Backgammon glossary · D

Doubling window

The range of winning chances where doubling is correct and the opponent should still take.

How it works in play

The window opens where doubling starts to gain more than waiting and closes where the opponent should no longer take. Inside it you double and they take; past it you have waited too long and they pass, unless you are too good to double and should play on.

  • Double — An offer to double the stakes via the doubling cube, made before rolling.
  • Take point — The minimum winning probability at which taking a double breaks even — about 25% in money play; score-dependent in matches.
  • Volatility — How much a position’s equity can change per roll; high volatility opens the doubling window.
  • Too good to double — A position so winning that doubling (and forcing a drop) earns less than playing on for the gammon.
  • Cash — To double an opponent out of the game — offering a cube they must correctly pass, banking the current stakes.

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