Backgammon Glossary
Thu, 29 May 2008 16:58Backgammon Glossary
Commonly 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.