Top Backgammon Sites
SiteOverall RatingSignup Bonus
BG Room
more...
94.4%$10 (50%)
Play 65
more...
93.3%$20 (100%)
Gammon Empire
more...
91.1%$20 (100%)
 
      English Español Français Deutsch Italiano עברית Nederlands اللغة العربية 日本語 Türkçe 汉语/漢語 Ελληνικά Português Suomi Bokmål русский Svenska język Čeština Dansk Română България íslenska 韓國語 Srpski jezik Hrvatski jezik Magyar nyelv eesti keel Gjuha shqipe
Main menu
Special offers Newsletter

Backgammon Dictionary and Terms Glossary

Backgammon Terms starting with the letter 'A'

Accept a Double - To agree to continue playing a game at twice the previous stakes after the opponent offers a double

Ace Point Game - A scenario late in the game where a player has one or more of his checkers confined to his opponent's ace point and is waiting for a chance at a hit as the opponent comes home or begins to bear off.

Anchor - A point occupied by two or more of your checkers in the opponent's home board.


Backgammon Terms starting with the letter 'B'

Back Game - A strategy employed by a player who is substantially behind in the race but has two or more anchors in the opponent's home board.

Back Man (Runner) - The checker(s) furthest away from your home board.

Backgammon - 1. The name of the game we play. 2.A game in which you score triple the value of the points at stake, accomplished only if you bear off all your checkers and your opponent has yet to bear off a single checker, and still has one or more checkers remaining in your home board or on the bar. (See also Gammon where one scores a double game.)

Bar (Rail, Roof) - The middle divider of the board; a narrow strip slightly raised above the playing surface where checkers are placed when they are hit (sent back).

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

Bear Off - The final part of the game that involves taking your checkers off the board.

Beavers - Term used in money games and chouettes for an optional rule that players must agree upon before the start of play. A beaver occurs when a player is doubled but believes he is a favourite to win and he may re-double or "beaver" immediately while retaining the doubling cube and the option to re-double again later. As with a normal double, the initial doubler may refuse a beaver or opt to raccoon.

Big Play - To go for it! To make a bold or risky play in an effort to gain a more productive position.

Binache - Same as Beaver (see above).

Black - One of the players in the game of Backgammon, the one using the darker or black checkers.

Blot - A single checker on a point is called a blot. If you move a checker onto an opponent's blot, or touch down on it in the process of moving the combined total of your cast, the blot is hit, removed from the board and placed on the bar.

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

Book a Checker - To secure a man by making a point.

Break the Board (Break Up) - To give up established points in the home board.

Button Up - To make a safe play by securing one or more checkers with one more other checkers.


Backgammon Terms starting with the letter 'C'

Captain - When chouette play begins each participant tosses one die and the player with the highest roll becomes the "box" while the player with the second highest roll is known as the "captain" and must roll the dice and make the moves for the team. In some chouettes, the players of the team can consult with the captain and suggest moves. However, the captain always has the final say.

Centered Cube - The state of the doubling cube before either player has offered a double.

Checkers - The round pieces or men used in the game of Backgammon. Also known as stones, counters or markers. Each player uses 15 of a different colour.

Chouette - A variant of Backgammon played socially in clubs, tournaments, bars, etc. Chouette play is for three or more players. Each toss one die and the player who rolls the highest number becomes the "box". The player with the second highest roll represents the rest of the players or team for the first game and is called the "captain". The players take turns playing as the captain or the box depending on who wins.

Closed Board - When all the six points in your home board are covered or blocked.

Closed Point - A point containing two or more of the opponent's checkers.

Cock Shot - Coming down from the bar with a roll of 6-2 when only the 2 point is open and bouncing out to hit a blot on the 8 point.

Combination Shot - When both dice numbers are utilized collectively to form a roll greater than that of a single die.

Comeback Shot - A dice roll that allows a checker on the bar to hit a blot.

Crawford Rule - Invented by John R. Crawford - Used in match play, when one player reaches a score in the match where he needs just one more point for victory, his opponent may not double him during the next game. The rule was apparently invented to reduce the luck factor. If the trailing player wins the Crawford Game, the doubling cube does become available again in the next and following games.

Cube - The doubling cube in the game or (to cube) the act of offering a double.

Cube Equity - In money play with a doubling cube, the value of a position to one of the players compared to the current stake being played for. Cube equity considers cube ownership as it relates to the potential for future doubles, but does not consider the current value of cube.


Backgammon Terms starting with the letter 'D'

Dead Cube - An The cube in match play when it has no utility to a player who has the option of doubling. For example, the cube is dead if its value exceeds the number of points needed to win the match.

Dead Number - A dice roll with a number or numbers that cannot be played legally.

Decline a Double - Refuse to accept a double of the stakes offered by your opponent with the doubling cube. Also called "Drop".

Deep - To be on a low-numbered (1 or 2) point.

Deep (Dead Man) - A checker that is has been played deep into a player's home board, usually to the one or two point, where it will most likely have no further participation in the game. Also referred to as Kill a Man.

Deprive - To move your stones in such a way as to be sure of your numbers legally playable.

Deuce Point - The 2 point.

Dice - Cubes with dots numbered from 1 to 6, one of the components needed to play the game. Each player takes turns tossing a pair of dice to determine the amount of spaces per move. The dots on the dice are also referred to as pips.

Dice Combinations - The number of possible rolls using two dice. There are 36 in Backgammon.

Die - Singular for Dice.

Direct Shot - A checker within a distance of 6 points or less that is open to a hit.

Diversification - To place checkers in order to increase the number of good rolls on a subsequent turn, usually accompanied by increased risk of getting hit.

Double - To offer the doubling cube and play for twice the present wager or points. A player must double before rolling the dice. His opponent may accept or refuse the cube.

Double Game - When a game ends, if the player who lost failed to remove any checkers, the winner scores twice the value of the money or points at stake. Also called Gammon. See the term Backgammon for how a triple game is scored.

Double Hit - To hit two of your opponent's checkers in a single move.

Doubling - The act of offering the cube to your opponent. When you are at a position in the game where you believe you are the favorite to win, you may off the doubling cube to your opponent to play on at twice the present stakes. If your opponent refuses it ends that particular game, however, if he believes his chances of winning are not so bad, he make accept the cube and continue playing. Your opponent may re-cube you if at some point in the game of he believes he now has the upper hand and so on. The doubling cube starts at 2 and then goes on at 4, 8, 16, 32 and 64.

Drop - A player who is offered a double may refuse, in which case he concedes the game and pays one point. Otherwise, he must accept the double and play on for the new higher stakes.

Drop Point - The maximum equity at which it is correct for a player to drop an offered double. (Alternatively, the minimum equity at which it is correct for a player to accept an offered double.)


Backgammon Terms starting with the letter 'E'

Edge Of A Prime - The point directly in front of a prime. Efficient Double A double made at the point of maximum effectiveness, when it would be correct either to take or drop.

End Game - The phase of the game which starts when either player begins to bear off or at which no further contact is possible.

Equity - The expected value of a backgammon position. Specifically, the sum of the values of the possible outcomes from a given position with each value multiplied by its probability of occurrence.

Exposed Checker - A blot within range of a direct shot.


Backgammon Terms starting with the letter 'F'

Fan - To fail to re-enter after being hit. Sometimes it feels as if the only time you roll double sixes is when you fan from the bar against a 1 point board.

Fast Board (Speed Board) - A bear off position where all the checkers are on deeper points where large numbers are not necessary to bear off and there are no gaps to waste numbers. Usually by the time you get to use the advantage of having a fast board in the bear off, the opponent is already too far ahead in the game.

Field Goal - When a player has two men exposed close together and the opposing checker lands between them without hitting one. A field goal is a specific type of air ball.

Fish - A weak player willing to play for money against a stronger player. Jake Jacobs and Walter Trice wrote a book about matches involving unequal players called 'Can a fish taste twice as good?'

Flexibility - Having your checkers arranged so that you can constructively play a variety of rolls on subsequent turns. It is important to have flexibility in the early stages of the game so that you are not forced into making candlesticks.

Fly Shot - An indirect shot with only a few combinations. Late in the game it can sometimes be better to play very safe rather than leave an unlikely fly shot that loses you the game.

Forced Move - When there is only one legal way to play a roll. Late in the bear off if you roll a set of sixes and have no checkers on the 6 pt. it is a forced move to take off the next four highest checkers.

Free Drop - In backgammon match play after the Crawford game when the player in the lead has the option to drop a double without reducing the number of games the trailer needs to win the match. A free drop is utilized when the trailer has an advantage from the initial roll. The free drop offers the leader a little extra equity since they are able to drop a double in a position that gives their opponent a slight advantage.

Free Drop Vigorish - The slight advantage the leader has after the crawford game because of the option to drop an early double at no cost. This occurs in Post-Crawford games when the trailer has an even number of points to go. If you had to bet on two players of equal ability where one has a free drop, you would be wiser to bet on that player due to the free drop vigorish.

Front Position - A collection of blocking/attacking points in your own home board. A good front position is of little use if there are none of your opponents checkers behind it.

Full Prime - Six points in a row held by one player. A full prime is the most powerful position in backgammon as an opponent is stuck behind it until it is broken.


Backgammon Terms starting with the letter 'G'

Gap - The space (or spaces) between established points.

Go Out - To achieve the points necessary to win a match.

Golden Point - A player's 20 point (the opponent's 5 point).


Backgammon Terms starting with the letter 'H'

Half a Roll - One of the two numbers on a pair of thrown dice.

Hara Kiri Play - . A play which exposes blots for the purpose of recirculating the player's checkers; also known as a suicide play.

Head-to-Head - One player against another player for money.

Heavy Point - A pointwith more than three checkers on it.

Hedge - A side bet between two players prior to competing in the final rounds of a tournament designed to protect the loser from going away empty handed. For example, two players competing for a $10,000 prize might agree beforehand that the winner will pay the loser $2,500. See this thread.

Hit - To land on a point occupied by an opposing blot and put the blot on the bar.

Hit and Cover - To hit an opposing blot and then continue on with the same checker to cover your own blot.

Hit Loose - To hit an opposing blot and while leaving your own blots in danger of a return hit.

Holding Game - A strategy used when you are behind in the race and your opponent has escaped his runners. You make an advanced anchor on the opponent's side of the board and hold on to it as long as you can with the idea of hindering the opponent from bearing in safely. See this thread. Compare: Back Game.

Home Board - The quadrant containing your one-point through six-point. It is the last quadrant your checkers move to before they are borne off. It is also the quadrant your opponent must use to enter any of his checkers sitting on the bar. Your home board is also called your inner board or inner table.

Horizon - The number of plies played in each trial of a truncated rollout. A rollout that is truncated after 10 plies has a 10-ply horizon.

Hyper-Backgammon - A backgammon variant where each player has just three checkers. See: How to Play Hyper-Backgammon.


Backgammon Terms starting with the letter 'I'

Inactive Builder - A checker that is presently part of a prime or a block but which has the prospect of being used later to make another point or be part of another block.

Indirect Shot - A checker that is seven or more pips away as opposed to a Direct Shot which is six pips or less away. See also Combination Shot and Fly Shot

Inner Table (Home Board) - The sector or quadrant of the board where you must enter all your checkers first, before you can start to bear them off. The Inner Table consists of points 1 to 6.


Backgammon Terms starting with the letter 'J'

Jacoby Rule - Invented by Oswald Jacoby. This rule is used in money play and states that unless either player has accepted a double, gammons and backgammons will count only as a single game. The rule eliminates situations where a player has passed up the opportunity to double and therefore speeds up play. It actually encourages him to double at the right time.

Jellyfish - A medium strength computer program developed by neural networks that plays and analyzes positions and entire matches.

Jeopardy - The potential to have awkward rolls on an upcoming turn.


Backgammon Terms starting with the letter 'K'

Kibitzer - A spectator of the game, often one that offers unsolicited advice or comments.

Kill a Man (Dead Man or Deep) - A checker that has been played deep into a player's home board, usually to the one or two point, where it will most likely have no further participation in the game.

Kill a Number - To create a position in the game in which certain numbers of the dice cannot be played on the next turn.

Knock Off (Hit) - To land on a point where there is only one checker is called a "hit" or "knock off". The checker is then placed on the bar and its owner must re-enter it from his opponent's home board. A hit is also called Send Back.


Backgammon Terms starting with the letter 'L'

Latto Paradox Last Roll Position - Named after Andy Latto. A position which is a correct redouble but not a correct initial double.

Leader - player who is ahead in a match or ahead in the race.


Backgammon Terms starting with the letter 'M'

Making a Point - When a player positions two checkers on one of the triangles of the board he is said to own that point. The made point blocks his opponent's moves to that space. The opponent may not land on it nor touch down upon it when moving the numbers of his dice roll.

Mandatory Double - This is a situation that comes up in match play in which it is correct for a player to double at the earliest opportunity based solely on the score in the match. Example, after the Crawford game, if a player is behind 4 to 1 in a five-point match, if he loses this next game, he will lose the match anyway and therefore should double the stakes now to 2 for the extra gains he will receive if he wins or gammons his opponent.

Mandatory Extras - This is an optional rule in money games that states that whenever a player doubles and the double is accepted, the player then has the license to give his adversary an extra cube at the same level. However, the extra cube must be tied in with a payment equal to one half of its value. The adversary now holds two cubes that he can use to double back with, using them both together or one at a time.

Market Gainer - Any two rolls in sequence, one by each player, that leads to a position in the game where an opponent would be willing to accept if he were offered a double. Recognizing the number of market gainers can help a player decide whether he should double now or play on for a gammon.

Market Loser - Any two rolls in sequence, one by each player, that leads to a position in the game where an opponent would no longer be willing to accept if he were offered a double. If your opponent would have accepted the cube prior to this sequence it is said that you have "lost your market" for not doubling beforehand. It is a matter of recognizing positions where your opponent has many bad rolls that could come up on his next toss of the dice.

Match - A series of games between two players for a previously assigned number of points to be won by the player who accumulates the required number of points first. Also called Match Play.

Match Equity - A player's probability of winning a match at a certain match score

Match Play - The competition system used in tournaments and most online Backgammon servers where two players take the part in a series of games for a previously assigned number of points. The match is won by the player who accumulates the required number of points first.

Match Point Match Point Match Point - The point in time in of a match when the leading player requires only one more point to win.

Money Play - The style of competition in which games are played individually and the participants wager on the result. The players agree on the stakes and the winner collects that amount multiplied by the value of the doubling cube. The loser pays double the amount if he/she loses a gammon and triple for a backgammon.

MWC - Match Winning Chances.


Backgammon Terms starting with the letter 'N'

Naturally - To make a point naturally (without slotting or with builders). Rolling a 3-1 is a way to make the 5 pt. naturally.

Neil's Numbers - A set of numbers developed by Neil Kazaross to help calculate Match Equity based on the current match score. The winner's probability of winning is 50% + the lead multiplied by Neil's Number. Points Trailer Needs 3 4 5 6 7 8 9 10 11 12 13 14 15 Neil's Number 10 9 8 7 6 5 4

Non-Contact Game - The race. Both sides have effectively side stepped their opponents checkers and now have the sole objective of bearing them all off. The player ahead in the race prefers a non-contact game.

Nullo Play - Making a play that does nothing positive and is not better than any other possibility. Usually a big error. When you do absolutely nothing constructive when you had better options, it is a nullo play.


Backgammon Terms starting with the letter 'O'

On the Bar - A checker that has been hit and is waiting to re-enter the game.

One Point Game - A scenario late in the game where a player has one or more of his checkers confined to his opponent's ace point and is waiting for a chance at a hit as the opponent comes home or while his opponent begin to bear off his stones.

Open Point - Any point that is not occupied by two or more opposing checkers.

Opening Roll - The first roll of the game determined by the two players tossing one die each and the player with the higher number uses both numbers to make the first move.

Outer Board (Outer Table, Outfield) - From points 7 to 12 points for either player, and also the area where the dice should be cast by each player.

Outfield - Outer Board but in particular points 9, 10 and 11.

Own the Cube - The player that accepted the last double is said to " own the cube". Only he may offer the next double.


Backgammon Terms starting with the letter 'P'

Pass - Drop or refuse to accept a double.

Pick and Pass (Bump and Pass) - To hit an opponent's checker and continue with it to safety on one of your own points.

Pick Up - To hit a checker.

Point - Each of the 24 narrow triangles on a backgammon board is called a "point". As well, a point is the unit of scoring in match play.

Point on a Blot - To hit an opponent's blot with two men simultaneously thus making the point.

Possession of the Doubling Cube (Own the Cube) - The player that accepted the last double is said to own or possess the cube. Only he may offer the next double.

Prime - A row of points made on consecutive triangles of the board that form a wall to block your opponent's moves. The six-prime is the best of course as it traps the opponent. However, four-point and five-point primes can be very strong.

Prop (Proposition) - When two players do not agree on the correction action for a move or cube decision in a certain position, they agree to play out the position (usually for money) a numerous amount of times in order to see who was right.

Pure Play - The strategy of slotting your checkers to use them as builders either to make key points or to build a prime.

Pure Race - When there is no further contact to be made in the game because the players' checkers have passed each other and it has become a dash to see who will get them home and bear them off first.


Backgammon Terms starting with the letter 'Q'

Quadrant - One of the four segments or sectors of the board each containing six triangles or points and called Player's Home Board, Opponent's Home Board, Player's Outer Board and Opponent's Outer Board.


Backgammon Terms starting with the letter 'R'

Raccoon - An instantaneous re-double by the player who just accepted a Beaver.

Race - When there is no further contact to be made in the game because the players' checkers have passed each other and it has become a dash to see who will get them home and bear them off first.

Racing Position (Break Contact or No Contact) - When no further hitting or blocking is possible because both players have move the last of their checkers passed each other's are proceeding towards the end of the game.

Recube Vig (or Re-cube Vigorish) - This is the value of the cube ownership by the player who is being offered the cube, for if he/she calculates the position merits a take, then this player could have a strong re-double at a later stage in the game.

Re-Double - After the cube has been offered and accepted, a further cube action is called a re-double.

Re-Enter (Enter) - To play a man from the bar point into the home board of the opponent according to the dice roll.

Reference Position - A position where the value is known and is used in helping to evaluate comparable positions.

Refuse a Double (Drop) - To resign the present game at the current wager by refusing to take a double from your opponent who is offering to play on at twice the stakes.

Return Shot - When hitting an opponent and leaving checkers open, the possibility that exists for him to hit you back on his next roll of the dice.

Roll Out - To estimate the equity of a position by collecting the results of playing it out many times using different random dice rolls.

Rolling Prime - Advancing the prime forward by use the men from the rear.

Runner (Back Man) - The checker(s) furthest away from your home board. Also, a checker on the bar or in the opponent's home board.

Runners - The two checkers that are situated on the opponent's 1-point (your 24 point) at the start of a game.

Running Game (Forward Game) - When there is no further contact to be made in the game because the players' checkers have passed each other and it has become a dash to see who will get them home and bear them off first.


Backgammon Terms starting with the letter 'S'

Safe (Safety a Man) - To make a move that puts your checkers out of danger of being hit.

Safety Play - A move that may not be the most offensive or constructive choice, but instead one that leaves the opponent with a minimum of good moves on his next roll.

Save a Gammon - To bear off at least one checker on time to avoid losing a gammon or double game.

Settlement Equity - The value of a position in a money game to one of the players and the fair value, as a factor of the initial stake, that should change hands in lieu of finishing the game. Settlement equity is equal to cube equity times the current value of the doubling cube.

Settlement Equity - In a money game, the value of a position to one of the competitors and the fair value, as a factor of the original stake, that should change hands instead of finishing the game. Settlement equity is equal to cube equity multiplied by the current value of the cube.

Setup - The arrangement of the checkers on the board at the start of a game of Backgammon.

Shift Points - To move from one point to another often carried out in order to make a better point and to steer clear of leaving blots.

Shot - A chance to hit a blot. A direct shot can be accomplished with the number on a single die while an indirect shot requires the combination of the numbers on both.

Shut Out (Close Out) - When you have totally blocked out your opponent's checker(s) on the bar by covering all the points in your home board. The opponent must wait until a point opens before he can roll the dice again

Single Game - game that is completed and is not a gammon or backgammon

Single Shot - A blot open to hits from one of an opponent's checkers

Slot - Play a single checker to an empty point with the intention of covering it next turn.

Slot and Split - Play a checker onto an open point in your home board while moving a back man.

Slow Board - A bear off position characterized by no spares on the high points and therefore requiring a lengthy or slower bear off.

Squeeze - To take advantage of the adversary's impulse to move any playable roll

Stacking (Candlesticks or Railroad Tracks) - To pile or stack up many checkers on points that you already occupy. Sometimes called "building pyramids".

Stake - The amount of the bet or wager by the participants of the game. The stake is multiplied when the cube has been offered and accepted.

Stay Back - To linger in an opponent's home board

Straggler - The last checker heading for the home board, one that often encounters opposing checkers on the way

Stretched (Stripped) - A position with few or no spare men that can be used as builders and thus prone to leaving awkward number or direct shots

Strip a Point - Leaving only two men on a point that previously had more

Sydney - The roll of 1 and 6 to escape a prime, often from the bar, and frequently hitting a blot along the way.


Backgammon Terms starting with the letter 'T'

Tempo - A unit of time in positional development equivalent to half a roll

Timing - The general rate of progress of a player's and the opponent's checkers observed in terms of their likely position at a future decisive point in the game. Timing can be controlled either by leaving checkers open to be hit, and by calculating if you should hit your opponent's blots or not. Timing is often used when you want to avoid your board from crunching.

Too Good to Double - A position in which a player should not offer a double because his chances of scoring a gammon are very high. He should therefore play on for the extra points rather than allow his opponent to get off easy now, at the present stakes.

Trailer - A player who has fallen behind in the race to the home board or is behind or losing in the score of the match.

Triple Game (Backgammon) - A game in which you score triple (three times) the value of the points at stake, accomplished only if you bear off all your checkers and your opponent has yet to bear off a single checker and still has one or more checkers remaining in your home board or on the bar. (See also Gammon where one scores a double game.)

Triple Shot - A checker that is exposed to the possible hits from three of the opponent's men.

Turn - The alternate actions of each player in the game. Players rotate or take turns rolling the dice, playing the moves, doubling with the cube and picking up the dice.

Turn the Cube, Turn the Crank or Twist - To offer a double.


Backgammon Terms starting with the letter 'U'

Under the Gun - To advance your back checkers forward within your opponent's home board to a position where there are three or more of your opponent's builders pointing directly upon them.


Backgammon Terms starting with the letter 'V'

Vig (or Vigorish) - The extra equity resulting from the possibility of a gammon, which influences cube decisions

Volatility - The irregularity of the equity of a position. One of high volatility would probably see a significant alteration in equity as a result of the upcoming rolls of the players. A position's volatility is one of the factors a player must contemplate when deciding to double


Backgammon Terms starting with the letter 'W'

Weaver - A tactic in which one player deliberately misplays a move, hoping that a weaker opponent will accept his double on the next turn.


Newest Backgammon Articles:

Online backgammon software: How to choose the best online backgammon software
Whenever we try to establish connection over the internet, we must have the best software at our disposal to make the most of the web. Nevertheless, choosing the best software among a huge variety may become really difficult for individuals....
Article by: Marit Langdon - 04 October 2009

History of online backgammon - How the game of online backgammon came into play
Backgammon has been one of the best strategic games along with chess, in the history of mankind. The game is played with number of checkers, which need to be removed from the board before your opponent succeeds in doing the same with his checkers....
Article by: Juvenal Veach - 06 September 2009