Backgammon glossary · C

Come-around

A checker’s journey from the opponent’s side of the board all the way around to your home board.

How it works in play

A hit checker re-enters in the opponent’s home board, as far from home as a checker can be, and has to come all the way around before it can be borne off. That journey is why a hit costs so much in the race, and why a back game needs time.

  • Hit — Land on an opponent’s blot, sending it to the bar.
  • Entering — Moving a checker from the bar into the opponent’s home board.
  • Pip count — The total pips all your checkers still need to travel to bear off. Both sides start at 167.
  • Crossover — Moving a checker into a new quadrant of the board.
  • Timing — In holding and back games: how long you can wait before being forced to break a key point.

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