Backgammon Glossary
ABT
Abbreviated American Backgammon Tour, an annual tournament for pros and participants of major U.S. tournaments.
Accept a Double
To accept the proposal of your opponent to play at doubled previous stakes. The opposite action is to refuse the double.
Active Builder
A free checker, which can move on the board for absolutely free.
Anchor
Any point, which is occupied by two or more checkers in the opponent's home.
Automatic Doubles
Optional rule available in money-games. If both players roll the same number when they determine the priority to roll dices, the amount of bet is doubled. The doubling cube is turned to 2 and stays in the middle.
Backgammon board
Other name is table, board. A board for backgammon, which has 24 triangles of two alternate different colors that indicate points. They are divided into four sections on the table called quadrants and are called home board, outer board, opponent's outer board and opponent's home board. The bar divides the outer and home boards.
Bar
The raised barrier in the center of backgammon board. Checkers are placed on the bar when they are hit. Another name – roof, rail.
Bear off
To make all you checkers gather on your home board and then leave the board.
Block
A point which is occupied by several checkers to intervene opponent's next move.
Blockade
A set of blocks to prevent further movement of your opponent.
Blot
A single checker which is opened to be hit.
Board.
Backgammon board.
Bump
Hit a checker.
Cast
Throw a pair of dice to make a move.
Checker
Known also as men, counters, stones. One of 15 one-colored checks, that you play with.
Closed point
Consists of anchors or blocks. A point which is occupied by two and more checkers.
Control a point
To have two or more checkers on a point and have possibility to move other checkers on it.
Count
Short variant of pip count.
Dice
Two cubes with marked faces used for backgammon. Spots on faces of dice indicate the move of your checkers on the board.
Dice combination
One of the 36 possible rolls of two die.
Double
Possibility to increase the stakes twice given by one player to another. If it is accepted, the game continues at double price; if it is rejected those who proposed wins everything.
Doubles
Two dice that have identical numbers on the upper face.
Doubling Cube
A cube which keeps the track of stake increase. Its sides are marked with numbers 2,4,8,16,32,64. At the beginning it lies in the center, but if players begin to double it moves from one side to another.
Enter
To move a checker from a bar to opponent's home board on a free point according to dice combination. If there are any checkers on the bar, this is the first action to do.
Flunk
To fail to enter.
Fold
To refuse a double or to pass; to quit a game.
Hit
To discover the opponent's blot, place your blot on it and push it to the bar.
Hit and cover
To hit the opponent's blot with yours and then move it to another blot to protect it.
Hit and Pass
The same as Hit and Run, Pick and Pass.
Hit Loose
To hit a blot of you opponent leaving your blots uncovered and exposed.
Home
Also called home board. The quadrant of the board, which is the aim of movement of your checkers. You must collect all checkers here to start bearing off the board.
Mixed roll
Opposite to the doubles - the dice with different numbers on the upper face.
Move around the corner
A move from your opponent's outer board to your own outer board.
Move in
Move either from the bar to the opponent's home board or from your outer board to home.
Odds
The interrelation of chance that event will happen to the possibility that it won’t. For example the odds of rolling 1-1 are 35 to 1 against.
Pass
Refuse a double; to give you right to move checkers to the opponent due to impossibility to make a move.
Pick and Pass
To hit a blot of your opponent and then move the checker to save point.
Pick up
To hit an opponent’s blot to the bar.
Pip
One of the spots on the dice indicating number of moves to be made; the distance that your checker should make indicated by dice.
Pip count
The amount of pips that are to be rolled out to make all of your checkers bear off. At the beginning of the game, you have pip count of 167. In the end, it must be 0.
Point
One of the 24 spots on the board where you can put your checkers – as well as your opponent can. A spot occupied by two and more checkers.
Rail
Another word for the bar.
Rating
The number which indicates the level of your playing concerning other players. The more you win, the more points you add to your rating, and vice versa.
Reenter
Enter the board with checker from the rail after it was hit.
Resign
To recognize your defeat. You can’t resign at tournaments.
Roll
To throw two dice; a dice combination which falls when you throw dice.
Roof
Analog to bar.
Runner
One of the checkers which began to move from the home board of your opponent; a checker on the rail or at home board of the opponent.
Shot
An opportunity of a particular dice roll which can hit a blot of your opponent.
Stack
Four and more checkers on one point.
Turn
The sequence of players’ actions, which consists of possible offer to double, rolling the dice, playing the roll and handling the dice to another player.
Underplay
To play very carefully and safely when it is surely safe to play more aggressively.
WBA
World Backgammon Association.
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