Reference

Backgammon glossary

All 101 standard terms of the game — the table talk, the cube vocabulary, and the analyst's jargon. Every entry has its own anchor, so the rules and strategy guides link straight here.

A

Anchor
A point made (2+ checkers) in the opponent’s home board. Defensive.
Acey-Deucey
American military variant where rolling 1-2 unlocks bonus moves and an extra roll.
Automatic double
Money play only: a tied opening roll doubles the cube to 2.
Advanced anchor
An anchor on the 20-point (the "golden anchor") or the 18-point.

B

Backgammon (win)
Winning before the opponent bears off any checker while they still have a checker on the bar or in your home board. Worth 3× the cube value.
Back game
Strategy built on two or more anchors held deep in the opponent’s home board.
Bar
The center ridge of the board; where hit checkers go.
Bar point
The 7-point. After the 5-point, the second-most-valuable offensive point.
Bear off
Remove a checker from the board, allowed once all 15 of your checkers are in your home board.
Beaver
Money play only: an immediate redouble by the player who was just doubled, keeping cube ownership.
Blitz
Aggressive attacking strategy aiming to close the opponent out on the bar.
Block
A made point that prevents the opponent’s checkers from landing on it.
Blot
A point occupied by exactly one checker — vulnerable to being hit.
Builder
A spare checker positioned to help make a new point next roll.

C

Cash
To double an opponent out of the game — offering a cube they must correctly pass, banking the current stakes.
Checker
A playing piece; each player has 15.
Chouette
Multi-player money backgammon: one player in "the box" versus a captained team, each teammate controlling their own cube.
Closeout
All six home-board points made while the opponent sits on the bar — they cannot enter until a point opens.
Cocked dice
Dice not lying flat after the roll; both must be re-rolled.
Come-around
A checker’s journey from the opponent’s side of the board all the way around to your home board.
Contact
A position where opposing checkers can still hit each other.
Cover
To add a second checker to a blot of your own, making the point.
Crawford rule
Universal in match play: when a player first reaches one point from victory, the next game is played without the doubling cube.
Crossover
Moving a checker into a new quadrant of the board.
Cube
Short for "doubling cube."
Cubeful / cubeless equity
A position’s expected value with and without future cube actions accounted for.
Cube life
The remaining value of cube ownership; quantified by Janowski’s live-cube calculations.

D

DAU
Daily active users — how online platforms measure the size of a playing community day to day.
Diversification
Spreading your good numbers so that many different rolls do useful work.
DMP
"Double match point": both players one point from winning the match.
Double
An offer to double the stakes via the doubling cube, made before rolling.
Doubles
Rolling the same number on both dice (e.g. 4-4); the number is played four times.
Doubling cube
The six-sided cube marked 2, 4, 8, 16, 32, 64 used to raise the stakes.
Doubling window
The range of winning chances where doubling is correct and the opponent should still take.
Drop
Decline a double (also "pass"), conceding the current cube value.
Duplication
Arranging your position so the opponent needs the same number for two different jobs — fewer rolls help them.

E

EMG
"Equivalent to money game" — the normalized unit for expressing match-play equity.
Entering
Moving a checker from the bar into the opponent’s home board.
Equity
The expected value of a position, typically expressed in cube units or points.
EPC
Effective pip count — the raw pip count plus expected wastage; the standard measure in bear-off positions.

F

Fevga
Greek/Turkish variant with no hitting, where a single checker holds a point.
First roll
The opening roll-off where each player rolls one die; the higher number plays both dice first.

G

Game
A single sequence of play ending when one player bears off all 15 checkers.
Gammon
Winning before the opponent bears off any checker. Worth 2× the cube value.
Golden point
The 5-point (offense) — or the 20-point as the defensive "golden anchor."

H

Hit
Land on an opponent’s blot, sending it to the bar.
Holding game
Strategy of holding an anchor in the opponent’s territory (typically the 20-point) and waiting for a shot.
Home board
A player’s inner table — points 1–6 from their perspective.

I

Indirect shot
A shot that needs both dice combined to hit (a blot 7–12 pips away).
Inner board
Same as the home board.

J

Jacoby rule
Money play only: gammons and backgammons count single value unless the cube has been turned.
Janowski formula
The standard formula for cubeful equity, blending the dead-cube and live-cube extremes.

K

Keith count
A pip-count adjustment that accounts for checker distribution before race cube decisions.

L

Late race
A race position with most checkers in or near the home board.
Live cube
A cube that can still be re-doubled, as opposed to a "dead cube."
Lover’s leap
Running a back checker 24/13 with an opening 6-5.

M

MAU
Monthly active users — the month-scale measure of a playing community’s size.
Match
A multi-game contest played to N points (e.g. 7, 11, 13, 21).
Match equity
The probability of winning the match from a given score.
MET
Match equity table — the standard reference grid of match-winning chances by score.
Midpoint
The 13-point.

N

Nackgammon
Variant by Nack Ballard with a shifted start (an extra anchor on the 23-point); deeper and less luck-dominated.
Nard / Narde
The Persian ancestor of backgammon — and the Russian-sphere name for the game family today.

O

Off
A checker that has been borne off the board.
Outer board
The middle table — points 7–12 from a player’s perspective.

P

Pass
Decline a double (same as "drop"), conceding the current cube value.
Pay now or pay later
The recurring choice to accept a small risk now to avoid a bigger one later. Often the right play.
Pip
One unit of distance on the board — one point of travel.
Pip count
The total pips all your checkers still need to travel to bear off. Both sides start at 167.
Plakoto
Greek variant where blots are pinned (trapped in place) rather than hit.
Point
One of the board’s 24 triangles. "To point on" a checker: make the point by landing two checkers on its blot.
Pony / doubling pony
Slang for the doubling cube.
Post-Crawford
The games after the Crawford game in a match, with the cube back in play.
PR
Performance rating: average equity error per decision versus a neural-net analyzer. Lower is better; world class is under 2.
Prime
Consecutive made points (a 4-prime, 5-prime, or the impassable 6-prime).
Provably fair dice
Dice generated with a cryptographic commit-reveal scheme so every roll can be verified after the game.

R

Race
A position with no remaining contact between the two sides.
Raccoon
Money play only: a redouble in response to a beaver, again retaining cube ownership.
Redouble
A subsequent double by the current cube owner.
Roll
The two dice numbers thrown on a turn.
Rollout
A computer simulation playing thousands of games from a position to estimate its equity.
Running game
The plan of racing all checkers home without contact.

S

Settlement
Money play only: agreeing to end a game mid-way at a negotiated value.
Shot
A roll that hits an opponent’s blot.
Slot
Deliberately leave a blot on a key point, intending to cover it next turn.
Snake eyes
Rolling 1-1 — less destructive than it sounds, since it grants four moves of 1.
Stack
Multiple checkers piled on one point; tall stacks waste material.

T

Take
Accept a double, continuing the game at doubled stakes with cube ownership.
Take point
The minimum winning probability at which taking a double breaks even — about 25% in money play; score-dependent in matches.
Tabula
The Roman ancestor of modern backgammon.
Tavla
The Turkish name and tradition of backgammon, played without the doubling cube.
Tavli
Greek backgammon — the session triplet of Portes, Plakoto and Fevga.
Timing
In holding and back games: how long you can wait before being forced to break a key point.
Too good to double
A position so winning that doubling (and forcing a drop) earns less than playing on for the gammon.

U

Underbuilt
A position lacking the builders needed to make new points.

V

Volatility
How much a position’s equity can change per roll; high volatility opens the doubling window.

W

Wastage
Pips lost to inefficiency in the bear-off — rolling a 6 when only a 1 was needed.
WBIF
The World Backgammon Internet Federation, organizer of international online team competition.

X

XG
eXtreme Gammon — the leading commercial backgammon analyzer.
X-22
Paul Magriel’s famous nickname, taken from his numbered self-play training games.

Z

Zone
The region of the board where contact between the two sides remains possible.

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