Backgammon Glossary
Backgammon players have a word for almost everything. Here are the terms you'll meet in our guides, on the board and at the club, in plain English and in A to Z order.
A
- Ace point
- Your 1-point, the deepest point in your home board. Checkers here are out of play for most of the game.
- Anchor
- Two or more of your checkers on a point in your opponent's home board. An anchor gives your back checkers a safe base and can't be hit.
B
- Back checkers
- Your checkers furthest from home, usually the two that start on your 24-point.
- Back game
- A plan for when you are far behind: you hold two anchors in your opponent's home board and wait for a late shot.
- Backgammon (the result)
- A win where 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 stake.
- Bar
- The raised strip down the middle of the board. Checkers that are hit are placed on it.
- Bar point
- Your 7-point, the first point outside your home board, next to the bar.
- Bear off
- To remove a checker from the board once all fifteen of your checkers are in your home board.
- Beaver
- A house rule in money games: a player who is doubled can take and immediately redouble while keeping the cube.
- Blitz
- An all-out attack: hitting checkers and making home board points fast, aiming to close your opponent out.
- Blot
- A single checker alone on a point. It can be hit.
- Builder
- A spare checker placed where it can help make a new point on a later roll.
C
- Closed board
- A home board with all six points made. A checker on the bar can't enter against it.
- Closeout
- Hitting a checker while you have a closed board, so your opponent can't move at all until you open a point.
- Crawford rule
- In match play, the doubling cube can't be used for one game, the first game after a player gets to one point short of winning the match.
- Cube
- Short for the doubling cube, a die marked 2, 4, 8, 16, 32 and 64 that keeps track of the stake.
D
- Dance
- To fail to enter a checker from the bar because every point it could enter on is blocked. Your whole turn is lost.
- Direct shot
- A blot six or fewer points away from an enemy checker, so it can be hit with a single number on one die.
- Double
- Either a roll where both dice show the same number, played four times, or an offer to double the stake with the cube.
- Drop
- To refuse a double and lose the game at the current stake. Also called a pass.
E
- Enter
- To bring a checker from the bar back into play, on an open point in your opponent's home board.
G
- Gammon
- A win where the loser has not borne off any checkers. It is worth twice the stake.
- Golden point
- Your 5-point, often called the most valuable point on the board.
H
- Hit
- To land on an enemy blot and send it to the bar.
- Holding game
- A plan where you keep an anchor on your opponent's side, usually their 4 or 5-point, and wait for a shot as they bring their checkers home.
- Home board
- Your 1-point to 6-point, the quarter of the board where your checkers must all be before you can bear off.
I
- Indirect shot
- A blot seven or more points away, which can only be hit by a combination of both dice.
J
- Jacoby rule
- A rule in money games where gammons and backgammons count as single games unless the cube has been turned.
M
- Make a point
- To put two or more of your checkers on the same point, so your opponent can't land there.
- Market loser
- A sequence that makes your position so much better that your opponent would no longer take a double. Doubling before it happens avoids losing your market.
- Match
- A series of games played to a set number of points, such as 5, 7 or 11.
- Midpoint
- Your 13-point, on your opponent's side of the board, where five of your checkers start.
- Money game
- A single game played for an agreed stake per point, as opposed to a game in a match.
N
- Nackgammon
- A variant invented by Nack Ballard where each player starts with four back checkers instead of two.
O
- Open point
- A point you can land on: empty, held by your own checkers, or holding a single enemy checker.
- Outer board
- Your 7-point to 12-point, the quarter of the board on your side away from your home board.
P
- Pass
- To refuse a double and lose the game at the current stake. Also called a drop.
- Pip
- One point of movement. A checker on your 8-point needs 8 pips to bear off.
- Pip count
- The total number of pips all your checkers must travel to bear off. Both sides start on 167.
- Point
- One of the 24 narrow triangles on the board.
- Prime
- A row of made points next to each other. A full prime of six points can't be jumped.
R
- Race
- A position where all contact is over, so the game is decided only by who bears off first.
- Redouble
- A double made by the player who owns the cube, turning it to the next number.
- Running game
- A plan where you are ahead in the race and try to get your checkers home safely, avoiding contact.
S
- Shot
- A chance to hit an enemy blot.
- Single game
- A win where the loser has borne off at least one checker. It is worth the stake once.
- Slot
- To place a single checker on a point you want to make, hoping to cover it next turn before it is hit.
- Split
- To move your two back checkers to different points, usually early in the game.
- Stack
- Too many checkers on one point. A tall stack is usually a sign of wasted checkers.
T
- Take
- To accept a double and carry on playing for twice the stake.
- Take point
- The lowest winning chance at which taking a double is correct, about 25% in a money game.
- Tempo
- A turn of time. Hitting a checker costs your opponent tempo, because they must use part of their roll to enter.
Keep learning
- How to play backgammon: your first game, step by step
- Backgammon rules: every rule, including the cube
- Backgammon strategy: putting these ideas to work