The
Ultimate Backgammon Terms/Glossary |
Whether it is online backgammon or real-life, backgammon is a game
with a language of its own. Your chances of being a great online
backgammon player are all the much better if you understand the
backgammon terms.
Ace
- The number one on the die.
Acey-Deucey
- A roll of 1-2 or a variation on regular backgammon.
Action
Play - A move which is going to see hits exchanged.
Active
Builder - A piece which can be used to build a point.
Advanced
Anchor - Making a point in the opponent’s home-board,
typically on the 3, 4 or 5 point.
Ahead
in the Count - Having a better pip count when it comes
down to the race.
Anchor
- Having built a point in your opponent's home board.
Back
Game - A strategy used when a player who is well behind
tries to build as many anchors as possible.
Back
Man - The players furthest out piece.
Bar
- The point between the two sides of the backgammon board where
hit checkers rest.
Bar-Point
- The seven-point.
Bear
Off - Taking checkers off.
Beaver
- Redoubling straight after having accepted a double without
giving up possession of the doubling.
Blitz
- Trying to hit the blots in your home board.
Block
- Points built with the express desire to halt the opposition.
Blot
- A single checker which can be hit.
Builder
- A checker that is left free with the intention of being used to
build a point.
Bury
a Checker - Placing a checker in deep your home board that
it is basically out of the game.
Catchers
- Spreading out your checkers with the hope of trying to hit a blot.
Checker
- One of your 15 pieces.
Chouette
- A variation of backgammon.
Close
a Point - Making a point.
Closed
Board - All six points on the home board are made.
Close
Out - Close the board while the opponent has a piece on
the bar.
Cocked
Dice - Dice which don’t lie flat on the board and
must be rethrown. Doesn’t occur in online backgammon.
Combination
Shot - A blot more than six points away which requires
both dice in order to be hit.
Come
In - Entering from the bar.
Connectivity
- The relative space between all of the checkers.
Consolidate
- Decreasing the amount of blots.
Control
a Point - Has more than two checkers on the point.
Control
the Cube - Has accepted a double and thus have next use
of it.
Count
- The number needed to bring everyone home.
Crawford
Rule - The first game that a player moves within one point
of winning the match, the doubling cube will not be in use for the
next game.
Deuce
- Rolling the number 2.
Direct
Hit - When any number from 1 to 6 will result in a hit.
Double
- Offering to double the stakes of the game or winning by forfeit
if the offer is declined.
Drop
- Refusing a double.
Drop
Point - The point at which not accepting the double is
the right move.
End
Game - The part of a game when bearing off commences.
Enter
- Having you hit piece come in from the bar.
Forward Game - A style of game where the aim is
to get all your pieces home as soon as possible and little attention
is paid to defense.
Gammon
- Winning the game before your opponent has borne off a
single piece.
Heavy
Point - A made point which has more than three pieces on
it.
Hit
- To land on a point where a blot is thus sending it off
the board.
Hit
and Cover - Making a point and hitting a blot all on the
same turn.
Home
Board - Where all your pieces have to be before you can
begin to bare off.
Lovers'
Leap - Rolling 6-5 on the opening roll.
Make
a Point - Putting two checkers on the same point to secure
it.
On
the Bar - When you have been hit your piece will be placed
here. You can not do anything until it re-enters the board.
Pip
- A unit of distance.
Pip
Count - The total amount of pips you are away from winning.
Prime
- Consecutive points made.
Prime-vs-Prime
- A game where both players have primes.
Raccoon
- A redouble which immediately follows a beaver.
Running
Game - Trying to win while paying zero to no attention
to your opponent.
Slot
- Leaving a blot with the hope of covering it up straight
after.
Snake
Eyes - Rolling 1-1.
Split
- Separate two pieces on a point thus making both blots.
Suicide
Play - Leaving a blot with the deliberate intention of
it being hit.
Tempt
- Leave a blot with the hope that it would be hit but only
by your opponent yielding his point.
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