Backgammon Glossary
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Relevant Articles > backgammon online
A
- 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.
B
- 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.
- Blot
- A single checker on a point. This is a vulnerable position.
C
- 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 shield a 'blot' with a second checker, ensuring it is 'made'.
- 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.
D
- 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’.
- Direct shot
- A 'blot' or lone checker that can be hit with a roll of six or less.
- Drop
- To resign from a game when one's opponent 'doubles' - to refuse the cube.
E
- Equity
- The chances of winning the game.
F
- Fly shot
- A checker that can be hit with a roll of seven or more. Also called indirect shot.
G
- Golden Point
- The fifth point in from the beginning of one's own home board, also known as the 'five point'.
H
- 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
- See 'inner board'.
I
- 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'.)
J
- 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.
K
L
M
- Made point
- A point with two or more 'men' on it, which ensures that it cannot be hit.
- Men
- The backgammon pieces or checkers, also known as 'stones'.
- Mid-point
- The 13 point.
N
- Non-contact position
- The stage of the game where both players' men have passed each other, and so no more hits can happen.
O
- 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'.
P
- 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'.
Q
R
- 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.
S
- 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.
T
- 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'.