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Glossary
 

 

Backgammon Glossary

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

A


ABT - American Backgammon Tour.

Accept (Take) - To accept the doubling cube from the opponent.

Ace Point (1) - Your 1-point or your opponents 24-point.

Ace Point (2) - A backgammon club in New York.

Ace Point Game - Playing an anchor game from the 24-anchor.

Action - To have a game is to have action.

Action Play - A play that produces a lot of contact.

Advanced Anchor - An anchor in the range of 22-16.

Affiliate - When you are an affiliate with a server, then you receive a comission for bringing in people to the server.

Anchor - 2 checkers on a point in the range of 24-16.

Anchor Shift - To change from one anchor to an other. For example you can often make an anchor shift with a 11.

Anti Joker - A roll consisting of very bad luck.

Around - Bringing one or more checkers to a more advanced quadrant.

Auction - At a tournament the (remaining) players are sold to the highest offer. The money often gets distributed with the same percentage as the prize money.

Auto - When you roll for the opening roll and both your opponent and you roll the same number you got the obtion for the doubling cube to start at 2. Automatic doubles are available on most online servers. Both players must agree to play with Automatic Doubles. Auto´s are available in moneygame and chouettes.

Awkward Roll - A roll which does not improve the position. An awkward roll does not need to be destructive.

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B


Back Game - A game where one player got 2 or more anchors.

Back Man - A checker in your opponents home board.

Backgammon - To win a backgammon you must have all chekers out, while your opponent still have at least one checker in your homeboard or on the bar. Backgammon gives 3 points or 3 times the cube. If your opponent has one or more checkers taken off the win is a single and no longer a backgammon.

Baffle Box - A seperate tool used to mix the dice.

Bar (Rail, Roof) - When you get hit your checker will be send to the bar.

Bar Anchor - 2 checkers on the 18 point.

Bar Point - The 7 point is the bar point.

Bean's law - Each player is entitled to at least one set of double fives in each game. Origins from Danny Kleinmann.

Bear In - You bear your checkers in against an anchor.

Bear Off - You bear your checkers off either against an anchor or no anchor at all.

Beaver - Lets say your opponent doubles you to 2. If you beaver - the cube instead goes to 4 and you still own the cube. Beavers may occur in moneygames and chouettes.

Best of 3 - With the best of 3 format a tournament match consists of 3 matches. Whoever wins 2 matches proceeds to the next round.

BG - Backgammon

BG Blitz - A neural network (computer progam). BG Blitz is being used by Gammon Empire and Play65 to settle positions.

BIBA - British Isles Backgammon Association.

Big - Risky.

Blitz - A game plan where your goal is get a closed board, while your opponent is on the bar.

Block - To block is to prevent your opponent from using his checkers to play the roll. For examlple when you got points in front of your opponents checker(s).

Blockade (prime) - 6 points in a row is a 6-prime. 5 points in a row is a 5-prime.

Blot - One checker on a point is a blot. A blot can be hit and be sent to the bar.

Blot Hitting Contest - A series of rolls where both players hit a lot.

Board (1) - You use the backgammon board to play backgammon.

Board (2) - The points in your home board are referred to as "board".

Bonus - To clear a bonus you need to play x amount of raked games.

Borderline - Close. Very small difference.

Bot - A program or neural network playing backgamon.

Box - The box is alone against the rest of the participants in the chouette. Lets say 4 people play a chouette for 100 pp. The box plays against 3 people. Each opponents bets 100 on the game. The box play plays for 300 pp.

Boxes - The roll 66.

Breaking Contact - The transform in the game where checkers can no longer be hit.

Broken Prime
- 5 or 6 points in a row with a gap is a broken 5-prime.

Builder
- A checker in the range of 6 pips to make an additional point. A builder can be both on a point as well as being a blot.

Buttoning Up - To use blots to make points or anchors.


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C


Calcutta Auction - A special variant of an auction.

Captain - In a chouette the captain plays against the box. The captain decides what play to make.

Carry Over - When you get 2 automatic doubles before starting one game. Then you may use a carry to start the next game with an automatic.

Cash (1) - Money in physical presence.

Cash (2) - To double your opponent out (passing).

Cashier - Where you can access your money on an online server. Cash Out - To withdrawal money from an online server.

Cat's Eyes (Snake eyes) - The roll 11.

Centered Cube - When the doubling cube is yet to used in the game.

Chicken - German for fish.

Chips - Symbolizes money.

Chip Dumping - Illegal transfer of money. Each server got different chip dumping policy. Some servers see any transfer as chip dumping, which could cause all funds to be confiscated.

Chouette - A variance of backgammon where 3 or more players play backgammon. The box is alone against the captain and the crew. Lets say 4 people play a chouette for 100 pp. The box plays against 3 people. Each opponents bets 100 on the game. The box play plays for 300 pp.

Clear a Point - To abandon a point with both checkers.

Clear in - In a holding game you clear your checkers in against your opponents advanced anchor.

Clock - A chess clock is becoming more common at larger events. Games with clock have limited time to finish.

Closed Board - When you got all 6 points in your homeboard your board is closed.

Closed Out - Being on the bar against a 6 point board.

Cocked Dice - Invalid roll.

Colonel Whiteflag - From the Danny Kleinmann books. Colonel Whiteflag is affraid to use the cube. He doubles late and rarely takes. With his checker play he rarely leaves any blots.

Committee - A tournament committee can over rule a decision made by the tournament director.

Communicate - Your checkers communicate when they are with in 6 pips of each other.

Conservative - To refrain from taking risks and swings. Striving towards low volatility.

Consolation - When you lose in the main flight of a cup tournament you enter a new flight. This new tournament is called consolation. Usually the consolation is progressive and you will benefit from your wins in the main flight.

Consultation Doubles - A doubles tournament where the 2 players are allowed to consult each other.

Contact - When it is still possible to hit.

Contact Play - A play that produces a lot of possible hitting sequences.

Containment Game - Often occurs when you hit your opponent during his bear off/in. Your opponents board is often weak. You need to bring your checkers around and to prevent your opponent from coming home safe.

Control - To make a contact play that seizes communication with additional points.

Counting (1) - You can count the number of combinations that hits a checker.

Counting (2) - You can count the pips.

Counting (3) - You can count the timing - the point of who has to leave a shot first or break his prime.

Coup Classique -You got 3 checkers left that all are on the deuce point. Your opponent got 1 checker on your ace point.

CPW - Cubeless Probability of Winning - Cubeless equity.

Crawford Rule - The Crawford game occurs when a player reaches 1 point from winning a match. In one full game the doubling cube is not allowed to be used. The Crawford Rule is standard for international tournaments.

CRBA - Costa Rican Backgammon Association.

Crew - In a chouette the crew are on the same team as the captain.

Cross Over - When you move a checker from one quadrant to the next you make a cross over. In most race formulas each additional cross over adds half a pip to the players pip count.

Crunch - When your roll forces you to break your prime or home board.

Cube (1) - To cube is to double.

Cube (2) - The doubling cube

Cube Vig - Cube owner ship adds value to your position. This value is called cubevig.

Cup (1) - You use the cup to roll your dice.

Cup (2) - In a cup tournament you lose your chance to win the tournament if you lose 1 match.


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D


Dance (Fan) - You are on the bar and can't enter.

DBgF - Danish Backgammon Federation.

Dead Cube - When the doubling cube no longer be turned to a higher limit. Can occur in a match or a limit moneygame.

Dead Checker - A dead checker can never be used to make a new point. For example you got the ace point. Each additional checker is considered to be a dead checker.

Dead Cube - When the doubling cube no longer has value it is considered being a dead cube. For example in a 25 point match at the score 23-23. Once a double and take the cube is considered dead.

Decline - Pass.

Deep (1) - To play the checkers deep is when you put them on the 1+2+3 points.

Deep (2)- When you take deep, you take a lot of borderline take/pass decisions or small passes. This player is referred to as deep.

Deuce - 2.

Deuce Point - 2 Point.

Diana Dialacube - From the Danny Kleinmann Books. Diana doubles early and takes deep. Diana loves action, big swings and volatility.

Dice - You roll the dice to get your rolls.

Dilly Builder - A builder on a deep point.

Disconnect - To lose connection to the internet.

Disconnect Cheater - A person who abuses the setler (disconnect system) to his advantage.

Dilly Builder - A builder on a deep point (1+2+3)

Direct Shot - A blot with in the range of 6 pips.

Diversification - Optimizing your own good rolls. Opposite as duplication.

DMP (Double Match Point) - For example a 25 point match where the score is 24-24.

Double (1) - To use the doubling cube to double the stakes.

Double (2) - Any combination with the same number is called a double. For example if you roll 55, you roll a double.

Double Game (Gammon) - When you win and the opponent has not got any checkers off. Your opponent must not have any checker in your homeboard or on the bar. You then win twice the amount of the doubling cube.

Double Hit - When you hit 2 of the opponents checker in the same dice roll, you make a Double Hit.

Double Match Point (DMP) - For example a 25 point match where the score is 24-24.

Double Shot - When your opponent leaves a shot which can be hit by any 2 dice eyes he leaves a shot.

Doubling Cube - Yyou use the doubling cube to double the stakes.

Doubling Window - The equity range where both a double and a take is correct. Most common used in matches.

Drop (Pass) - When your opponent doubles you. You can pass and only lose the value of the doubling cube before he (re)doubled you.

Duplication - If you have to leave a blot 2 places on the board you might have the opportunity to give only one dice eye to hit. This is called Dublication. An other example is your opponent needs a 6 to escape your prime. By giving him a 6 to hit you, you dublicate his sixes. Dublication is often misunderstood with triplication.


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E


Edge (1) - Advantage. A world class player has an edge over an expert.

Edge (2) - The edge of the prime is the best place to escape from.

Elo (Rating) - A way to evaluate how strong you are. The higher your rating, the better you are. Elo is calculated by how you do against your opponents.

Enter - You enter from the bar after you have been hit.

Equity - The value of the position.

Extra - In a chouette the captain/crew sometimes both passes and takes. The person who passes can offer an extra to any of the takers. It costs 1 point to pass a 2-cube. Therefore to give an extra (on a 2-cube), you need to pay 1 point. Extras are complicated to use.
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F


Fan (Dance) - You are on the bar and can not enter.

Fee - Rake

Fish - A person who loses a lot of money.

Fly Shot - When both dice are required to hit a shot. This is in the distance of 7 pips or more.

Forward - For example when you abandon your backgame to play a priming game or a holding game. Or if you abandon your priming game to play a holding game. This is called to play forward.

Free Drop - When your opponent doubles you and you need an even number of points to win the match you got a free take.

Free Take
- In a match after the Crawford game. When your opponent doubles and you need an odd number of points to win the match. Then you got a free drop.

Freier - German for fish.

Fun Money - Play money.

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G
Game - Sideaction or a tournament match.

GamesGrid - An online backgammon server.

Gammon
(Double Game) - When you win and the opponent has not got any checkers off. Your opponent must not have any checker in your homeboard or on the bar. You then win twice the amount of the doubling cube.

Gammon (2) - Short for the game backgammon.

Gammon Count - The number of pips you need to save the gammon.

Gammon Price - The value of a gammon. In a moneygame the Gammon Price is 0.5. You need to win twice as many gammons to compensate for the wins.

Gap - An hole in a players prime.

GG - Gammon Go. A match score where it is important to win the gammon.

GG (2) - Good Game

Gnu Backgammon - A neural network. Gnu backgammon is Open Source.

Golden Anchor - The 20-anchor.

G-Point - Golden Point.

Golden Point - The 5-point.

Go Out - Movement of a checker from the opponents homeboard to the outfield.

Grind - To play for small stakes with an easy advantage.

GS - Gammon Save. A match score where it is important to save the gammon.

GWC - Game Winning Chances.


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H


Hacking - To get hacked is when somebody gets control over your computer.

Hara Kiri (splitz) - When you hit by breaking an inner point.

Heavy Point - A point with 5 or more checkers.

Hit - When a checker is alone you can hit the checker to the bar.

Hit and Cover - When you hit and cover a point in the same turn.

Hit and Split - Usually in the opening. You hit one the opponents checkers and split a back checker.

Hit Loose - To hit in the homeboard with out covering.

Holding Game - When one player has an advanced anchor and the other player clears in against the advanced anchor.

Home Board (Inner board) - The quadrant where you can bear your checkers off.

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I


Indirect Shot - A blot in the range of 7 or more pips away.

Inner Board - The quadrant where you can bear your checkers off.


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J


Jacoby Rule - With out the use of the doubling cube a gammon or backgammon can not be won untill the doubling cube has been accepted. The Jacoby rule is standard for money games. Invented by Oswald Jacoby.

Jacoby Formula - An easy to use race formula to decide correct doubles and take/pass decisions in money games.

Janowski's Formula - A match equity formula created by Rick Janowski.

Jellyfish - A neural network created by Frederik Dahl.

Joker - A very good roll.


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K

k - 1000

K-Gammon - Same as backgammon. Only difference is 2 additional checkers on the 23 point and the 22 point. Two comes from the midpoint and the other two comes from the 6-point. Invented by Karsten Nielsen.

Kauder Paradox - A specific position where it is both correct to double and beaver.

Kibitzer - A person who watches a live game.

Kill a Checker - Moving a checker to a place where it can never be used to produce a new point. For example when you put the third checker on the acepoint.

Kill aNumbers (Maiming) - Preventing high rolls from not playing. Often seen in priming battles on the verge of crunching.

Kleinman Formular - A complicated formula to decide how many percent you win in a race of bear off.


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L


Last Roll Position - For example you got 2 checkers on your deuce point and your opponent got 1 checker on his acepoint. You are on roll. This is a last roll position.

Limit - In a moneygame there can be a limit to how much can be won or lost in the actual game.

Loose - To leave a lot of blots, double early and take deep.

Lover's Leap - 65 opening roll playing 24/13.

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M


Maiming (Killing Numbers) - Preventing high rolls from not playing. Often seen in priming battles on the verge of crunching.

Man - Checker.

Market - When it is still a take.

Market Loser - A sequence where the market is lost. For example a 66 in a race can be a Market Loser.

Match (Series) - A game of backgammon to a fixed number of points.

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

Match Equity Table - A table that shows a player's probability of winning a match from different match scores.

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

Mess - Unstructured checkers that could be a lot of blots.

Middle Game - Just after the opening stages.

Mid Point -The 13 point.

Mixed Doubles - A doubles tournament with 2 players. The 2 players must be of different gender.

Money Game (Single) - To play backgammon where each point symbolizes an agreed amount of money.

Move - When you pick up your dice, you have completed your move.

Mutual Holding Game - When both players hold an advanced anchor.

MWC - Match Winning Chances.


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N

Nackgammon - Same as backgammon. Only difference is 2 additional checkers on the 23 point. One comes from the midpoint and the other comes from the 6-point. Invented by Nack Ballard.

NBgF - Norwegian Backgammon Federation.

Neural network
- A computer programe that has learned how to play by playing itself. Neural networks are the strongest backgammon computers. They all have the same style, which is refered to as silicon style. There are 4 well known neural networks: Snowie, Gnu, BG Blitz & Jelly Fish.

Number - Roll.

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O


Online Server - A place to play in the internet.

On the Bar - Being hit.

Opening Roll - The first roll of the game.

Open Source - A program that is free and the users have developed the program.

Otter - Same as raccoon, but going one step further with the doubling cube.

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 - From 7-18 point.

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P


Partner - In big chouettes the box can take a partner. The partner shares the action with the Box.

Pass - When your opponent doubles you. You can pass and only lose the value of the doubling cube before he (re)doubled you.

Phishing - To send email hoping for somebody to enter the trap of clicking a link or downloading a file. By clicking the victim could get hacked.

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

Pick Up - To safety up a blot to a point.

Piece - Checker

Pip - A checker on the 5-point consists of 5 pips. A checker on the 18-point consists of 18 pips.

Pip Count - Total of remaning pips.

Play - To make your play is to complete your turn.

Play Money - Or play chips. Chips that are fake.

Point (1) - One of the spots where you put your checkers.

Point (2) - 2 checkers on a point in the range 1-15 is called a point.

Point Shift - To change from one point to an other. For example you can often make a point shift with a 11.

Pointing - To hit and make a point at the same time.

Polish Prime - A prime consisting of blots only.

pp - Per point.

PRAT - Position Race And Threats: A tool/method to help make better cube decisions.

Prime - Points is a row where each point got at least 2 checkers on it.

Prop - Proposition. To play out a position against each other. Most props are played as take/pass decisions. Props are great as a tool to improve your knowledge about the game. Props are for players on all levels.

Pure - To go for the best available point. For example slotting the 5-point with an early ace.

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Q


Quack Quack - The roll 22. Named by Paul Magriel.

Quadrant - One of the 4 parts of the playing board.

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R


Raccoon - Same as beaver, but turning the cube to an additional level. The person having beavered keeps the cube.

Race - The type of position where the contact is broken.

Rail (Bar, Roof) - When you get hit your checker will be send to the bar.

Rake - The money an online server takes for hosting the game.

Rating (Elo) - A way to evaluate how strong you are. The higher your rating, the better you are. Rating is calculated by how you do against your opponents.

Recirculate - When you have a prime you may recirculate a checker. It could be with the idea be to force your opponent crunch or leave additional blots in his homeboard.

Redouble - After you have accepted a (re)double you are allowed to the turn the cube to the next level. By redoubling the doubling cube changes owner.

Refer a friend - A system to get a commission for refering a player to an online site.

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

Return Shot - When you hit your opponent just after having your checker hit.

Roll - A player must play the roll of the dice.

Roll (slang) - Roll can also mean turn.

Roll Out - Playing a position several times. Now a days it is usually done by neural neworks.

Rolling Prime - Movement of a 6-prime moving forward.

Roof (Rail, Bar) - When you get, hit your checker will be send to the bar.

Root Number - A specific roll of the dice that causes a position to crunch unexpected.

Run - Movement of a checker from your opponents infield to the outfield.

Running Game - When there is no further contact in the game and just before the bear off.

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S


Safe - Not to leave or minimize blots or immediate risks.

SBgF - Swedish Backgammon Federation. s

Send Back - Hit.

Series - Match.

Settle - To agree on a value in game or situation.To settle in a tournament is usually only legal when you consult the tournament director.

Settler - When a player disconnects from an online game a computer programe is used to settle the position. Currently this is Gnu on GamesGrid. Snowie og TMG. Bgblitz on GammonEmpire, PrimeBackgammon and Play65.

Settlement - Agreement on a disagreement.

Shesh Besh - Directly translated to 65, which is the name for backgammon in some middle eastern countries.

Shot - When a blot is being the blot gets shot.

Sideaction - Money game or chouette.

Silicon Style - The silicon style comes from neural networks. Pips and CPW are over valued. Table feeling and vigs are ignored.

Single (1) - Moneygame.

Single (2) - To win a single is to win 1 times the value of the doubling cube.

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

Slot - If you open with a 21 and play 13/11 6/5, you then slot the 5-point.

Snake eyes (Cat´s eyes) - The roll 11.

Snowie - A neural network created by Oliver Egger.

Spare - Builder.

Speed Board - Stacks on the low points. A player with a speed board will benefit from any double during bear off.

Split - If you open with a 21 and play it 13/11 24/23, then you split with the ace.

Splitz (Hara Kiri) - When you hit and break an inner point.

Squeeze - To force your opponent to leave his anchor.

Stack - A point with 5 or more checkers.

Stake - How much you are playing for.

Stay Back - To stay back with the back checker(s).

Steam (Tilt) - A losing player sometimes play very bad. Usually taking too many risks and looking for volatility. This is called to steam.

Stone - Checker.

Stop Loss - The maximum amount you can lose before quitting. If you quit a money session because you are stuck 50 points, then your stop loss is 50 points.

Straggler - A checker behind the opponents points/prime.

Stripped - A stripped point consists of 2 checkers. There are no builders on a stripped point.

Sucker - A person that loses a lot of money.


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T

Table Feeling - Backgammon intuition.

Take (Accept) - To accept the doubling cube from the opponent..

TD-Gammon - A backgammon computer created by Gerald Tesauro.

Tempo Hit - By hitting one of your opponents checkers, you take away half his roll to improve his position.

Thorp Count - A race formular for short bear off positions.

Tilt (Steam) - When you play very bad. Usually caused by bad luck.

Timing - How long before you crunch or leave a shot. Timing can measured in pips.

Tired - In the need of rest. A tired player will steam more easy.

Too Good - When you are better to play for the gammon, rather than double and cash the game.

Trailer - The player behind in the match.

Transfer - You may ask a server to transfer money for you to an other player. With out asking the server to do so, it is likely to be considered chipdumping.

Trap Play - Forcing the opponent off his anchor.

Triplication - Same as dublication, but your opponent has 3 ways to use a good 6.

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U


Under the Gun - When a blot is in direct range (in the zone) of 3 of the opponents builders or more.

Unreal - Often used as a complaining word to bad luck.


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V


Vig - Short for Vigorish. Additional value. Fx. from the cube, gammon, the opponent playing bad etc.

Virus - A computer virus can damage files on your computer or make your computer not work at all.

Volatility - Big swings.

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W


Wash - Hitting with a point shift in the inner board.

Wash - Settling the game even.

Wastage - The dead pips in a bear off.

Watcher - A person who watches an online game.

WBF - The Worldwide Backgammon Federation.

Weavering - When your position is a clear pass, but not good enough to play too good. You can now wait by doubling or make a bad play, to induce your opponent to take a pass.

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X

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Y

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Z


Zone - Where a player wants to make either a prime or point. For example in the opening the 4+5+7 points is the zone.

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