Backgammon Glossary
- Ace
- The number one on the dice.
- Ace point
- The first or 1 'point' on the board, the closest point to bear off.
- Advanced anchor
- A 'made point' (see below) that is positioned on your opponent's 4 point, 5
point or 6 point. See also, 'Anchor' and 'Deep Anchor'.
- Anchor
- A 'made point' (see below) on your opponent's 'home board'. Each player
begins the game with an anchor (two checkers) on their 24 point, which is their
opponent's 1 point. See also, 'Advanced Anchor' and 'Deep Anchor'.
- Automatic doubles
- This rule states that if both players get the same number on the first roll
of the dice, then a double is called.
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- Backgame
- When a player makes at least two points in the opponent's home board.
- Backgammon
- When the game is completed and the losing player has not borne off any
checkers, and still has at least one checker in the winner's home board or on
the bar. The winner is awarded 3 times the value of the cube (three points, if
the cube was not activated).
- Bar
- The dividing line down the middle of a backgammon set, where checkers that
have been 'hit' sit until they re-enter the game.
- Bear in
- The stage of the game when a player moves his men into his home board.
- Bear off
- The stage of the game when a player has all his men on his home board, and
is in the process of moving them off the board altogether.
- Beaver
- When one player doubles, and his opponent immediately redoubles.
- Blitz
- A style of play in which a player hits his opponent repeatedly in his
own home board in an effort to keep him on the bar and close him out.
- Block
- To stop the progress of one or more checkers by making one or more points
in front of the opponent.
- Blot
- A single checker on a point. This is a vulnerable position.
- Bye
- If the total number of players in a tournament is not a power of two (two,
four, eight, 16, 32, 64, 128, 256, 512, etc.), players advance to the next
round without playing a match to make the number of players in the next round a
power of two.
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- Calcutta auction
- Before a tournament, players are auctioned off and the proceeds go into a
pool to be distributed later to the buyers of the successful players.
- Closed board
- When a player has 'made' all the points on his inner board, his opponent
will be unable to re-enter any checker he may have on the 'bar' into the game
until an open point becomes available again.
- Cover
- To add a second checker to a single checker on a point.
- Crawford Rule
- Used only in match play, when a player reaches a score in which he is only
one point away from winning the match, his opponent is not allowed to double in
the next game.
- Cube
- The larger looking die placed in the center-left of the board. The six
sides of the cube are 2, 4, 8, 16, 32, and 64. The cube is used to raise the
stakes of a game.
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- Dance
- To have a checker on the bar, and to roll numbers that are blocked in your
opponent's home board and do not allow you to re-enter. Also know as 'to
fan', 'to flunk', as well as 'to fail'.
- Deep anchor
- A 'made point' (see below) that is positioned on your opponent's 1 point, 2
point, or 3 point. See also, ‘Anchor’ and ‘Advanced Anchor’.
- Deuce
- A die showing the number 2.
- Direct hit
- A hit using the number on just one die.
- Direct shot
- A 'blot' or lone checker that can be hit with a roll of six or less.
- D.M.P.
- This stands for 'double match point':
1. A match that needs just one more point to end.
2. A game in which the doubling cube has reached such a level that a win by any
player wins the match.
- Double hit
- To hit two blots on one turn.
- Doubling cube
- See 'Cube' above.
- Drop
- To resign from a game when one's opponent 'doubles' - to refuse the
cube.
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- Equity
- The chances of winning the game.
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- Fan
- To fail to re-enter after being hit.
- Fly shot
- A checker that can be hit with a roll of seven or more. Also called
indirect shot.
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- Gammon
- The winner scores a 'gammon' if is opponent hasn't borne off any of his
checkers when the game is won. This means the winner scores twice the value of
the points shown on the doubling cube (two points if the cube has not been
activated).
- Golden Point
- The fifth point in from the beginning of one's own home board, also known
as the 'five point'.
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- Hit
- You may move to a point which has one of your opponent's checkers on it.
This move will result in your opponent's checker being 'hit' and moved out of
play onto the bar.
- Hit Loose
- To hit one of your opponent's 'blots', and be unable to follow it up with
another checkers, thereby leaving your own exposed.
- Holding Game
- This is a strategy used by a player who is behind in the game with the
intention of hindering the opponent’s ability to bring his checkers home safely
by holding on to one or more points on their opponent's side of the board.
- Home board
- The board is divided into four quadrants. Each quadrant contains six
points. The lower right-hand quadrant is known as your 'home board'. The upper
right-hand quadrant is your opponent's home board.
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- Indirect hit
- A hit using the numbers on both dice.
- Inner board
- The part of the board nearest to the end where you take your checkers off
the board. This is the part of the board numbered 1-6 (the 'inner table',
'infield' or 'home board'.)
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- Jacoby rule, the
- This rule states that if neither player has offered the doubling cube
during the game, there cannot be a gammon or backgammon.
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- Loose hit
- Hit and leave a blot in the player's home board.
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- Made point
- A point with two or more 'men' on it, which ensures that it cannot be
hit.
- Match
- A series of games won by the first player to accumulate a predetermined
number of points.
- Men
- The backgammon pieces or checkers, also known as 'stones'.
- Mid-point
- The 13 point.
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- Non-contact position
- The stage of the game where both players' men have passed each other, and
so no more hits can happen.
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- Outer board
- The two left-hand quadrants are called the 'outer board'.
- Outer table
- The part of the table closest to the player that is next to his home
board. Numbered 7-12, it is also called the 'outer board'.
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- Pass
- To refuse or reject a double, conceding the game.
- Pip count
- The number of pips or points that a player needs to bear off all 15
checkers. Both players have a pip count of 167 at the start of the game.
- Point
- One of the triangular-shaped spaces on the board, where the backgammon
checkers are placed.
- Prime
- A consecutive row of four or more made points that block or hinder the
opponent's options to move. Six points row is called a 'full prime'.
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- Raccoon
- Doubling the beaver immediately.
- Racing position
- When both opponents' checkers have passed each other and no further hits
are possible, there is a race to see who will reach home and bear off their
checkers first. See also the 'non-contact position' above.
- Return shot
- When a player is hit and re-enters hitting one of the opponent's
checkers.
- Roof
- See 'Bar' above.
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- Slot
- To move one checker onto a point, with the intention of adding another to
it later, thereby 'making' it.
- Spare
- An extra checker on a made point which can be moved without endangering the
point.
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- Take
- Continuing to play after having been doubled.
- Timing
- The state of play as it affects a certain player. Generally it refers to
maintaining a position when behind in the race to the finish. Timing can more
accurately be called 'tempo'.
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