together both the numbers on the thrown dice.
Combinations of the Dice
The number of dice-throw permutations (out of 36) that achieve a certain goal.
Comeback Shot
If player X has the chance to hit player Y’s blot right after player X was hit by player Y. The term is especially applied to a chance to hit from the bar.
Come in
In response to a dice throw, one player removes a checker from the bar and puts it on an open point in the other player’s home board. Only this move is allowed if a player has a checker on the bar.
Comfort station
Player X’s thirteenth-point (that also happens to be player Y’s twelfth point), where five checkers are positioned at the game’s start.
Committed Position
In this situation there is just one feasible winning strategy.
Communicate
Making sure that your checkers are kept within six points of one each other as a defensive strategy.
Compact Position
In this game situation there are a number of made points in close proximity to each other and one or two gaps.
Confetti
The kind of payment a player can expect to receive from a dishonest opponent.
Confidence Interval
A value scale that provides a good estimate of a rollout's convergence value. For instance, a 75%-confidence interval indicates that there is just a 25% possibility that doing the same rollout multiple times will produce an outcome outside this range of values.
Connected Position
When a player has all fifteen of their checkers are in close proximity to each other. It is likely that this connected position will be maintained.
Consolation Division
By way of compensation this competition may be organized for players who are removed from the main game of an elimination tournament at a preliminary stage.
Consolation Flight
By way of compensation this competition may be organized for players who are removed from the main game of an elimination tournament at a preliminary stage.
Consolidate
When a player decrease their number of blots. Quite often this precedes offering a double.
Consultation
Where members of the team suggest strategy to the captain of a chouette.
Contact Position
A state of affairs where the opposing checkers have not yet been moved past each other. The game is open for one player to hit or block their opponent.
Contain a Checker
Blocking or hitting the other player’s checker to stop it getting away to its own side of the board.
Control a Point
Control of a point is gained by putting at least two checkers on it. Only the one who controls this point is permitted to move extra checkers to that point.
Control the cube
An expression applied to the last player to accept a double. This player puts the doubling cube on their side of the board.
Convergence Value (of a Rollout)
This is a value that the rollout reaches following repeated trials. Another way of understanding this value is viewing it as the outcome of performing a rollout to the power of infinity.
Correspondence Games
Backgammon via email.
Count
May refer to the point count, or to the relative position of the players' point counts. The one who has the lower point count is considered to be in the lead in the count.
Counter
Another term for a checker.
Counterclockwise
If a player’s checkers are arranged to bear off to the right, they can be described as moving counterclockwise. In this situation the other player’s checkers go clockwise.
Counterplay
Possibilities to retaliate and go from the defensive to the attack.
Count the Position
To enumerate the players' point counts to discover the leading player and the extent of their lead.
Coup Classique
Victory that springs from almost certain defeat. Player X bears off twelve checkers and leaves only three checkers on their two-point. Player Y remains in the fight with a sole checker on their one-point and their remaining checkers positioned to block player X’s checkers an maybe hit both of them or at least one of them. This victory is a great morale booster for the victor and has the opposite effect on the opponent.
Cover a Blot
The addition of a second checker to a blot – this makes the point.
CPW
Cubeless probability of winning, means, as the name implies, the chance of winning without double cubing.
Cramped
A position that is relatively immobile.
Crawford Game
The preliminary game in a contest following one of the players getting within a single point of victory. It is not legal to double the cube in this game.
Crawford Rule
Named after the well know player John R. Crawford, this rule states that if a player gets within a single point of victory, the next game cannot be played with a doubling cube. The game where the doubling cube is not allowed is called the Crawford Game. Following this game, the doubling cube comes back into the play.
Crew
This term is used in the chouette version of the game for members of the team led by the captain and competing with the lone player known as the box.
Crossover
Taking a checker from one quadrant of the board and putting it an adjoining quadrant.
Crossover Count
How many crossovers are required to return all of a player’s checkers home and afterwards bear them off.
Crunch
If a player is compelled to leave advantageous points because there are no other plays available to them. It is commonly used to describe a situation when a player is pushed to conceal checkers deep within their home board.
Crunching Position
This is a priming game in where one of the competitors is on the edge of collapse.
Cube
Also known as a doubling cube. It is a little larger than the regular dice and has on it numbers 2, 4, 8, 16, 32, and 64. Players use this cube to keep track of the increase in the amount wagered in the game, and of the player that is next allowed to double.
Cube Action
The range of cube choices available from a certain position, including the decision whether or not to double (for the player with the right to throw the dice), and the decision of the opposing player to accept the double.
Cube Decision
The option of whether or not to offer a double, and the opposing player’s option of accepting or declining this offer.
Cubeful Equity
During a wager using the doubling cube, this expression describes a position’s absolute value for a player in relation to the initial amount wagered. The factors taken into account include the cube’s present value, its ownership, and future doubling possibilities. When this term is used in connection to a backgammon tournament, it describes the chance of victory from the player’s current position.
Cubeful Rollout
An estimate of the current position’s value to the player that is obtained via a computer, and while the doubling cube is in use. The players’ decisions regarding offering and accepting doubles are made in the course of the play. These trials can have varied conclusions, ranging form a dropped double to a cube at 4 or higher. Although they offer a better simulation of real games than the cubeless rollouts, they are more prone to error due to cube misplays, and a wider range of values are produced.
Cube Handling
Cube decision-making talents.
Cube in the Middle
A cube positioned midway between the players, prior to doubles being offered.
Cubeless Equity
The worth of a position to a player when the game is not conducted with a doubling cube. The Cubeless Equity can range between -3 and +3. Mathematically it may be expressed as Cubeless Equity = P(W) + P(Wg) + P(Wbg) - P(L) - P(Lg) - P(Lbg). In this equation P(W) represents the chance of victory in the game, whereas P(Wg) represents the chance of victory in a gammon, or backgammon. P(Wbg) represents the chance of victory at backgammon, while P(L) represents the chance of defeat in this game, P(Lg) represents the chance of defeat at a gammon, or backgammon, and P(Lbg) represents the chance of defeat at backgammon.
Cubeless probability of winning
This means, as the name implies, the chance of winning without double cubing.
Cubeful Rollout
An estimate of the value of a particular position to a player that is done with the doubling cube during a play. All relevant cube choices are made in the course of acting out this position. Consequently, there are going to be attempts that will end in a dropped double while others will end with the cube at 2, or 4, or higher. Cubeful rollouts produce more accurate simulation of real games than the cubeless rollouts, but they have the disadvantage of a greater variability and hence the convergence can take so much longer. In addition the possibility of systematic errors increases with cubeful rollouts due to cube misplays.
Cube Ownership
The player with the right to make the next double. When the game starts the cube is in the center and either player may double. Once a player accepts another player’s double, they acquire ownership of the cube, and have the right to make the next double.
Cube Play
Can mean offering a double, or responding positively or negatively to the opponent’s offer of double. It is also used to describe the talent for making good cube choices.
Cube Proxy
Used for a player in a chouette version of the game who handles the cube for another player who is absent from the game for a short while.
Cube Reference Position
A position where the right cube action is known and hence it can serves as a benchmark for judging comparable positions.
Cup
The container in which the dice is shaken.
Current stake
The opening amount wagered that is then multiplied by the value of the doubling cube.
Dance
A dice throw that does not succeed entering that player’s checker from the bar.
Dead Checker
A checker that is deposited deep in a player's home board where it has no use.
Dead Cube
A term applied to doubling cube that no longer has any doubling value. In a match situation this term is used for a cube owned by a player who has no reason to double.
Dead man
A checker that is deposited deep in a player's home board where it has no use.
Dead Number
A certain dice number that cannot be played from the current position.
Decline a Double
The player does not accept a double.
Deep
When used in relation to a low-numbered point this term usually refers to the first or second point.
Deep Anchor
As in player X has an anchor on player Y’s first or second point.
Deuce
A thrown dice that landed on 2.
Deuce-Point
Another name for the second point.
Dice
Two cubes that are marked with from one to six points. Backgammon dice normally have rounded corners so that they will roll well. The player throws a pair of dice when they begin their turn and they move their checkers accordingly.
Dice Combination
This is one of the 36 possible throws obtained with two dice.
Dice Cup
This vessel may be made of leather or plastic, and it is used to shaking and throw the dice. It is common to use a ridged vessel to improve the dice throw and make it more difficult to fix the outcome of the throw.
Dice Manipulation
An illegal method of trying to control the outcome of the dice throw.
Dice Mechanic
Someone who has learned how to unfairly influence the outcome of the dice throw.
Die
Relatively uncommon singular form of dice.
Digital Clock
An electric chess clock that uses a LSD display to indicate the time left to each player. When the clock shows 00:00 the player’s time is up. Often these types of clocks include a time delay option that is a very suited to the needs of backgammon players.
Dilly Builder
An extra checker that is positioned deep in a player's home board and that only bears on points within this home board.
Direct Hit
With the result of a single die, a player is able to hit an opposing blot.
Direct Range
How far a player is able to hit a blot based on a single number from one die. The blot needs to within six points of an opponent’s checker to be in such a danger.
Direct Shot
When a player can hit an opponent’s blot six points or less away from one of their checkers with just a single die number.
Disengage
Giving up on hitting the opponent’s blocks and concentrating on getting one’s checkers home.
Disjointed Position
A state where a player’s checkers are divided into groups with large spaces between them.
Diversification
When a player disperses their checkers to improve the number of advantageous throw on their next turn.
Division
In a backgammon tournament players may be assigned according to their experience or talents into a particular division.
DMP
Double match point.
Double
Before a player throws a dice, they are offered the opportunity to continue the game at double the current stakes. A player can decline the offer but this means they must give up the game and lose the present stakes. If a player accepts a double offer they assume ownership of the cube and get the sole right to make the next double in the same game.
Double Bump
A double hit.
Double Direct Shot
A double shot.
Double Ducks
A dice throw of 2-2.
Double Elimination
In a backgammon tournament rule where a player can continue playing until they lose twice.
Double Game
A finished backgammon game where the losing player has not succeeded to bear off any checkers.
Double Hit
If a player manages to hit two of the other player’s blots in a single turn.
Double Jeopardy
The chance of unfavorable dice throws for both the next and the following turns.
Double Match Point
This can describe a game where each player lacks a single point to attain victory, or where the doubling cube has reached a high enough point that whichever player wins, becomes the victor in the game.
Double Oneself Out
A player offers a double, and if their component accepts this bid, it can gain the match for that player providing they go on to win this game.
Doubler
Refers to the doubling cube.
Doubles
A couple of dice thrown that have the same numbers on top.
Double Shot
A blot that it is possible to hit in two different ways, or alternatively a couple of blots that can both be hit in one way only.
Doublets
A couple of dice thrown that have the same numbers on top.
Doubling Block
Another term for the Doubling cube.
Doubling Cube
A cube that is a bit larger than a standard die. Instead of the markings from one to six it is marked with the numbers 2, 4, 8, 16, 32, and 64. This cube is used to keep track on an increase in wagers and whichever player has the next right to offer a double. This doubling cube is positioned centrally and has the number 64 on its upper face. When a player offers a double, they turn the cube to its next higher value and give it over to the opposing player. If the other player accepts this double offer, the player puts the cube on their side of the board and takes the ownership of the doubling cube.
Doubling on the Come
Proposing a double in expectation of a good dice toss.
Doubling Rule
A cube-handling rule for pure race situations. Player X should double if player’s Y’s point count is 8% or more than their count, and redouble if player’s Y’s count is 9% or more that their count. Player Y should agree to the double if their point count is not more than 12% greater than player X’s account.
Doubling Window
This can refer to the array of game victory probabilities that are both a proper double and a proper take. Alternatively, it can refer to the array of game victory probabilities that would be a proper double and a proper take if none of the players was able to use this cube another time.
Draw
A lottery for the teaming up of players in a competition that decides who play against whom or allows a player to proceed to the next round without having to contest a game (byes).
Drop
If a player refuses a double offer, they drop out of the game with the current amounts wagered.
Dropper
A player in a computerized backgammon games avoids lowering their rating by abandoning a match they stand to lose before the result is recorded.
Drop Point
The highest game winning probability where it is considered right for a player to decline a double, or the point where it is equally advantageous to the player to accept a double or to decline it.
Drop-Take
This expression is used in the chouette version of the game to describe a deal between two players concerning their response to an offer of a double by the box. One of the players agrees to accept the double, while the other player agrees to decline the offer, and both players plan on pooling their joint gains or losses, as maybe.
Ducks
A throw of 2-2 on the dice.
Duplicate Backgammon
In a backgammon tournament multiple sets of players compete with the identical dice throws in different games and then assess the outcomes.
Duplicate Dice
A series of chance dice throws are used to analyze two or more positions. It is thought that fortunate throws for one of these positions are also likely to be fortunate for the other position, and therefore when the outcome is assessed less of the difference is going to be due to chance.
Duplicate Tournament
In a backgammon tournament multiple sets of players compete with the identical dice throws in different games and then assess the outcomes.
Duplication
A backgammon position that permits the same number to be used in several ways, for instance to hit either of two blots.
Dutch Backgammon
A version of backgammon where play commences with all the checkers off the board.
Dyscommunication
The reduction of flexibility resulting from having spare checkers exactly six points away from each other.
Early Game
The opening moves of a game, before the a particular strategy has been decided upon.
Early-Late Ratio
This ratio expresses the cost of a player doubling a little before the other player’s point or a little afterward. A number of factors can cause the ration to vary including the match score, and the level of the cube. The ratio helps decide how determinedly the player should double to avoid getting into a position where the opposing player will reject his double.
Edge of a Prime
A point not occupied by checkers in front of a prime.
Effective Pip Count
The average number of dice throws needed to remove all of a player’s checkers that is then multiplied by the average point value of a dice throw (49/6 points). This value equals the actual point count plus the position wastage.
Efficient Double
A double offered at a point where it can have the greatest effect since the other player has good reason to agree of refuse the offer.
Eject
Resigning an ace-point game so as not to lose a backgammon or a gammon.
Elimination Format
This is used in backgammon tournaments with half of the participants knocked out each round until only the victorious player remains.
Elo Ratings System
A system of rating backgammon players devised by Arpad Elo for the U.S. Chess Federation in 1960.
EMG Equity
Also known as-money-game equity.
End Game
This describes the state of a game where one of the contestants starts to bear off.
Enter
If a player takes a checker from the bar and puts it on an open point in the other player’s home board in response to a dice thrown. This is the only move permitted when a player has a checker on the bar
EPC
Effective pip count.
Equity
How much a position is worth to a certain player. The calculation is based on the total of the values of the possible results from a certain position and each value is then multiplied by the chance of it occurring.
Equivalent-to-Money-Game Equity
This calculation is often used in matches to compare the extent of errors in various games. Victory in a single game at the current cube value is recorded as +1 whereas losing the game at this current cube value is recorded as −1.
Error Rate
This is expressed as the average equity lost per move in response to errors in the game. This measurement may be made in match-success probability or EMG equity.
Escape
Getting your checker through the opposing player’s blockade.
Establish a Point
Gain a point.
Eureka
An uncomplicated version of the game that has each player starts beginning with two checkers on their one, two, and three-point positions, and three checkers on their four, five, and six-point positions.
Exposed Checker
A blot that is exposed to a direct hit.
Extras
In the chouette version this non-obligatory rule states that if only a single player in the team accepts the box's first double offer, then that player must also accept an extra 2-cube from whichever team member wants to pay him a point.
In the case of play for a wager, the Extras rule states that if a double is offered and accepted, the one proposing this offer can give other player an extra cube at the same level along with 50% of its value. This other player is now left with two cubes that can be used at the same time, or separately, for making doubles.
Fan
Not entering a checker from the bar after it has been hit.
Fast Board
A position at the end of a game where the player expects to take off two checkers with each dice throw
Favorite
The player who looks like they are going to be the victor.
Fevga
A Greek game resembling Moultezim. Players begin at opposing angles of the board and proceed in the same direction without any hitting, and with a single checker controlling a point.
FIBS
Stands for “First Internet Backgammon Server”. This is a computerized site for international backgammon games.
FIBS Rating
The position assigned to a player according to their performance against competitors. The starting rating is 1500 and it increase with victory and decreases with defeat by a amount dependent on whether the victor is the favorite or the underdog.
FIBS Rating Formula
The player positioning-scheme (rating) used on FIBS.
Field Goal
If a player is able to hit two checkers that are two spaces apart and they throw a number that lands between these checkers.
Finalist
A competitor in the last round of an elimination tournament.
Finals
The closing game of an elimination tournament that decides the final victor.
Fischer Clock
A specially adapted chess clock so that a certain amount is added to a player's following each move. Backgammon players prefer this clock to the analog clock but it is not as favored as a digital clock with a time delay feature.
Fish
Expression for an unskilled player willing to accept high wagers.
Five-Point
The fifth point in a player's home board, as calculated from the board edge to the bar. It is an advantageous point to take at the start of a game.
Flexibility
The extent to which checkers are ordered to permit the most future dice throws for a comfortable game.
Flight
The list of competitors in an elimination tournament.
Flunk
A player misses a chance to enter a checker from the bar.
Fly Shot
A chance to hit the other player’s blot with the numbers of both thrown dice taken together. In particular, a dice throw that hits a blot that is distant from the other player’s one-point.
Fold
Decline a double offer.
Forced Play
A dice throw for which there is only one legal move.
Forward Anchor
An advanced anchor.
Forward Game
A strategy the aim of which is to quickly enter into a pure race, or any game strategy apart from the back game.
Four-Point
The fourth point in a player's home board calculated from the board the edge and towards the bar.
Free Drop
In match after the Crawford game is completed and the losing player is left with an even number of points (4) to go, the player in the lead may refuse a double and this will not lessen the number of games the opposing player must win.
Freeze a Builder
Use a checker to block a point held by two of the opponents’ checkers and thereby limit the use of those checkers as builders.
Freeze-Out Match
This backgammon version starts with the players having a set amount of money or points and the game proceeds with table-stakes betting until a player loses his stake.
French Backgammon
In this version the players begin with all their checkers off the board, and doubles are played with both dice sides.
Front a Prime
If player X makes a point right in front of player Y’s prime.
Frozen Cube
Another term for a Dead Cube.
Full Prime
A prime made up of six consecutive points that complete a blockade on the opposing player.
Gain a Tempo
To hit the other player’s blot and thus cause him to lose the number one of the two numbers in a dice throw.
Game Plan
A scheme for winning the same. The best-known ones are run, block, and attack.
Gamesmanship
Taking unfair means to seize an advantage in the game, for example, by distracting the other player.
Game Winning Chances
The chance of victory in the current game if it proceeds to the end with no doubling cube.
Gammon
A finished game where the loser failed to remove checkers. This is also known as a double game as the victor gets double the value of the doubling cube.
Gammon Count
The least amount of points a player needs to throw the dice to bring all their checkers home and remove their first checker, thus avoiding a defeat at gammon.
Gammon Cube
Also known as the Jacoby rule.
Gammon-Go
A case in match play when the player is not concerned over losing a gammon but has much to gain from winning.
Gammonish
A situation with a higher than regular gammon rate.
Gammon Price
The comparative worth of victory at a gammon, when compared with the worth of winning a single game. The gammon price is calculated as GP = (WG - W) / (W - L), in which formula WG = worth of a gammon victory, while W = the worth of victory in a single game, and L = worth of defeat at a single game. When playing for money, the gammon price is 50%. In match play, the match score and the doubling cube level affect this price.
Gammon Rate
Probability of a game ending in a gammon or a backgammon if it is finished without a doubling cube. The Gammon rate can refer to a certain game in progress or it may be used in a general sense. The single player's gammon rate is a fraction of their gains that are gammons or backgammons.
Gammon-Save
In match play if victory at a gammon lacks value, while losing is likely to be expensive.
Gammon Vigorish (Vig)
Extra equity generated by the possibility of victory at a gammon.
Gap
The gap or gaps found between made points.
GG
Gammon-go.
Gin Position
A certain victory position.
Gioul
A Levantine game where a lone checker can control a point and doubles are very potent.
Girls (The Girls)
A throw of 5-5
Give a Little Present to
Another word for a Double.
Giving for Game
When a chouette player announces that they are willing to pay the captain or another team member the full wager at which the game now stands for the right to take over their games. This offer is made because the player wants to double the box while the other players are opposed.
GNU Backgammon
A computerized version of backgammon that includes game-analysis. GNU is free software.
Golden Point
An expression originating with Paul Magriel in his book Backgammon. It refers to the other player’s five-point, the favored place to construct an anchor.
Go Out
Gaining the required points for a victory.
Greedy Bearoff
In some computerized versions of the game the server can automatically bear off the largest number of checkers possible.
Greek Backgammon
Also known as Tavli.
GS
Short for Gammon-save.
Guff (Guffy)
The player's one-point.
Gul Bara
A Levantine version of the game where a single checker controls a point and doubles are very potent.
GWC
Game Winning Chances: the chance of winning the current game if it is continued to the end without doubling.
Half a Roll
Refers to one of the 2 numbers on a set of thrown dice.
Half-Crossover Method
A point counting method originating with Douglas Zare.
Handicap
This is an advantage given to a weak player to even out the match, for example, the weaker player may be allowed to go first or begin the game with ownership of the cube.
Hara-Kiri Play
The player allows their blots to be hit or to be sacrificed to gain time to save more valuable points.
Head-to-Head
Two players set against each other for cash.
Heavy Point
More than three checkers are on this point
Hedge
Two players make a side bet between themselves just before they go to take part in the concluding rounds of a tournament, and the idea of this bet is to make sure the loser will receive some compensation, for example, part of the winner’s prize.
Hit
A player lands their counter on a point where their opponent’s counter is positioned, and thus putting this blot on the bar.
Hit and Cover
After hitting an opposing blot the player goes on with this checker to cover their own blot.
Hit and Pass
After hitting an opposing blot the player proceeds to bring the checker to safety.
Hit and Run
After hitting an opposing blot the player proceeds to bring the checker to safety.
Hit and Split
When a player hits a blot with a single number and at the same time splitting their runners with the other number. In this way the player can protect their advanced split checker.
Hit Loose
A player hits an opponent’s blot but they leave their own blots in danger of a return hit.
Hit Off the Edge of a Prime
To keep an opponent’s blot from escaping a player can hit an opposing blot on an open point before a partial prime.
Holding Game
A game plan used when a player has a higher point count than their opponent in a race and the opponent has escaped their runners. In this case the player makes an advanced anchor on the opponent’s side of the board and retains it as long as possible to hinder the opponent from safely bearing.
Holding Point
A defensive point a player controls during a holding game, commonly the other player’s fourth, fifth, or bar-point.
Holland Rule
An not obligatory rule in match play that was commonly used twenty years ago but is now infrequently used. It states that after the Crawford game a player cannot double until at least two dice throws have been made by both sides. The rule is named after Tim Holland
Home
Home board.
Home Board
The segment of the board where a player’s one-point through six-point are situated. The checkers are moved to this area just before they are borne off. The opposing player needs to use this area to enter any of their checkers sitting on the bar. This area is also called the inner board or inner table.
Horizon
How many plies are played in each shortened rollout trial. A rollout shortened after ten plies is described as having a 10-ply horizon.
Hustler
A player convinces another player to join in game even though they are disadvantaged.
Hyper-Backgammon
A backgammon version with both players having three checkers each.
Illegal Move
Making a move that does not match to the dice throw according to the backgammon rules. Upon a request from another player the offending player must put right before the victimized player throws their dice for their own turn.
Illegal Moves Rule
The regular backgammon rule that lays down that if player X makes an illegal move, player Y can allow this or can ask the error to be put right. The request should be made before this player throws the dice for their own turn. After this correction is made, the offending player can make any legal move they want.
Illegal Play
A play that does not match the dice throws according to the backgammon rules. Upon a request from another player the offending player must put right before the victimized player throws their dice for their own turn.
Illegal Position
A position that cannot be gained throw legal dice throws, for instance, if both the players close out with checkers on the bar. This illegal pay has to be corrected.
Inactive Builder
A checker that is now in a prime or a block but may be used afterwards to make another point.
Indirect Hit
A hit using the numbers on both dice together.
Indirect Shot
The chance to hit another player’s blot by taking the numbers on both dice together. Also called a combination shot.
Initial Double
A player offers a double while the cube is still in the middle, in contrast with a redouble where the doubling player takes ownership of the cube.
Initial Stake
The sum wagered at the commencement of a backgammon game. When the game concludes this sum is multiplied by the doubling cube’s final value, and it is multiplied by another 2 providing the victory is a gammon, or 3 if the victory is a backgammon.
Initiative
This is applied to a situation where a player has the choice to build their position or go on the offensive against the other player, and this other player has no choice but to make forced plays to stave off disaster. In this case the initiative rests with the first player.
Inner Board
Refers to the home board.
Inner Table
Refers to the home board.
Intermediate Division
In a tournament this category is used for players too experienced for the novice section but they don’t want to take part in an open category.
Intermediate Level
This player has more experience than a novice but not yet reached the level of an advanced player.
In the Air
Another expression for on the bar.
Irish
A game considered the European ancestor of backgammon. In this game double dice throws are played but there are no gammons or backgammons
Jackpot
This is an elimination event that usually takes a high participation fee and only the winner and runner-up get financial prizes.
Jacoby Paradox
An advance in an opposing player’s position can make redoubling the right decision when a player on roll has ownership of the cube and there remains just one last opportunity to redouble. This paradox is named after Oswald Jacoby.
Jacoby Rule
This is a common rule popular in wagers. The rule states that gammons and backgammons are considered a single game if none of the players has proposed a double in the course of the game. The idea is to increase the pace of the play by removing situations that encourage a player to avoids doubling in order to play on for a gammon.
Jacquet
A French game with players starting at opposing corners and they go around the board in the same direction.
Janowski's Formula
Rick Janowski developed this equation and it is used to estimate match equity for a certain store score. If X represents the gap in match score and Y represents how many points the player who has fallen behind has to go, the chance of the leading player’s victory.5 + .85X / (Y+6).
Jellyfish
The first marketed backgammon program (1994) named after TD-Gammon.
Jeopardy
Possibility of difficult rolls on a coming turn.
Joint Standard Deviation
The regular variation of the divergence between two rollouts: JSD = sqrt(SD1*SD1 + SD2*SD2). Used to assess the statistical importance of the result.
Joker
A really good dice throw, in particular one that changes the anticipated results of a game. Considered a very fortunate throw.
JSD
Joint standard deviation.
Junior
Applied to the back checker that is as far back as can be.
Kamikaze Play
If a player breaks points in their home board with the idea of gaining time to save more valuable points.
Kauder Paradox
This is a term in play for stakes using the Jacoby rule that describes both a first-rate double and a proper beaver. Through doubling, the underdog can exploit to the full their potential gammons, thereby increasing their equity, but as long as this equity is not positive, the opposing player ought to beaver.
Key Point
This point is needed to close a prime in front of an opposing player’s runners. Usually these points are the fourth point, the fifth point, and the bar-point.
Kibitz
Has several meanings, including viewing a game or making remarks in a game that can be heard by the players.
Kibitzer
A game observer who is supposed not to comment on the game within the players hearing.
Kill a Checker
To move a surplus checker deep inside the home board where it has no use.
Kill a Number
To make a position where a certain dice number cannot be played on the next turn. For instance, killing 6's, allows a player to keep their timing during a priming contest or while they are trying to defend themselves against a back game.
Kleinman Doubling Formula
This is rule for cube handling applied to pure race situations. Calculate K = (D+4)*(D+4) / (S-4), where D represents the point with the other player’s count subtracted, and S represents the total of the point count. This formula takes it name from Danny Kleinman.
Knock Off
To hit a checker.
Knockout Tournament
A competition where the players continue to play until they lose and are knocked out.
Ladder
Used for a continuous competition where players are rated according to skill. A player can challenge another player with a higher rating, up to a certain number of steps away. If the challenger succeeds their rating improves and the opponent’s rating declines. This term is also applied to the chart showing the ratings.
Last Call for Breakfast
A player's final chance to make a dice throw to provide them with the possibility of victory in the game, or of saving a gammon.
Last Chance Event
This is a competition arranged for players who lose in previous rounds of a tournament.
Last Roll Position
From this position the following dice thrown can determine the game outcome. A player ought to double if they have more than a 50% chance of winning the game and the opposing player should accept the double if they have more than 25% victory chances.
Latto Paradox
From this position the first double is incorrect but redoubling is correct. It is named after Andy Latto.
Layout
Also known as starting position.
Leader
A player who is leading in the game.
Legal Move
This move corresponds to the dice throw according to the rules of backgammon.
Legal Moves Rule
This states that the opponent must point out an illegal move if they see it, and then the offending player must correct the move. The other player cannot allow the move to stand.
Legal Play
This game corresponds to the dice throw according to the rules of backgammon.
Liability
A factor that can damage a player’s, for example too many blots.
Liby's Rule
This general principle states gives a 17% possibility of victory to a defending player in a well-timed ace-point game.
Lipped Cup
A container that holds the dice, it is ringed inside to give a dice throw that is hard to manipulate.
Live-Cube Rollout
An estimate of the current position’s value to the player that is obtained via a computer, and while the doubling cube is in use. The players’ decisions regarding offering and accepting doubles are made in the course of the play. These trials can have varied conclusions, ranging form a dropped double to a cube at 4 or higher. Although they offer a better simulation of real games than the cubeless rollouts, they are more prone to error due to cube misplays, and a wider range of values are produced.
Loaded Dice
Dice that have been tampered with to give an uneven distribution of rolled numbers.
Lock Up a Point
To make a point.
Long Backgammon
LongGammon.
LongGammon
A version of the game where both players commence with fifteen checkers on the opponent player's one-point.
Loose Checker
A blot.
Loose Hit
This hit leaves a blot in a player's home board that is open to a direct return hit from a single dice number.
Loose Play
Moves that leaves blots in an exposed position.
Lose One's Market
Change in a player’s fortune so that now the other play will not accept their double but previously they would have accepted it..
Lover's Leap
An opening dice throw of 6-5 from player X’s one-point to player Y’s 13th point.
Luck Factor
The equity that is won or lost as a result of dice throws during the match. The luck associated with a dice throw corresponds with the equity variation of the position before the throw compared with the post-throw position.
Luck Reduction
A variance reduction method that alters the trial result in line with an estimate of the luck associated with the dice throws.
Magriel's Safe-Bold Criteria
Six rules that decide if a situation warrants safe play or aggressive play. Namely, (a) player X’s home board strength; (b) anchor found in player X’s home board; (c) player Y’s home board strength; (d) blots in player X’s home board; (e) number of checkers player Y has back and (f) number of checkers player X has back. The first and last factors support safe play, and the others aggressive play. Named for Paul Magriel.
Main Division
The main group of players in a competition
Main Flight
In this elimination tournament group players start and compete until they lose, and the highest prize is offered.
Major Split
When a player moves one of their two runners from the opposing player’s one-point to the opposing player’s four-point or five-point position.
Make a Point
Putting a couple of checkers together on a point to make a block or anchor, and so prevent the other player from landing on this point.
Make One's Board
If a player manages to close all the points in their home board.
Man
Another name for a checker.
Mandatory Beavers
A non-obligatory rule in the chouette version of the game that states: if only a single player accepts the box's initial double offer, that player has to also beaver; or they are compelled to decline the double along with the other players.
Mandatory Double
A match play situation with the doubling cube having attained such a high level that the leading player looks certain to win; and therefore the opposing player has nothing to lose by doubling. This applies to any post-Crawford game, where the player who is not leading ought to double as soon as they can.
Mandatory Extras
This non-obligatory rule for the chouette version of the game states that if just a single team member accepts the box's initial double, that member must accept an additional 2-cube from any other team member that wants to give him one point.
The term is also used for a non-obligatory rule in wagers that states that if a double is tendered and accepted, the player tendering the double may give the other player an additional cube at the same level plus a sum equal to 50% of its value. The player who gets the additional cube finds themselves with two cubes and can use them together or separately in future doubles.
Mandatory Take
After a-Crawford game, if the leading player is offered a double and the player behind them has an odd number of points to go, they should almost always agree to the double. For instance, if the opposing player is 5-away from the leading player, taking and losing two points means the opponent still need 2 games or a gammon for victory.
Man in the Box
The player in a box is in a very tight position. This is frequently applied to a player in a chouette who stands alone against all the other players.
Manny Wong Proposition
Player X whose turn has come up, has a couple of checkers on each of their lower three home board points, and three checkers on each of their upper three home board points. Player Y has a checker on the bar, six checkers borne off, and their other checkers on their one-point and two-point. The question is should player X propose a double and should player Y agree.
Market (for a Double)
The chance to propose a double that is going to be accepted by the opposing player.
Market Gainer
A series of dice throws for two players that change the situation in the game so that now one of these players is willing to accept a double.
Market Loser
A series of dice throws for two players that change the situation in the game so that now one of these players is willing to decline a double. The number and size of market losers are a major factor in doubling decisions.
Market Losing Sequence
Market loser.
Match
Competition between two players concluding when one of them reaches a certain number of points, normally an odd number.
Match Equity
Can mean a player's chance of a victory from a certain score or the value of a position in relation to the present score and cube level, usually expressed in terms of probable victory.
Match Equity Table
The table indicates the chance of victory in a game based on various scores.
Match Play
A form of competition where two players contest a set of games until one of them attains a certain point score. The doubling cube can be used but not in the Crawford game. Automatic doubles, the Jacoby rule, and beavers are not used.
Match Winning Chances
A player's chance of victory.
Material
When a player brings a checker onto their home board and it bears on one of the points they desire to make.
Mechanic
Someone who has learned how to unfairly influence the outcome of the dice throw.
Mechanical Play
This move is so clear it is done with little attention paid to it.
MET
Match equity table.
Mexican Backgammon
A type of backgammon resembling Acey-Deucey where a throw of 1 and 2, (a Mexican), gains an extra turn.
Middle Game
The main game that is played once the players have decided on their strategy.
Mid-Point
One player’s thirteen-point or the opposing player’s twelve-point, where five checkers are sited when the game starts.
Minor Split
If a player moves one of their two runners from the other player’s one-point to their two-point or three-point.
Misere
A variety of the game where the aim is to be the final player to bear off all their checkers.
Mixed Roll
A couple of thrown dice with diverse numbers on their upper faces. .
Mobility
How much flexibility a position gives to throw the dice freely while preserving the position's major advantages. It serves as a balance between made points and spare checkers.
Modern Backgammon
Term that dates from 1920's and early 1930's when new rules were introduced, including the doubling cube and the chouette game. More recently the term has been applied to a type of play motivated by computer analysis.
Money Management
A player that carefully handles their stakes so that their funds last the entire session and to also reducing the tension in playing for stakes.
Money Play
Individual backgammon games where a wager is placed on the outcome. At the game’s conclusion, the loser pays the winner so many times the opening stake. The calculation uses the doubling cube and is multiplied again by 2 for a gammon or 3 for a backgammon The Jacoby rule is usually followed in these games, and players can also use automatic doubles and beavers.
Monte Carlo
Where the annual World Championship of backgammon is staged.
Motif
A Java computerized version of backgammon.
Moultezim
A Turkish version with players beginning at opposite angles of the board and proceed in the same direction. Hitting is not permitted and a lone checker can controls a point.
Move
Taking a checker forward as dictated by a number shown on one of the thrown dice. Legally the player can enter a checker from the bar (the only available legal option for this checker); or take a checker forward a certain number of points to an open point, maybe hitting the other player’s blot; or, when all of their checkers are in their home board, the player may bear off a checker,.
Move Around the Corner
If player X takes a checker from player Y’s outer board to their own outer board.
Move Down
To move around the corner.
Move In
If player X takes a checker from the bar to player Y’s home board, or if player X move the checker from their own outer board to their home board.
Move Off
Also known as Bear off.
Move Out
If player X moves a checker from player Y’s home board to the player Y’s outer board.
Move Up
To take a checker forward in the opponent's home board.
Mutual Holding Game
In this kind of game both players X and Y possess advanced anchors on the other player’s side of the board and are trying to prevent the opposing player to bring their checkers home.
MWC
Max Winning Chances – the probability of a victory.
Nack Blitz
A competition consisting of 1-point Nackgammon matches.
Nackgammon
A backgammon game that resembles the regular game with the exception of the starting position. The Nackgammon starting position has player X with 2 checkers on each of player Y’s one-point and two-point, 4 on the mid-point, 3 on the eight-point, and 4 on the six-point. The game is usually longer than the regular version because there are fewer checkers out front and liable to attack, and more checkers held back for anchoring and strategic moves. This version is named after Nack Ballard.
Narde
A Russian game that resembles the Turkish Moultezim backgammon version. .
Neil's Numbers
A mnemonic device used to assess match equity according to the current score. The player who is in the best position in the match has a 50% chance of victory plus their point lead times the relevant Neil's number. It gets its name from game expert Neil Kazaross.
Neural Network (Neural Net)
Software architecture deployed in leading backgammon programs such as Jellyfish, Snowie, and GNU Backgammon. A number of simple processors are linked via unidirectional numeric data paths. Altering the weights of the connections adjusts the network so that data entered produces the results desired.
NN
Stands for Neural network.
No-Brainer
Applied to a pure race or a straightforward choice.
No Dice
If both the thrown dice fail to come down in a flat position on the board to the right of the player, the throw is illegal and needs to be repeated.
Noncommitted Position
A number of different plans for winning are feasible from this position.
Nonprogressive Consolation
A competition arranged for losers of the first round of a main badminton tournament
Normal Game
A finished game that is not a gammon or a backgammon or alternatively a game where the loser has borne off at least one checker. The victor in a single game only gets the value of the doubling cube.
Normalized Match Score
A score translated into the amount of points required to win the match rather than the number so far attained. These scores are used in match equity tables.
Notation
How the moves of a game are depicted.
Novice Division
A tournament category for beginning or less skilled players, who want to avoid tough competition and heavy entrance fess to over divisions.
Novice Level
A beginning player.
N-Point Board
A home board that has n made points.
N-Roll Position
The player can bear off all their checkers in n rolls or less from this position. For instance, if there are ten checkers left on a player’s one point this would be a "5-roll position."
Nullo Play
A play that has no chance of producing any gains in a future series of future dice throws.
Odds
The relative chance of an event occurring, compared to that of it not occurring, or the opposite way round. Normally the high number comes first. For example, the chances of throwing a double 6's are "35 to 1 against".
Off (the Board)
Applied to checkers borne off the board.
One-Checker Model
This formula is used to calculate the possibility of victory in a pure race that goes on the players' point counts. A single checker on a infinitely long backgammon board symbolizes all of the player’s points. This formula overestimates victory possibilities in situations where wastage is not evenly balanced.
One-Point
Known commonly as the ace-point, the deepest point in a player's home board. This is the point that is the greatest distance away from the bar and closest to being borne off
One-Point Match
A backgammon version whose objective is to be the first player to bear off all of their checkers. This version has neither doubling cube, nor bonus for gammons or backgammons The maximum loss is a single point and therefore this version of the game lends itself to the “back game” strategy.
One-Sided Bearoff Database
This computer-generated bearoff database only takes into account the order of checkers on one player's side. The calculation is based on the idea that the player aims at each turn to minimize the average number of dice throws needed to bear off.
Online Backgammon
Competitive backgammon that brings players from around the world together over the Internet. Games can be for points or money.
On Roll
A player whose turn has come up. Player X is on roll as soon as player Y picks up their dice to end their turn, and prior to player Y throwing their dice to start their own turn. Only a player on roll can double.
On the Bar
The central ridge in a board where a checker is placed once it is hit. The player cannot move any other checkers until that checker is reentered to the board.
On Tilt
A player loses their cool and starts to play wildly.
Open Division
The principal category in a tournament that is open to everyone. A known as the championship division, it usually has the highest fee, the best players and biggest prizes.
Opening Game
The start of the game where players have yet to decide their strategies.
Opening Roll
The initial dice throw of game where both players throw their dice at the same time. This throw establishes which player goes first and which numbers are to be played.
Open Point
A place on the board that is not taken up by two or more of the opposing player’s checkers.
Open Tournament
A backgammon competition open to any players of any level.
Optional Reroll Rule
When this rule is applied it awards the winner of the opening dice throw the opportunity to re-throw both dice if he also sets the cube to 2. In this case the cube stays between the two players (centered).
OTB
Over the board. Face to face games as opposed to via the Internet.
Otter
An instantaneous redouble without resigning ownership of the cube, by the player who just agreed to a raccoon.
Outer Board
Points seven through twelve make up the outer board - the side furthest away from where players bear off their checkers.
Outer Table
Another term for outer board.
Outfield
Commonly applied to points nine, ten, and eleven on the outer board.
Outside Prime
An adjacent series of blocked points most of which are located in the outer board.
Overage
More points than are required for victory in the match. For example, if a player wins a game valued at 6 when they are just 2 points away from victory .
Overplay
More aggressive play that the situation requires.
Over the Board
Face to face games as opposed to via the Internet.
Own a Point
If a players has at least two checkers on a point thus blocking the other player from landing on it.
Owner of the Cube
Whichever player last agreed to a double in the game. This player puts the dice on their side of the board to show that they are the only ones with the right to make the next double.
Own the Cube
Cube ownership goes to whichever player last agreed to a double in the game. This player puts the dice on their side of the board to show that they are the only ones with the right to make the next double in this same game.
Parlay
A series of events following upon from each other. The likelihood of the entire parlay is equal to the result of the likelihood of the individual events occurring.
Partial Prime
A prime consisting of less than six consecutive points (2). .
Partner for the Box
In the chouette version of backgammon, if there are many players the box may be allowed to take a partner. The partnership is passed from the captain to the next in line. A partner can be selected by a lottery if there are no volunteers from team members.
Pass
Decline a double.
Pay Later
Play cautiously in the current position with the knowledge that later in the game a price will be paid in higher risk play.
Pay Now
Take a big risk in the current position with the knowledge that this avoids taking a much higher risk later on.
Pay-Now-Or-Pay-Later Decision
The question of whether or not it pays to take a big risk in the current position with the knowledge that this avoids taking a much higher risk later on.
Perfecta
The ideal dice throw, also known as a joker.
Pick and Pass
The player hits the opponent’s blot and brings their checker to safety in the course of this play.
Pick Up
To hit a blot.
Piece
Another term for a checker.
Pigeon
A person who has been cheated by a dishonest player.
Pip
Refers to the spots on the dice and the distance between points on the backgammon board.
Pip Count
How many points (or pips) the player needs to move their checkers home and bear them off. Each player begins the game with a pip count of 167 that divides as follows: 8 pips assigned to 2 checkers on the 24-point, 65 pips for 5 checkers on the 13-point, 24 pips for 3 checkers on the eight-point, with an additional 30 pips for 5 checkers on the six-point.
Plakoto
A Greek version of the game where players pin blots instead of hitting them.
Play
The set of moves a player does in response to a dice throw result.
Play Safe
Not to leave blots that can be hit.
Play Site
A backgammon server.
Ply
The sequence of actions followed by a player, and this is seen as estimating how far a player thinks ahead in selecting a play or investigating a position.
POH
Point on head.
Point
The term has several meanings. It refers to one of the 24 triangular board segments where the players’ checkers are positioned. These points are numbered for each player 1 to 12 along the board’s near side and 13 to 24 in the opposite direction along the far side of the board. A player's one-point is their opponent’s player's 24-point.
Points are also used in term of a made point (2 checkers together on a point), pointing on a blot (hitting it), and as a measuring unit for scoring. Games are valued at 1, 2, or 3 points (for a single game, a gammon, or a backgammon) times the number shown on the doubling cube.
Point Game
Obsolete scoring method. The winner gets a point for each checker in the loser's home board, 2 points if the checker is in the loser's outer board, 3 points if the checker is in the winner's outer board, and 4 points if the checker is on the bar or in the winner's home board.
Point on a Blot
When a player hits an opponent’s blot using two of their checkers simultaneously, so that the point is made. This is considered a powerful move.
Point on Head
To point on a blot.
Points per Game
A playing performance scale that corresponds to the total number of points gained or lost divided by how many games were played.
Poof
A version of backgammon where the lower number of a dice throw is always first player.
Portes
A slightly different Greek version of backgammon.
Position
How the checkers are positioned on the backgammon board.
Positional Play
Used to describe a game that stresses maintaining major points as opposed to blitzing the opponent, or a play decision that is controlled by strategic factors.
Position Card
A card that containing an image of a backgammon board that is used to mark a position.
Possession of the Doubling Cube
The player with the right to make the next double is said to be in possession of the doubling cube. When the game starts the cube is in the center and either player may double. Once a player accepts another player’s double, they acquire ownership of the cube, and have the right to make the next double.
Post-Crawford
Following the Crawford game.
Post Mortem
After match dissection of the results.
PPG
Points per Game.
PRAT
Stands for using "Position, Race, And Threats," as a basis for cube decisions. This suggests a player should double if they have an advantage the majority of these two areas. If a player has an advantage in all three areas, the player they offer the double to should decline.
Precision Dice
Dice that have been specially prepared so give improved shape and balance to other dice, and their pips are flat rather than dimpled.
Preclear
When a player preparing to bear off evacuates a high point in their home board while they still have checkers that have not been brought home. For example, if player X has an anchor deep in player Y’s home board, player Y may preclear if they are concerned over clearing a high point unharmed during the bear off.
Pre-Crawford
The stage before the Crawford game.
Premature Burial
When an over-cautious player moves checkers deep into their home board at an early point in the game.
Premature Roll
Player X throws the dice roll while player Y has still not finished their turn and took up the dice. Under American rules this move is invalid and the dice must be re-thrown. BIBA rules recognize the premature roll but allows player Y to alter their play in response to the changed situation.
Pressure
To move a runner forward so that it directly bears on one of the other player’s blots, and forces them to cover or move it or take the chance of it being hit.
Prime
Used for six successive made points. An opponent’s checker caught behind a prime cannot move until it is lifted. The term also refers to a number of successive made points.
Primed
Caught behind a prime.
Prime Fighter
If player X agrees to a double while they have checkers trapped behind player Y’s prime.
Prime-vs-Prime
A situation where both players X and Y have long primes trapping the other player’s checkers t behind them. Timing determines the winner.
Priming Game
In this game the main aim is to trap the opponent's checkers behind a prime.
Progressive Consolation
If players lose several opening rounds in a tournament they can get to take part in a consolation tournament. The progressive indicates that loser of later rounds in the main game are jumped to later rounds of the consolation game.
Prop
Another term for Proposition.
Proposition
A preset position that is played a number of times, often for money. It is used to decide a disagreement over the movement of checkers or a cube action.
Proxy
Another name for Cube Proxy.
Puff
The German term for backgammon or a German version where participants enter in the same quadrant and go round the board in the identical direction.
Pure Play
A play strategy that aims to make a prime. It involves speedily bringing builders into action, slotting for key points, making sure that checkers are in front of the opposing player’s checkers, and sacrificing checkers as required to save valuable points.
Pure Race
A game that has been turned into a pure race without any more blocking or hitting. Players aim to speedily get the checkers home and bear off.
Quacks
Also called Double ducks.
Quadrant
25% of the backgammon board playing area. The first quadrant consists of points 1 to 6, the second points 7 to 12, the third points 13 to 18, and the fourth points 19 to 24.
Quads
A 4-4 dice throw
Quarter Entry
A lone elimination tournament with four players, and preceding the start of a major tournament. Each competitor pays an entry fee that is approximately a little more than a quarter of the entry fee of the main event. The one of the four who wins goes forward to play in the main event.
Quasi-Random Dice
A method to decrease the part played by luck in a dice throw by making sure the numbers thrown in the first throws of each trial are fairly spread.
Quatre-Point
The fourth point in a player’s home board.
Quiet Play
A passive strategy to preserve the current situation.
Quiz Factor
A sufficiently interesting issue that it can be raised on a quiz.
Raccoon
Instant redouble by a player who just agreed to a beaver.
Race
A pure race or comparing each player’s pip counts to see who has the lowest count, and hence the lead.
Race Equity
Probability of success coming from deviations where there is no more hitting.
Rail
Another term for the bar.
Railroad Tracks
Putting all the checkers on a small number of points. Also referred to as candlesticks..
Rake
Charge from a backgammon gaming site for hosting games played for wagers. Normally this is a percentage of the winnings.
Random Error (in a Rollout)
Deviations in outcome of a dice throw due to chance. It comes from one party enjoying better fortune than the other. The random element can decreased by increasing the number of trials.
Random Seed
An integer that alone sets the cycle of dice rolls generated by a random number generator.
Rated Match
A game that contributes towards a player’s rating.
Rating
A position on a scale assigned to players according to their success against other rated players. Rates are increased according to wins and diminished by losses. The size of the ratings change takes account of the opponent player’s rating.
Rating Points
Points awarded to a player on the basis of their ratings.
Ratings Inflation
If players exit a ratings pool at a lesser rating than their entry rating. The lost ratings stay with the remaining players in the pool and thus this inflates their average rating.
Ratings Pool
Those taking part in the ratings system.
Ratings System
A way to determine ratings according to a player’s success so that the more skilled tend to have higher ratings in the course of time.
Recirculate
Deliberately let a blot to be hit to give the player time to save more important points.
Recube
Another term for redouble.
Recube Vigorish (Vig)
How much cube ownership is worth to the player that is offered a double; the extra value gained from being the sole player permitted to redouble.
Redouble
Any double apart from the first double in the game. Only one who last agreed to a double can redouble.
Reenter
A player reenters a checker from the bar after it was been hit.
Reference Position
This position has a certain value that is used to calculate the values of similar positions.
Refuse a Double
A players resigns the game at the present stakes if they do not accept the offer of a double rather than continuing at twice the stakes.
Resign
Surrender of the game. The player must state that they are resigning a single game, a gammon, or a backgammon and the other player must agree. This is not legal in a tournament until contact is broken.
Return Shot
The chance to make a revenge shot after a player has been hit.
Rim
Another word for a bar.
Robustness
Another term for mobility.
Roll
To throw a set of dice or a couple of thrown dice, each being numbered from 1 to 6.
Roll a Prime
When a player moves checkers from the rear of a prime to make a fresh point at its leading edge. Frequently slotting the point right in front of the prime does this.
Roll Out
Analysis of a position through playing it out multiple times, or use of a computer simulation to estimate a position’s worth.
Rollout
A computer simulation uses a series of trails to assign an average value to a position.
Roll-Over
A type of backgammon where players can reroll their own dice or asking for a reroll of the other player’s dice just once per game.
Roof
Another name for the Bar.
Root Number
A dice throw makes a position fall.
Round
A stage in a tournament during where the players compete with each other.
Round Robin Format
In a tournament setting this involves each competitor having their turn to take on each of the other competitors.
Run
To flee from a runner from the other player’s home board and quickly head for home.
Runner
Can mean one of the two checkers that start the game at the deepest point in the opposing player’s home board, or a checker placed on the bar or in the other player’s home board.
Running Game
When a player in the lead in the race attempts to bring their checkers home and bear them off while having a minimum of contact with their opponent. It is also used for the stage of a game after contact with the opponent ceases and the pure race commences.
Russian Backgammon
A version of the game where each checkers begins off the board, and the players enter in the identical quadrant, proceed in the same direction, and also bear off from the identical quadrant.
Safe
No risk of getting hit.
Safe-Bold Criteria
Another name for Magriel's Safe-Bold Criteria.
Safe Play
A cautious game that leaves a player’s blots in safe positions.
Safety a Checker
Put a checker in a safe position.
Safety Up
To cover a blot or move it to a safe place.
Sandbag
Where a player conceals their true skill level.
Save a Number
Give up a position where a certain number is going to play comfortably next throw in order to avoid having to destroy that position as a consequence of that particular dice result. Often this is done to try and a valuable point..
Save Backgammon
If player X manages to remove their checkers from player Y’s home board, before player Y can bear off their own checkers, and thus a defeat is avoided.
Save Gammon
If player X manages to remove their checkers before player Y can bear off their own checkers, and thus avoid losing a gammon.
Secure a Point
Same as to cover a blot.
Seed
An integer that alone sets the cycle of dice rolls generated by a random number generator.
Seeded Player
A player whose place in the pairing of contestants in a tournament is already established (seeded) to avoid them meeting other seeded players at an early stage pf an elimination contest.
Semiactive Builder
According to a dice throw this checker may be available to make another point.
Semifinalist
One of the four participating in the semifinals of an elimination tournament.
Semifinals
Penultimate round of an elimination tournament.
Settlement
Agreement to finish a game early. One player pays points to the other based according to the agreed value of the positions. This is usually not permitted in a tournament.
Settlement Limit
An attempt to contain the extent that a cubeful rollout varies. If the value assigned to a certain player goes beyond the settlement limit, the trial is ended here and reckoned as a double/drop.
Setup
Also known as Starting Position.
Shake
Shaking the dice in a cup prior to throwing it.
Shark
A skilled player that preys on weaker players and persuades them to play for high stakes.
Shesh Besh
A Turkish version of backgammon.
Shift Gears
Alter the game strategy
Shift Points
Sacrificing one point to make a neighboring point.
Shot
The chance to hit an opponent’s blot, either directly with a single number, or indirectly using both numbers of the dice played with the identical checker.
Shot is also a certain dice throw that may hit an opponent’s blot. In enumerating shots, each doubles throw is counted once while mixed rolls are counted twice to get a sum out of 36.
Shut Out
Same as close out.
Side Pool
A distinct tournament prize coming form extra non-obligatory entry charges. It is paid to the player who does best in the side pool. The side pool permits keeping the regular charge low but lets players willing to pay a bit more have the chance to win more.
Side Prime
Similar to prime
Silver Point
Applied to an opposing player’s fourth-point, which is the second best position for an anchor.
Simple Direct Shot
A blot that can be hit by a single dice number but not by the numbers from two dice throws.
Simulation
Another term for Rollout.
Single Elimination
A tournament competitor plays on until defeated.
Single Game
A finished game that is neither a gammon or a backgammon but the losing player has managed to bear off at least a single checker. The winner of this game only receives the value of the doubling cube.
Single Shot
A blot that is open to a direct hit one way.
Six-Point
The point next to the bar in the player’s home board (6th point)
Slot
Placing a lone checker on a point a player wants to make while planning to cover this blot on their next turn.
Slot and Split
To slot a checker in your own home board while your runners are split.
Small Play
A safe play when a bolder, more aggressive play is available. Compare: Big Play.
Snake
A backgammon version where a player begins with nine checkers on the bar and their other checkers are in the other player’s home board.
Snake Eyes
A dice throw of 1-1.
Snowie
A backgammon computer program.
Solid Prime
No gaps in the prime.
Spare Checker
A surplus checker available to hit or making a point without having to leave a blot.
Speed Board
A player reckons on bearing off a minimum of two checkers with every dice throw. This situation can occur if all the checkers are packed onto the three lowest points of the player’s home board.
Split
Move apart a couple of checkers that were together on a point and leave them as blots. Generally the split is made with checkers on the opponent’s one point position.
Squeeze
Put the opposing player at a disadvantage by forcing him into a position from where he can only make a damaging move. This might compel him to give up a valuable defensive point before being ready to so.
Stack
At least 4 checkers piled on a point
Staine's Rule
A non-obligatory rule stating that each double dice throw is only played once.
Stake
The wager made by players in a backgammon game. The current stake is the opening stake times the doubling cube value.
Stakes Play
Play for money.
Standard Deviation
A gauge of a dice throw’s random error. This throw will fall within a regular variation of its convergence value 66% of the time, within two standard variation s 95% of the time, and within three standard variation s 99.7% of the time.
Starting Position
The setup of the checkers at the beginning of the play. Each player starts with 2 checkers on their opponent's one-point, 5 checkers on the mid-point, 3 checkers on the eight-point, and 5 checkers on the six-point.
Stay Back
Not leaving the opposing player’s home board.
Stay Off
Not succeeding to enter from the bar.
Stay Out
Not succeeding to enter from the bar.
Steam
When a player loses patience and starts taking high risks.
Steamer
A player who lost their patience.
Stone
Another term for a checker.
Straggler
The final checker that needs to be brought home.
Straight Race
A pure race.
Strategy
The scheme for winning.
Stretched
A position without extra checkers or builder checkers and hence liable to awkward numbers; surplus points.
Strip a Point
Leave just two checkers on a point.
Stripped
A position without extra checkers or builder checkers and hence liable to awkward numbers
Stroke
To intentionally make an illegal move or over cheating.
Strong Board
A home board that contains a few made points.
Structural Play
A play that creates a strong point.
Suicide Play
Intentionally leave a blot to be hit so that the player can buy time to save more valuable points.
Swedish Tables
A version of backgammon where victory can be gained by ordering checkers into various arrangements within their home board.
Swing
Can indicate the parity in score between winning and losing a game, or the parity in a player’s equity before a dice throw and after it, or the variance between a fortunate and a less fortunate dice throw.
Swiss-Cheese Formation
This position has numerous gaps and only a few neighboring made points.
Swiss Format
A way to pair players in a tournament. The rules include no elimination of players, no player put against an other player twice, and sets of rounds that set players with comparable scores against each other.
Switch Points
Abandoning a point to make another, generally in the player’s home board.
Sydney
A dice throw of 1-6 to get out of a prime, commonly from the bar and frequently resulting in the hitting of a blot.
Sympathy Flight
Another name for a consolation flight.
Systematic Error
Unfairness that occurs in a dice throw due to mistakes in checker moves or cube play.
Table
Sometimes refers to the entire backgammon board, or to one of its four divisions.
Tables
A term for any game on a backgammon board, or a reference to the old Roman game Tabula.
Table Stakes
A form of wagering where players only put down a certain, predetermined amount. It guards players against major losses and brings greater equality to a game where funds are unevenly distributed.
Tabula
A Roman version of backgammon with players using three dice rather than two, and pieces moved round the board only in one direction. In England this game was called Tables.
Tactics
Calculations made in short-term play as opposed to long-term tactics, for instance where to hit a certain blot.
Tailgate
When player X starts to throw their dice prior to player Y taking up their own dice to finish their turn.
Take
To accept a double.
Take/Drop Proposition
A means of resolving disagreements about whether a position is a take or a drop through a set of games beginning with the disputed position. The player who argues that the position is a take, plays the taking side owning a 2-cube, and this player is awarded an additional point for every game played.
Take Off
Same as bear off.
Take Point
The smallest game-winning possibilities that make it right for a player to agree to a double. At this point the player accepting or declining a double seem to be equally advantageous to the player.
Take Up
To hit a blot.
Takhteh
A Persian version of backgammon.
Tapa
A well-liked Bulgarian game where players pin their opponents blots instead of hitting them.
Tavla
A Turkish version of backgammon.
Tavli
A Greek name for various games that use a backgammon board, including Portes, Plakoto, and Fevga.
TD
The Tournament director.
TD-Gammon
An early, computerized backgammon version.
Team
A group of players in a chouette, led by a captain and playing against a lone player known as the box.
Technical Play
A checker-play choice that has its roots in tactical considerations.
Tell
An unintentional hint as to whether a player will accept or decline the offer of a double.
Temperature Map
A chart that indicates how a position's value is spread among each of the 36 upcoming dice throws. It gives a graphic impression of position factors such as volatility and duplication.
Tempo
Divisions of time in positional development equal to half a dice throw
Tempo Move
A hit aimed to preempt a competitor by depriving him of half a dice throw when the competitor seems about to be hitting a blot or to make a key point, or seeks to improve a disorganized position.
Tempt
Deliberately putting a blot where it can easily be hit to tempt the opposing player to surrender a strategic point.
The T.P.
A player's second point.
Thorp Count
This equation invented by Edward O. Thorp is used for doubling decisions in pure race games. The formula is built on the basic pip count and takes into consideration some checker distribution aspects. The Thorp count is calculated as player’s point count, with 2 added for every one of their checkers still on the board, minus 1 all their occupied home board points, and 1 added for every checker on this player’s one-point. Following this the player who has the dice throw increases their count by 10 percent if it exceeds 30. Thorp suggests the player should double if their count is not more than 2 above the opposing player’s count, and to redouble if their count is not more than 1 above the opponent's count. The player ought to accept the double providing their count is not more than 2 above that of the player offering the double.
Three-Point
The third point in a player's home board, when calculating from the board edge in the direction of the bar.
Throw
Shaking a pair of dice in a cup before throwing them onto the backgammon board.
Throw Off
Another term for bear off.
Time
The average number of dice throws or points that may be played without needing to make a significant surrender, for example abandoning a blot.
Time Delay
In digital chess clocks can allow a player a certain number of seconds from when they begin their turns and prior to their clock starting running. Usually these delays are from 8 to 15 seconds each move. This allows charging players only for time spent calculating their moves and not the physical movements they need to make e.g throwing the dice.
Timing
The length of time player X anticipates holding onto the positive aspects of a position when compared with their opponent, player Y. Good timing would compel player Y to yield a blot or make another major retreat.
TMP
An excess, too many points.
Too Good (to Double)
A position where player X should decline a double, even though player Y has a clear drop, since player X’s equity is improved by continuing to play on for a gammon.
Too Many Points
A tight corner with a large number of made points and not many unused checkers. Seven is in most cases too many points.
Touch Down
After playing one of two numbers with an identical checker, the player makes a transitory landing on an intermediate open point.
Touch Move Rule
The rule obliges player who touch a checker, with the exception of just adjusting it, to move it. After letting go of a correctly played checker, that checker has to stay in the place where it was played. This is commonly used in the Levantine version of the game but not in Europe and America.
Tournament
A formal contest with many competitors, one of whom becomes the winner.
Tournament Director
One in charge of a tournament.
Tourne-Case
In 1600’s France this game was well known. The participants had only three checkers each and they only played on their own side of the board.
Trailer
The player who has fell behind in the race.
Transposition
Attaining the identical position by other means.
Trap Play
An intentional attempt to force the opposing player from their anchor to let the trapper close out any exposed blots and thus win a gammon.
Trey-Point
Another name for the three-point positions.
Trial (of a Rollout)
Playing a position out to the game’s conclusion (or to till truncation). A rollout involves multiple trials, with the results analyzed to produce an estimate of the position’s value.
Trice Triangle
The best position to attain during a bear-in which has 7 checkers on the player’s six-point, 5 checkers on their five-point, and 3 checkers on their four-point. This has the least wastage of any position with all the 15 checkers still on the board.
Trictrac
The French name for backgammon and also a version of the game popular in France over 200 years ago. Players get points for making moves and checker arrangements.
Triple Game
Another name for backgammon
Trois-Point
Another name for the three-point position.
Truncated Rollout
A rollout that is not played to the game’s conclusion, but the position is rolled out for a number of plies and estimates of the values of the consequent positions are combined and averaged. A truncated rollout has an increased amount of systematic error when contrasted with a full rollout, but it is significantly quicker since the trial take less time, and a truncated rollout has a smaller amount of discrepancy and therefore a smaller number of trails are needed to converge on a result.
Turn
A set of actions made by players alternatively. A turn can involve offering a double; throwing the dice; playing the roll; and picking the dice up.
Turner's Formula
Stephen Turner equation for estimating the match value (equity) at a particular score. A percentage is used with the leader's match equity E = 50 + (24/T + 3) * D, where T represents the number of points needed by the player who has fallen behind, and D is the parity in scores.
Turn the Corner
Move from a player’s opponent’s outer board to their own outer board.
Turn the Crank
Offer a double.
Turn the Cube
Offer a double.
Tutor Mode
Some computerized application let the computer analyze a player’s moves and alter them to errors.
Twist the Cube
Another way of saying to offer a double.
Two-Point
The second point in a player's home board that is next to the one-point and also called the deuce-point.
Two-Sided Bearoff Database
A bearoff database with the appropriate position value for each conceivable combination of two contrasting bearoff positions. Four separate position values are given for each position: three cubeful equities plus one cubeless equity. A two-sided database is more exact than a one-sided database, but it needs much more space.
Underdog
The player it seems is going to lose the match.
Underplay
Playing too cautiously.
Under the Gun
A blot situated in the opponent's home board but in direct range of the opponent’s builders and therefore in risk of being pointed on.
Unstack
To remove checkers from a point with more than three checkers on it.
Variance (of a Rollout)
Rollout’s level of random error.
Variance Reduction
A method to cut down random error in a rollout, for instance duplicate dice. It also includes Luck reduction: a methodology that alters each trial's result according to an estimate of the luck associated with the dice throws. This has been found to be the best method to use for Variance Reduction and the term is often applied to it..
Variant
Any other game that the backgammon board hosts. Most variants used checkers and dice.
Vidos
The Greek name for today’s backgammon. Greek backgammon, is called portes, and lacks a doubling cube and bonus system.
Vig
Short for Vigorish.
Vigorish
A few minor extra factors impacting on a position’s total equity of a position, e.g recube vigorish.
Volatility
Indication of probable change in a position's equity after the next few dice throws.
Voluntary Double
A standard double, with one player offering to double the stakes in contrast to the automatic double where the same numbers are thrown at the game’s start.
Volunteer a Shot
Make a decision to leave a blot liable to be hit now instead of being compelled to leave it at a later time with a bigger risk.
Walk a Prime
Another term for rolling a prime.
Ward Count
Jeff Ward’s cube decisions equation for a pure race. It alters the basic pip count to take checker distribution into consideration. Each player's Ward count equals their pip count, plus 2 for each checker > 2 on the one-point, minus 1 for every additional home-board point above that of the opposing player, plus 2 for every additional checker on the board when contrasted with the opposing player, plus 1/2 pip for every additional checker outside the home-board in comparison to the opponent. Then the player on roll advances their count by 10%. Ward recommends: Players should double if their count is not more than 2 above the opposing player’s count; they ought to redouble if their count is not more than 1 above the opposing player’s count; and they should accept the double if their count is not more than 2 above the count of the player offering the double in a short race (50 pips), 3 in a medium race (75 pips), or 4 in a long race (100 pips).
Wash
Can refer to a way of blitzing an opponent by switching points to hit one of their blots or reaching a settlement for zero points.
Wastage
The expected points loss from dice throws not fully used during bearoff. It is expressed as W = R x 49/6 − PC, where R is the anticipated (average) number of dice throws needed to bear off, and PC is the position point count. Wastage is the delta between the usual and the effective point count.
WBA
World Backgammon Association.
WBF
Worldwide Backgammon Federation.
Weaver Coup
A trick that can be played when going for a gammon and the opposing player has a lucky dice role. The trickster may offer to double even from a poor position with the idea of inducing the other player to accept.
Whopper
A move or dice error costing more than 0.1 points of EMG equity.
Wipeout
Another term for a blitz.
Woolsey's Rule (on Doubling)
A principle suggested by expert Kit Woolsey: "If you are not absolutely sure whether a position is a take or a pass, then it is always correct to double."










