Backgammon glossary
Backgammon has its own vocabulary. Here are 80 of the terms you will meet in books, analysis and online play, each with a short, plain definition.
Point numbers are always counted from the side of the player being discussed. If a term needs more than a sentence, follow the link to the full guide. New to the game? Start with how to play, then come back here whenever a word is unfamiliar.
A
- Ace-point
- The 1-point: the last point in a home board, furthest along for the player who owns it.
- Ace-point game
- A game in which one player, well behind, holds only their opponent's ace-point and hopes for a late shot as the opponent bears in and bears off. Strategy
- Acey-deucey
- A variant in which all checkers start off the board and a roll of 1-2 earns extra moves and another turn. Variants
- Anchor
- A point you hold with two or more checkers in your opponent's home board. An anchor gives your back checkers a safe landing spot and a base for hitting. Strategy
- Automatic double
- An optional money-game rule: if the opening roll is a tie, the cube is turned to 2 before play starts. Not used in matches. Doubling cube
B
- Back checkers
- Your two checkers that start on your 24-point, in your opponent's home board. Also called runners.
- Back game
- A plan for a player far behind in the race: hold two or more points in the opponent's home board and wait for a shot late in the game. Strategy
- Backgammon (result)
- A win in which the loser has borne off no checkers and still has a checker on the bar or in the winner's home board. It is worth three times the cube value. How to play
- Bar
- The raised strip in the middle of the board. Hit checkers are placed on the bar and must re-enter from there before their owner can move anything else. How to play
- Bar point
- The 7-point, the first point outside a player's home board, next to the bar.
- Bear in
- To bring your checkers into your home board, in preparation for bearing off.
- Bear off
- To remove checkers from the board once all fifteen are in your home board. The first player to bear off all fifteen wins. Bearing off
- Beaver
- An optional money-game rule: a player who is doubled may immediately redouble while keeping the cube on their side. Not used in matches. Doubling cube
- Blitz
- An all-out attack: hitting your opponent's checkers in your home board and making points quickly, aiming to close them out. Strategy
- Block
- A group of made points that stops opposing checkers from moving past. Six in a row is a prime.
- Blot
- A single checker alone on a point. A blot can be hit.
- Boxcars
- A roll of 6-6.
- Builder
- A checker within six pips or so of a point you want to make, ready to help make it on a later roll.
C
- Centered cube
- The doubling cube at the start of a game, on 1 and owned by neither player. Either player may make the first double. Doubling cube
- Checker
- One of the fifteen playing pieces each player has. Also called men, stones or pieces.
- Chouette
- A format for three or more players: one player (the box) plays against a team led by a captain, and players rotate after each game.
- Close out
- To make all six points of your home board while an opposing checker is on the bar, so it cannot enter at all.
- Combination shot
- A shot that hits only by using both dice with one checker (or several steps of a double), as opposed to a direct shot. Odds and probabilities
- Contact
- A position where the two sides' checkers have not fully passed each other, so hitting is still possible. The opposite of a race.
- Crawford game
- The one game in a match played without the doubling cube, immediately after a player first reaches one point short of winning. Match play
- Crawford rule
- The match rule that creates the Crawford game. It is standard in tournaments and online play. Match play
- Crossover
- Moving a checker from one quarter of the board into the next. Counting crossovers helps plan an efficient bear-in. Pip counting
- Cube
- Short for the doubling cube, a die marked 2, 4, 8, 16, 32 and 64 used to raise the stakes of a game. Doubling cube
- Cube ownership
- After you accept a double, you own the cube: only you may make the next double (a redouble). Doubling cube
D
- Dance
- To fail to enter a checker from the bar because both numbers rolled are blocked. Odds and probabilities
- Direct shot
- A shot at a blot six or fewer pips away, which can be hit with a single die. Odds and probabilities
- Double
- To offer to play the rest of the game for twice the current stake, by turning the doubling cube. The opponent must take or drop. Doubling cube
- Double match point
- The score when both players need one point to win the match. The next game decides it and the cube is irrelevant. Match play
- Drop
- To refuse a double. You concede the game and lose the stake as it was before the double. Also called pass. Doubling cube
- Duplication
- Arranging your checkers so that the numbers your opponent needs for different good rolls are the same, which reduces the number of rolls that work for them. Strategy
E
- Enter
- To bring a checker from the bar into your opponent's home board, on the point matching one of your dice. How to play
- Equity
- The value of a position: in money play, how much you expect to win or lose per unit of stake on average; in a match, your chance of winning the match.
G
- Gammon
- A win in which the loser has not borne off any checkers. It is worth twice the cube value. How to play
- Golden point
- The 5-point, the most valuable point to make early in the game. Opening moves
H
- Hit
- To land on a point occupied by a single opposing checker, sending it to the bar. How to play
- Holding game
- A plan built around keeping an anchor in your opponent's board, usually on their 5, 4 or bar point, while waiting for a shot. Strategy
- Home board
- The quarter of the board containing your 1 to 6-points, where you bear off from. Also called the inner board.
- Hypergammon
- A variant played with three checkers each. Variants
I
- Indirect shot
- Another name for a combination shot: a blot seven or more pips away, or one that can only be hit with both dice. Odds and probabilities
- Inner board
- Another name for the home board.
J
- Jacoby rule
- A money-game rule under which gammons and backgammons count only as single games unless the cube has been turned. Not used in matches. Doubling cube
L
- Lover's leap
- The opening 6-5 played 24/13, running a back checker all the way to the midpoint. Opening moves
M
- Match
- A series of games played until one player reaches an agreed number of points. Match play
- Match equity
- Your chance of winning a match from a given score. Match equity tables list it for every score. Match play
- Midpoint
- The 13-point, where five of your checkers start, in your opponent's outer board.
- Money game
- A game played for a stake per point rather than as part of a match, where each game stands on its own. Doubling cube
N
- Nackgammon
- A variant with a different starting position that puts four checkers in the back, leading to longer, more complex games. Variants
O
- On roll
- The player whose turn it is to roll the dice.
- Opening roll
- The first roll of the game. Each player rolls one die and the higher number moves first, using both dice. Ties are rolled again. Opening moves
- Outer board
- The quarter of the board containing your 7 to 12-points, between your home board and the midpoint.
- Outfield
- The two outer boards together, the middle area of the board.
P
- Pip
- One point of distance. Moving a checker from the 8-point to the 5-point covers three pips. Pip counting
- Pip count
- The total number of pips a player needs to bear off all their checkers. Each side starts with 167. Pip counting
- Point
- One of the 24 triangles on the board. A point is also said to be made, or owned, when you have two or more checkers on it.
- Point on
- To hit a blot and cover the point in the same move, so your checkers make the point where the blot was.
- Post-Crawford
- The games of a match after the Crawford game. The cube is back in play, and the trailing player usually doubles at once. Match play
- Prime
- Six consecutive made points. Opposing checkers behind a full prime cannot get past it. Strategy
- Priming game
- A plan built around making a prime to trap one or more opposing checkers. Strategy
R
- Race
- A position with no contact left: the checkers have passed each other and the game is decided by speed. Pip counting
- Re-enter
- Another word for entering a checker from the bar.
- Redouble
- A double made by the player who owns the cube, raising it to the next value. Doubling cube
- Rollout
- A way of evaluating a position or play by having a computer play it out many times and averaging the results.
- Running game
- A plan of getting your back checkers out and home quickly, usually when you are ahead in the race. Strategy
S
- Shot
- A roll, or the set of rolls, that would hit a blot. Odds and probabilities
- Slot
- To place a single checker on a point you want to make, hoping to cover it on the next roll before it is hit. Opening moves
- Snake eyes
- A roll of 1-1.
- Split
- To separate two checkers on the same point, most often your back checkers on the 24-point. Opening moves
- Stack
- Many checkers piled on one point. Heavy stacks are inflexible and waste pips.
T
- Take
- To accept a double and play on for twice the stake, taking ownership of the cube. Doubling cube
- Take point
- The minimum chance of winning you need to accept a double. In a money game, ignoring gammons and cube ownership, it is 25%. Doubling cube
- Tavla
- The Turkish name for backgammon. The game is close to standard backgammon, usually played without the doubling cube. Variants
- Tavli
- The Greek family of backgammon games: portes, plakoto and fevga, often played in rotation. Variants
- Tempo
- Time. A tempo play, often a hit, takes away part of your opponent's next roll because they must use it to enter from the bar.
- Too good
- A position so strong that you should not double, because your opponent would drop and you would give up your chances of winning a gammon. Play on for the gammon instead. Doubling cube
W
- Wastage
- Pips that are rolled but do not help in the bear-off, for example a 6 used to take a checker off the 1-point. Smooth home boards waste fewer pips. Bearing off
The best way to learn the words is to use them. Play a game and name what happens: every blot you leave, every point you make and every double you are offered.
Questions
What is a blot in backgammon?
A blot is a single checker alone on a point. An opposing checker that lands on it hits it and sends it to the bar.
What is the difference between a gammon and a backgammon?
A gammon is a win before the loser has borne off any checkers, worth double. A backgammon is a gammon where the loser also still has a checker on the bar or in the winner's home board, worth triple.
What does it mean to dance?
You dance when you have a checker on the bar and neither number you rolled lets it enter, because those points are blocked. You lose your whole turn.
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