| Thursday, 29 May 2008 16:58 |
Backgammon GlossaryCommonly used glossary and terminology.Air Ball - a completely missed shot due to a poor roll.Anchor - This refers to a point that is occupied by 2 or more of your checkers within your opponent's board (inner area). Backgame - A defensive strategy that is useful if you are behind in the game and you still have 2 or more anchors within your opponent's home board. Bar - The elevated ridge that runs down the center of a backgammon board and separates the outer board from the home board. Blitz - An attack on your opponent's blots within your homeboard to close out your enemy. Blot - A checker placed on a point, making it vulnerable to your opponent. Builder - A checker placed within your outer board that can help you create points. Candlesticks - Checkers that are piled up on a few key points. Catcher - A catcher is a checker which has been strategically placed so as to possibly hit your opponent's checker. Chase - To accept or offer a double which is a risky move so as to recover your losses. Checker - Refers to the any of the fifteen counters or men you move around based on the roll of the dice. Coffeehouse - The kind of talk that aims to misled opponents. Enter - To place a checker into an opponent's home board from the bar based on the dice roll. Fan - This terms refers to the failure of re-entering after you have been hit by the opponent. Fish - A poor player who's willing to play for a serious sum of money. Gammon - This happens when you're able to completely bear off your checkers before your enemy has taken off any checkers. Hit - To get to a spot that's occupied by your opponent's blot, forcing it to occupy the bar. Joker - A very good roll that may change the possible outcome of a game. Kibitz - To watch an actual game and learn from the experts. Pass - You make a pass when you refuse to receive the cube when challenged to a double by your opponent. Pip Count - The required number of pips so that you could bear off all your checkers. Prime - Consecutive points occupied by a single player, blocking his opponent's checker. Run - To get away from a runner coming from your opponent's home board and to dash back to home as soon as possible. Shot - A chance to hit your opponent's blot. Slot - To move a checker on a point you plan to occupy on your next roll. Split - To separate 2 checkers placed together on a point, turning them into blots. Swing - Refers to the difference in score between losing a game and winning it. Take - To agree to a double. Vig (vigorish) - Refers to the other considerations or possibilities that are quite small but can still affect a certain situation. Wash - To switch point and hit your enemy's checker. Woolsey's Rule - A technique promoted by backgammon guru Kit Woolsey regarding doubling. |
