Backgammon glossary · C

Cash

To double an opponent out of the game — offering a cube they must correctly pass, banking the current stakes.

How it works in play

You cash when you double a position your opponent should pass: they drop, and you bank the current stake instead of playing on. It is right when you are strong but not strong enough to play for a gammon; if you are, you are too good to double.

  • Double — An offer to double the stakes via the doubling cube, made before rolling.
  • Drop — Decline a double (also "pass"), conceding the current cube value.
  • Too good to double — A position so winning that doubling (and forcing a drop) earns less than playing on for the gammon.
  • Doubling window — The range of winning chances where doubling is correct and the opponent should still take.
  • Take point — The minimum winning probability at which taking a double breaks even — about 25% in money play; score-dependent in matches.

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