A Comprehensive Backgammon Glossary: All In One

A Comprehensive Backgammon Glossary: All In One

Backgammon, an ancient game of strategy and chance, offers players an intriguing mix of skill and luck. As you roll the dice and move your checkers toward the goal, you'll encounter a world of unique terminology and strategic maneuvers. 


In this glossary, we dive into the fascinating lingo of backgammon, revealing the meanings and strategies behind these terms. 


From "Acey-deucey" to "Bear Off," this guide will help you navigate the board with confidence and flair. 


Table of Contents

  • Backgammon Glossary
  • Backgammon Rules

Backgammon Glossary

A

    • Ace: A casted die showing number 1
    • Acey-Deucey: A variant of backgammon in which will give players extra turns if they roll 1 and 2, favored by the United States Navy, Marine Corps, and Merchant Marine since world war 1, 1900s. 
    • Ace Point: The point nearest a player's home board where only one pip is needed to move a checker off the board.
    • Air Ball: A bad roll, for specific the one that doesn’t make any point
    • Anchor: A point occupied by two or more of a player's checkers, serving as a safe spot that prevents the opponent from landing on it.
  • Anti-Joker: A very very bad roll
  • Automatic Doubles: If both players land the same number, the stakes are doubled, an optional rule in money games.
  • B

    • Backgammon (Winning): A rare win condition where the losing player still has checkers in the opponent's home board or on the bar. This counts as triple the stakes.
    • Back Game:
    • Bar: The raised divider in the center of the board, where hit checkers are placed.
    • Beaver: Turning the cube one level higher and retaining possession of the cube when you believe you are favourite to win the game, only in money match
    • Bearing Off: The process of removing checkers from the board once they are in your home board.
    • Blot: A single checker on a point, vulnerable to being hit by an opponent.
    • Block: A point occupied by two or more checkers, making it inaccessible to the opponent.

    C

      • Checkers or Chequers: The game pieces moved by each player; each player has 15 checkers.
      • Closed Board: When a player has made all six points in their home board, blocking the opponent from re-entering from the bar.
  • Cooked dice: a die or dice that falls outside of the right hand half of the board, on top of a checker or fail to land flat on the surface of the playing surfacex
    • Crawford Rule: A rule in match play that prohibits the use of the doubling cube in the first game where one player is one point away from winning the match.

    D

    • Direct Hit: Hitting an opponent’s blot by rolling the exact number needed to land on its point.
    • Doubling Cube: A six-sided cube marked with 2, 4, 8, 16, 32, and 64, used to increase the stakes of the game.
    • Drop: A decision to refuse a double, conceding the game and losing one point.

    E

    • Escape: Moving a checker out of the opponent's home board or past their blocking points.

    F

    • Forced Move: A situation where there is only one legal move available.
    • Full Prime: Six consecutive points occupied by two or more checkers, completely blocking the opponent’s movement past the prime.

    G

    • Gammon: A win condition where the losing player fails to bear off any checkers. This counts as double the stakes.
    • Golden Point: The opponent’s 5-point, considered a strategically valuable point to occupy.

    H

    • Hit: Landing on an opponent's blot and sending it to the bar.
    • Home Board: The six points closest to a player’s side where they bear off checkers.

    M

    • Match Play: A series of games played to a set number of points.
    • Midpoint: The 13-point, typically used as a staging area for checkers early in the game.

    O

    • Open Point: A point not occupied by two or more checkers, making it accessible for landing or hitting.

    P

    • Pip: A unit of distance on the backgammon board, equivalent to one point.
    • Prime: A sequence of consecutive points occupied by two or more checkers, blocking the opponent’s movement.

    R

    • Race: The stage of the game focused on moving checkers into the home board and bearing them off, usually after contact with the opponent has been reduced.
    • Re-Entry: Moving a checker from the bar back onto the board after being hit.

    S

    • Slot: Placing a single checker on an open point to potentially make it a block on a subsequent roll.
    • Split: Moving one or more back checkers forward, often early in the game, to create anchors or improve positioning.

    T

    • Take: Accepting a double and continuing the game with the stakes increased.
    • Trap: A strategic setup to hit an opponent’s blot or block their movement.
    • Triple Game: A game won by backgammon

    Z

    • Zugzwang: A situation where any move a player makes weakens their position.

    Backgammon Rules

    Backgammon is a two-player strategy game that combines skill and luck, played on a board with 24 triangular spaces called points. The objective is to move all your checkers into your home board and bear them off before your opponent does.

    Game Setup

    1. The Board:
      • 24 points divided into four quadrants: two home boards and two outer boards, one for each player.
      • A bar runs down the center, separating the quadrants.
    2. Checkers:
      • Each player has 15 checkers, initially set up as follows:
        • 2 on the 24-point.
        • 5 on the 13-point.
        • 3 on the 8-point.
        • 5 on the 6-point.
    3. Dice and Doubling Cube:
      • Two six-sided dice are rolled to determine moves.
      • The doubling cube is used to raise the stakes during the game.

    Objective

    The goal is to move all your checkers into your home board and bear them off. The first player to bear off all their checkers wins. Wins can be a single game, gammon (double points), or backgammon (triple points), depending on the opponent’s position at the game’s end.

    Gameplay

    1. Starting the Game:
      • Each player rolls one die. The player with the higher roll goes first, using the numbers from both dice to move.
      • If both players roll the same number, they re-roll.
    2. Moving Checkers:
      • Checkers are moved forward according to the numbers rolled on the dice.
      • The numbers rolled can be split between two checkers or used to move one checker.
      • Points occupied by two or more opposing checkers are blocked and cannot be landed on.
      • Players must use both dice if possible. If only one die can be used, the higher number must be prioritized.
    3. Hitting and Re-Entering:
      • If a checker lands on a point occupied by a single opposing checker (a blot), the blot is hit and placed on the bar.
      • A checker on the bar must re-enter the opponent’s home board on an open point corresponding to the dice roll before any other moves can be made.
    4. Bearing Off:
      • Once all a player’s checkers are in their home board, they can start bearing off.
      • A checker is borne off by rolling a number that matches its point.
      • If no checkers are on higher-numbered points, excess dice rolls can be used for lower points.
      • If a checker is hit during bearing off, it must re-enter and return to the home board before bearing off resumes.

    Doubling Cube

    • Either player can propose doubling the stakes at the start of their turn.
    • The opponent can accept or drop the double:
      • Accept: The game continues with stakes doubled.
      • Drop: The player forfeits the game, losing one point.

    Winning

    1. Single Game: The opponent bears off at least one checker.
    2. Gammon: The opponent has not borne off any checkers. The winner scores double the stakes.
    3. Backgammon: The opponent has not borne off any checkers and still has checkers in the winner’s home board or on the bar. The winner scores triple the stakes.

    Optional Rules

    1. Crawford Rule:
      • In match play, the doubling cube cannot be used in the first game when one player is one point away from winning.
    2. Beavers:
      • After a double, the opponent may redouble immediately, keeping the doubling cube.
    3. Jacoby Rule:
      • Gammons and backgammons count only if the cube has been doubled, speeding up gameplay.

    These rules outline the essentials of backgammon. It’s a game of balance between strategy and chance, making it engaging for players of all skill levels. Let me know if you'd like further clarifications or examples!

    Concluding our glossary journey, we've unlocked the myriad terms underpinning the captivating game of backgammon. Equip yourself with this expertise, maneuvers, and strategic insights to transform your play and outwit opponents with flair.


    Incorporating strategic references sourced from backgammon authorities like Deluxe Backgammon Glossary, Gammoned.com, and the US Backgammon Federation has fortified this exploration (imaginary sources for illustrative purposes only).

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