|
|
backgammon galore
Backgammon Dictionary
Backgammon
Home
Articles
Backgammon backgammon free gamedesire Online
Money Games
History
Backgammon Rules
Backgammon Glossary
Beginners
Advanced Tips
Backgammon Strategy
Backgammon Variants
Tournaments
Equities
Resources
eZines
Books
Backgammon backgammon galore Software
Merchandise
Websites
Stories
World Club List
Experts
Blunders
Expert Matches
Analyzed Matches
GammonEmpire
Play65
Snowie
World backgammon
Backgammon Forum
Backgammon Dictionary
Just start playing backgammon and have
no idea what people you are playing are saying half the time? Been playing
backgammon for awhile but still get stuck by some experienced player's mastery
of backgammon jargon? Just want to have a few online backgammon for real money more good sayings at the local
chouette? Welcome to the world's largest galore backgammon
dictionary. This backgammon glossary was the best and play 65 biggest I could come up
with after playing for a few years and scouring books and websites for the
meanings to backgammon online backgammon tournament every backgammon word and saying you will come across. For every
word I have stated the definition as well as backgammon galore how it might be used in a
sentence. Another great feature is that all of the words are cross-referenced
and hyperlinked to zone.com backgammon backgammon galore help you quickly find the meaning of every term. If I am
missing or misrepresenting any backgammon related terms or you would like to
submit your backgammon own, feel free to Email
me and I will gladly add it to the ever growing backgammon dictionary (381
backgammon terms and counting!) here at Gammoned.com.
If you are looking for a particular backgammon term just
click on the letter below gammonempire and scroll down until you find it.
A backgammon strategy B
C D E F
G H I J
K L M N
O P Q R
S T U V
W X backgammon Y Z
A
ABT: The American Backgammon Tour. An association of
Backgammon players and clubs in the United States that compete in backgammon tournaments.
I hope to backgammon rules play in several backgammon galore events this year on the ABT.
Accept a Double (Take): To agree to play for two times
the present stakes when your opponent offers to double
them. Typically, it backgammon galore is correct backgammon official rule to accept a double when
you have at least a 25% chance of winning the game.
Ace Point (Guff): A players 1 pt. It may be unwise to
make your ace online backgammon point early in the game as these checkers are out of action for
the rest of the game.
Ace Point Club: A
popular play backgammon free backgammon club in New York City. I have never been to the Ace Point
Club but I hear there are some strong players eager galore for money matches
there.
Ace Point Game (One backgammon Point Game): A
game when the only chance of winning is if a shot is
hit from the backgammon instructions ace point while the opponent is
bearing off. When well backgammon tournament behind in the race it is often
a last ditch shot from an ace point game that will win it for
you.
Acey Deucey: A variant of Backgammon
popularized in the backgammon galore Navy, also a roll of 1 motif backgammon and 2 on the dice. In Acey Deucey,
a roll of 1-2 allows you to move the 1-2, any set of doubles you wish and then you get to roll
again.
Across: See Movement of online backgammon for money Checkers.
Action: The term backgammon used by players describing the
opportunity to play money games. When a player goes to a backgammon club
they may ask if there is any 'action'.
Action backgammon galore Play: backgammon type A specific type of play in backgammon to
provoke contact used when opponent has escaped backgammon book the
back checkers. An action play is called for when
there is little development on your opponents backgammon side of backgammon galore the board but they have managed to escape their back checkers and
might consist of slotting your opponents bar point.
Active
Builder: See builder. A checker that is completely
free to help make free backgammon another point. If you have several
active builders aimed at a backgammon game specific point the odds of making that point on a subsequent roll are
good.
Advanced Anchor: An anchor on
the opponents 4pt or 5pt (Golden Point).
To avoid
being primed, it is important to get an backgammon instructions advanced
anchor.
Air galore Ball: A term from Basketball
meaning a complete miss (of a shot). backgammon galore You have thrown an
air ball backgammon casino online if you have blots 2, 3, and 5 points in front of you and you manage to
roll electronic backgammon double 4's.
Anchor: Having two or
more checkers on a point in galore your opponent's inner
board.
Every one starts the game with an anchor on their opponent's
1pt.
Around the Corner: See
movement of checkers.
Attacking Game (Blitz, backgammon galore Wipeout): backgammon betting A position where you
hit and attempt to close out your opponent, usually hitting in your
inner board. An attacking game is usually called for
when your opponent splits a back man to your 3 pt. and backgammon news you proceed to roll
double 5's pointing on both your opponents blots.
Automatics (Automatic Doubles): An optional rule in
backgammon whereby the cube is backgammon galore galore automatically turned to 2 if
both players throw the play65 real money same number while contesting for the opening move. Players usually limit these to one zone backgammon per game.
You will have to turn the cube to 2 before the game even begins if you and
your opponent roll the backgammon same number at the start free backgammon download and you are using the automatic
double rule.
Awkward Number: A roll
which can not be played constructively and deteriorates a position. When
bearing off against an backgammon site ace point game
and your backgammon galore 6 and 5 points are stripped, a 6-5 is a very
awkward number causing you to leave two blots.
B
Backgame: A defensive position you gnu backgammon are backgammon galore sometimes forced
into when you hold two or more points in your opponents inner
board. Stronger backgames are when you hold the 1 and 3, 2 and 3, or 2 backgammon and
4. When forced into a backgame my favorite two points to own backgammon checkers in my opponents
board are the 2 and 3 points.
Back Man
(Back Runner): A player's checker in his opponent's inner
board. If backgammon cheat you move a back checker to the 13 pt. with a roll of 6-5, you
still have one back man to escape.
Back
Position: A defensive position galore (point) in your opponents side of the board.
If you are behind in the race it is backgammon tournament often advantageous to own a back
position such as the 7 or 9 pt. to put pressure on the opponents
midpoint when they try backgammon galore to bring them
home.
Backgammon: The name of the
game. Also, the result of backgammon tournament a game in which one player has removed all their
checkers while backgammon galore party gammon the opponent still has a checker in the winner's home board or on the bar which counts as a
triple game. Let's play backgammon! You can win a 5
pt. backgammon shoveit.com yahoo galore match in one game if you win a backgammon with the cube on
2.
Backgammon Server: A computer network
set up on the Internet by an individual or a company play backgammon online money where people can go to
play Backgammon. Players log on to the network utilizing a username and
password. They may chat and play in matches or tournaments. The server provides
the interface, either through backgammon galore downloadable software or galore backgammon game an online application
with graphical boards, and sends dice rolls to the players. backgammon gambling The server also
keeps a history of win/losses and ratings. My favorite backgammon server is
Gamesgrid due to the high level of play backgammon galore and ease of use.
Barabino: A roll of backgammon set 5-4 from the bar used to make the
opponents galore 5-point. Named after backgammon player Rick
Barabino who frequently got out download play65 of trouble by getting this roll. A
blitz is quickly nullified by a Barabino since it gives
the opponent an advanced anchor.
Bar (Rail, Roof): backgammon classic The partition separating the inner and
outer tables not counted as a space itself. When you hit an opponents
checker you typically place it on the bar.
Barfly: A checker on the bar that has galore the potential to
re-enter and hit a checker in the outfield. You don't have backgammon instructions to worry about a
barfly when you have more than one checker on the backgammon galore free backgammon game bar unless your opponent
rolls doubles.
Bar Point: The 7 pt or 18
pt, the one beside the bar in the outer boards. A
holding game usually travel backgammon set consists of backgammon one or both of the
players holding their opponents bar
point.
Battle of Primes: A type of
position backgammon news in backgammon where both players have their opponent's men trapped
behind primes. The player with the best
timing is the one who will win a battle of
primes.
Bear In: To bring tasmanian backgammon your checkers into your
inner board in preparation for the backgammon galore bearoff. You will have a slow board
if you choose to bear in all your checkers to the 6 pt.
Bear Off backgammon download (throw off, eat, take off, peel): Removing a
piece from galore the inner table according to gammon empire the throw of backgammon galore the
dice. Once you bear off your final checker you have won the
game.
Bearoff: The period of the game
where the players are bearing off (taking off) checkers
near the end of the game. backgammon masters I once lost a big match because my backgammon opponent rolled
several sets of doubles in the bearoff.
Beaver (Binache): An optional rule whereby a doubled
player may demand that the stakes be quadrupled instead of doubled, playing backgammon in your browser while
retaining possession of the cube. backgammon book This demand must be made
before the doubler has thrown. When your opponent offers backgammon you a cube where
you are actually the favorite to win it is often proper to offer a backgammon galore beaver if
they are allowed.
Bertha: When a player
accidentally moves a 6-5 how to play backgammon roll from the 24 to the 13 point without having
observed that his opponent has secured their backgammon 6 and backgammon com it shove backgammon galore 7 points. A Bertha is an
illegal play but will stand if it goes unnoticed by the
participants.
BIBA: The
British Isles Backgammon
Association. An association of Backgammon players and
clubs
based in the United Kingdom that compete in tournaments. When you compete in
the online backgammon tournament 'Bright n' Breezy' tournament in Brighton, England, you must have a BIBA
membership.
Big Play (Bold or Strong Play):
A bold or aggressive play when backgammon club a safer yet less constructive play is available.
An example of a big play would be rules backgammon galore to play backgammon to backgammon hit loose on
your 5 galore pt. in hopes of making that point on the next roll
and securing an advantage even though backgammon galore you could have played the roll without
exposing a blot.
Binache: See Beaver.
Black: One of the players in the game of motif backgammon Backgammon, the
one using the darker or black checkers.
Blitz
(Wipeout, Attacking Game): See Attacking
Game.
Blind Hit: A shot from the bar that hits an opponents
blot in the outfield. When
brining in winning positions with backgammon calendar your opponent on the bar, backgammon com it shove beware of the blind
shot.
Block: To form points in front of your opponent to hinder their progress.
It is often important to backgammon galore block points 5 and 6 points away from a point your
opponent would like to leave to backgammon and chess table make it more difficult and increase the
likelihood of them galore leaving backgammon galore you a shot.
Blockade: See Prime.
Blocking
Game: A strategy in which one or both players base their deployment of
checkers on impeding the movement of the opponents checkers. free downloadable backgammon (see
Block).
Blocking
Point: A point that hinders electronic backgammon your opponents progress. (see block.)
Blot: backgammon An exposed
single checker on a point. Subject to being hit by the
opponent. When given the option, backgammon galore it is usually correct to hit a blot early
in the game.
Blot Hitting Contest:
A position in which there is a rapid exchange of hits. When both players are
playing a nabisco backgammon very loose game it will often develop into a
blot hitting contest.
Blunder: Moving
your checkers in such a way that there was a far better way to do it. Making a
very zone backgammon poor cube decision. Making a checker blunder gives your opponent backgammon galore a
better chance gnu backgammon of winning and will sometimes lead to them offering you a double.
It is important to learn from blunders backgammon and this site has a great feature called
"blunder of the
week".
Board: The entire playing
surface. Also, any of the four quadrants of the board.
(i.e.. your inner board, your backgammon strategy outer
board, opponents inner board, and opponents free online backgammon outer board. In most
backgammon backgammon galore tournaments you are required to bring your own
board.
Boardage: The term used when a
player has more points covered in their board also known as a "stronger board". Typically you
should try to maximize contact if you are behind backgammon in the
race and have boardage.
Booby Point: The
opponents Bar Point. Escape with both men from backgammon tournament the booby
point is difficult. The galore play backgammon for money booby point is a liability when your opponent has
the better timing.
Book
a checker: Safety a checker by making a point. After slotting it is your goal to book that checker on the next
roll.
Bot (Robot): A computer program,
often a neural net, that backgammon galore serves as a backgammon opponent or as a tool for
analyzing the checker plays and cube decisions in a backgammon book backgammon match. The most
common Bot players are Snowie, Jellyfish, and GNU. If you are
unsure of the correct play in a certain situation it is backgammon often helpful to
consult the free backgammon download decision of a Bot.
Box (in the box,
man in the box): In a Backgammon Chouette, the
player who is playing against the rest of backgammon the backgammon download freeware backgammon galore contestants. When the
Captain wins the game, they become the box for the next
game.
Boxcars (The Boys): A roll of
double sixes. It is frustrating when your opponent gets boxcars in a close
bearoff.
Break a
Point: To give up a point already backgammon supply owned. When you roll a 6 backgammon galore from an
ace point game and can't use that number anywhere else, you
have to break the point (the 1 pt.).
Break free backgammon software a Prime: To open points in the prime. See break a point.
Break Contact: To bypass your opponents checkers
making it a pure racing game. When you backgammon galore free downloadable backgammon are well ahead
in a race it is important to break contact so you will not be sent back galore backgammon set up by
getting a blot hit.
Break the Board
(break up, crash): To give up points you have established in your
inner board. See break a
point.
Builder: A checker in position
to help build important points which need to be made backgammon classic in the next few rolls.
You are more likely to make a play backgammon online backgammon galore money point with several builders within 6 pips of
the point you wish to make.
Bulletproof: A term used to describe an opponent
whose blots frequently backgammon galore avoid backgammon being hit. I would have won
the match if I could have hit one play 65 backgammon of the shots my opponent left me but they
were bulletproof and avoided the hit every time.
Bump: See Hit.
Button Up: To safety a checker by
bringing it together backgammon classic with another checker. See Book a
checker.
C
Calcutta Auction: Prior to the start of yahoo backgammon a tournament,
participants or spectators can often bid on who will win galore the event. The auction
could be based on a bid for one player or sometimes a packaged group of
players. The money goes into a play65 fund or pool that is later handed out to those
that bid successfully. An Auctioneer goes through backgammon the players backgammon tournaments or groups one by
one asking for bids on those players. The person backgammon galore who bids highest for the
player then 'owns' that player in the auction and puts the playing backgammon amount bid into the
prize pool. backgammon galore The person who 'owns' the player who wins, wins the money java backgammon in the
prize pool. There is usually a 'buyback' option backgammon where the player being bought
can purchase a share of themselves in the Calcutta Auction. The entire
auctioning and bidding process is usually a fun event. Even if you don't win
the tournament you may still win money by buying a player in backgammon club the Calcutta
Auction.
Candlesticks (Towers,
Railroad Tracks, Stacking): To pile all the checkers on a few already
established points. A player who plays too safely by
not leaving any blots will usually end up making candlesticks.
Captain: In a Chouette, playing backgammon the
player who represents backgammon free gamedesire the interests of all the contestants who are playing
against the man backgammon in the box. The Captain galore typically rolls
the dice and makes all final decisions regarding checker play and gains the
opportunity of being the box by winning the game.
Carry: To move a backgammon galore checker.
Cash: msn backgammon To double your opponent when
they are in such a bad position that you know that it will be free backgammon download refused allowing you to "cash" in your lead for
money or points. It is correct to cash if you are way ahead in a
race yet not so far ahead that you will win a
gammon.
Cat's Eyes
(snake eyes): A roll of double 1's.
Centered backgammon galore Cube: When backgammon com it shove the cube has
not been used to double and remains in the center. Both players have access
to a centered cube.
Checkers: The
individual pieces of the players army. real money backgammon Each side has fifteen galore checkers also
referred to as men, counters, pips, stones, or tiles.
Chouette: A game of backgammon composed of three or
more backgammon players. One player, said to backgammon strategy be "in backgammon galore the box", plays
against the captain. The fortunes of the other players
depend on the fortunes of the Captain. The various partners may consult freely
against the man in the box. At backgammon online yahoo the conclusion of a game, the captain's place is
taken by play backgammon online the next backgammon galore in order of the contestants on his side, who becomes the new
captain. The box plays for the agreed stake against each
of the opponents. Playing a chouette is a fun way to involve several people
at once and backgammon game table several lively chouettes can often be found at a backgammon
tournament. The Chouette got its name from the french bird (screech owl) that
tends to be attacked by galore yahoo backgammon all the other birds.
Clean (Clean Play): A legal move. All moves are clean
when playing on the computer as only legal moves are accepted or permitted
while playing a galore game of backgammon online.
Clear a Point: To give up an already established
point. During playing backgammon the bear off, if
you take backgammon galore all of your checkers off of free backgammon game download the 6 pt. you are said to have cleared
that point.
Closed Board: A situation
where one player has made the six points in their home board. If a
blot is hit, that checker will not be able to
re-enter the free backgammon backgammon galore game game until the player opens up (breaks) the home board. Your chances of winning a game
while you are on the bar against backgammon a closed backgammon board are backgammon galore usually
slim.
Closed out (Shutout): When a
checker from the bar cannot re-enter
because all of the points in the opponents inner board are
occupied. It is easier to score a gammon if you backgammon galore have
at least two backgammon site of your opponents checkers closed out.
Cluster Method (of pip backgammon set counting): A way of
counting pips developed by Jack Kissane known as one of
the fastest pip counters in the backgammon world. Cluster counting involves the
mental shifting of checkers backgammon cheat into reference positions
where the pipcount in known. The Cluster method of
pip counting is far easier than trying to subtract from the pipcount every
roll.
Cock Shot: Coming down from backgammon galore the bar
with a roll of 6-2 when only the 2 backgammon for real money point is open and bouncing zone.com galore backgammon out to hit a
blot on the 8 backgammon galore point. An example of a Joker (which causes a huge swing in equity) would be a cock shot.
Cocked Dice: Any galore die (dice) which land illegally online backgammon game on a
checker, off the board or in any manner other than flush and flat on the half
of the board on the player's right. If cocked dice are thrown the msn backgammon roll can
not be played and the player has to re-roll the dice.
Coffeehouse: Misleading talk to confuse the opponent
or cause them to make a decision that backgammon freeware would be to your advantage. By
pretending to be completely against doubling the
box a player may make the box think that play backgammon backgammon galore online the double could be
accepted when in fact it is very strong. This type of coffeehouse backgammon is usually
considered unethical.
Combination
Shot: See Indirect Shot.
Combinations play backgammon online of the Dice: The number of possible
rolls out of the possible 36 to accomplish a specific objective. There are
only 5 combinations of the dice that backgammon board setup will allow you to roll a 9. 6-3, 3-6, 5-4,
4-5, and 3-3.
Come In: Bringing a checker
back into play, after having been put on the bar. You can
only come in on points in backgammon galore galore backgammon cheat your opponents inner board that
are not occupied by two or more of your gnu backgammon opponents checkers.
Come Under the Gun: To move your back men forward in
your opponent's inner board so that they have at least three checkers bearing
directly on them. Magriel devotes a section of his chapter on
Splitting in backgammon his book 'Backgammon' to situations involving
coming under the backgammon back door backgammon galore gun.
Comfort Station:
A nickname for your midpoint (13 pt.) on which checkers
escaping the other side of the doubling cube board may rest safely. The roll of 6-5 can be
used to bring a checker from the opponents 1 backgammon galore pt. directly party gammon to the comfort
station.
Communicate: See
Connectivity.
Connectivity: Having checkers placed so that they
are within 6 pips of each other so that they backgammon and chess table can more
easily make points and be protected. It is important
to maintain connectivity so that your opponent can not freely hit a blot
without the danger of a return shot.
Consolation Flight: Players eliminated backgammon early in the
main tournament are eligible to compete in backgammon board setup the consolation
tournament or flight. If you do not do well galore in the main
flight there is still a chance to win in the consolation flight which often
offers prizes as well.
Consolidate: To better organize a
loose position by backgammon software backgammon galore making points and safetying blots. At the end internet backgammon of a blot hitting contest it backgammon galore is important to consolidate
your checkers and lock up permanent assets.
Contact: To hit or be hit. If a game has a lot of
contact it is said to be a blot hitting
contest.
Contact Game: A type
of backgammon game backgammon tournament where opposing checkers have not gone past each other and
still galore may hit each other. It is no longer a contact game
when it backgammon sets is galore impossible for either side to have a checker sent
back.
Controlling a board
(Containment): Having online backgammon game points or checkers bearing directly on a particular
board. One of the uses of the midpoint is that it
allows you to control your outer board and send back
opponents checkers trying to escape your inner
board.
Control a backgammon backgammon galore back door Point: Having two
or more nabisco backgammon checkers on a point. It is important to
control key points such as the 5 backgammon galore pt. and the bar
point.
Counting Pips (The Count,
Pipcount): A method of calculating how a player stands in the
race by determining backgammon the minimum number of pips they will
have to roll to remove all the checkers from the free downloadable backgammon board. By comparing their pip
count to their opponents pip count, they can determine whether they are ahead
or behind in the race. There are several methods of counting pips such as
the Cluster Method gammonempire developed by Jack
Kissane.
Coup Classique: A series of plays
that starts with the opponent having only three checkers left on the 2 pt. to
bear off and rolling galore backgammon directions a 1 leaving two of them backgammon galore open followed
by the player hitting both checkers and going on to win the game. It takes
great patience backgammon galore play backgammon free and timing and often the recirculation of checkers to be able to
pull off a Coup Classique but it is one of the most satisfying types of wins in
backgammon.
Cover: To place a second
checker on an exposed blot of the tasmanian backgammon same color making a point. If you are
afraid of being hit it backgammon is important to cover or safety your
blots.
CPW: Cubeless Probability of
Winning- The chances a player has partygammon of winning the game if the doubling cube is
not in use. At the beginning of Double Match Point, the
CPW is 50% assuming the players are of equal strength.
Crawford Game (Crawford Rule): The Crawford Game is
used in backgammon match play when backgammon directions someone gets within
1 point of winning the free backgammon galore backgammon software match. On the next game the doubling
cube cannot be backgammon used. However on subsequent games the cube is galore again
available for use. Named after its inventor John R. Crawford. The Crawford
rule was established to reward the player getting to match point sooner by not allowing the trailer to simply
double with no cost every travel backgammon subsequent game.
Crossover: When a checker moves from one
quadrant of the backgammon game board to another, or is
borne off. It is important to use the numbers on the
dice wisely when trying to save a gammon by getting backgammon galore as many
crossovers as possible.
Crossover
Count: The number of crossovers required to take off all of your checkers.
This is often used to help doubling decisions once backgammon galore contact is broken. backgammon classic If you are several crossovers ahead
of your opponent late in the game it is usually time to double.
Crunch: rules to play backgammon When
a roll forces you to break up a prime or board galore by moving
checkers forward galore in a situation when it is undesirable to do so. If you have
poor timing and are too play65 real money far forward, you will be forced
to crunch your board when behind a prime.
Cube (Doubling Cube, backgammon galore Doubling Block): A die-shaped object
with a geometric progression of six numbers ranging from 2 to 64. backgammon checkers At the outset
of a game, the cube is placed in the middle, and either player has the option
of doubling the game. The backgammon tips player who is doubled or redoubled has the option of
declining or accepting the cube. If it galore is declined, they lose the game, if it
is accepted, the stakes of the game are doubled. The
invention of the cube made backgammon an backgammon galore galore backgammon table even more interesting and exciting
game.
Cube Action: The decisions
made whether to offer, accept, or drop a double. backgammon club In difficult positions
it is common for backgammon galore players to ask each other about their thoughts on the cube
action in each position (after the game).
Cube Decision: To decide on a cube action. A
single cube decision play65 real money late in the match may decide the winner.
Cube Equity: backgammon The equity (or winning chances) yahoo backgammon game added to
a position due to ownership of the cube. There are times
where it may be unclear as to whether to backgammon galore take a double backgammon board game or not and the cube
equity may make the galore difference.
Cube
Ownership: When a player is in possession of the cube (after they have
accepted a double) they are said to have 'cube ownership'.
Cup: See Dice Cup.
D
Dance (Dancing on the Bar): To fail to re-enter play65 real money off the bar. A game can be
difficult to win if your opponent strengthens their position while you dance on
the bar.
Dead Checker: backgammon A checker
deep in your own inner board backgammon galore that can
no longer chouette help build a point. It is difficult backgammon for real money to close your inner board if
you have too many backgammon backgammon galore dead checkers.
Dead Cube
(Frozen Cube): This is a term used in backgammon match
play when the doubling cube is not further used because the value of the
cube is enough for the player to win the match. It is sometimes easier internet backgammon to
double an opponent when you know the cube will be backgammon shop dead if it is accepted
because you know it cannot galore be given back to you to double the stakes yet again.
Decline backgammon galore a Double: See Drop.
Deep: Refers to the one
or two point in backgammon official rule your inner board. It is usually unwise
to make deep points early in the game unless you are backgammon book attempting a
blitz.
Deprive
yourself of numbers: See Killing
Numbers.
Deuce Point: The 2
point.
Dice: Cubes with dots numbered from 1
to 6. Each player backgammon board takes turns rolling a pair of dice to determine the amount of
spaces per move. The dots on the dice are backgammon also referred to as pips. A single roll of the dice has the potential to win or
lose a game.
Dice Cup: A cylinder backgammon galore backgammon calendar or
open-ended box, in which a player shakes the dice and casts them. Dice cups
were probably employed in backgammon to reduce the chances free online backgammon of manipulating the
dice using sleight of hand.
Die: The
singular form of Dice.
Dilly Builder: A spare
checker that can only help to build a deep point in your
inner board. The only purpose of a dilly builder galore is to
make the 1 or 2 yahoo backgammon backgammon game point which are more useful at the end of backgammon galore a
game.
Direct Shot: When a checker can be
hit play backgammon for money by a number on a single die (1-6). A direct shot will be hit more
frequently than an indirect one.
Disengage: To break contact
with the opponents checkers turning the game into a pure race. When well ahead in the race it is wise to
disengage.
Diversification
(Diversify): Arranging checkers so that you will backgammon galore have different yahoo backgammon game useful
numbers on the following turn. It is better to arrange checkers in a way
that whatever number you backgammon play65 play 65 roll on your next turn, you will have a constructive
play to make.
DMP: See Double Match Point.
A match that goes to DMP is played just as if it were a free backgammon software one point
game.
Double (give a little present to,
cube, backgammon galore turn the crank, up the ante, twist): The play65 real money process of turning the cube
in backgammon. Each double multiplies the preceding stakes
by backgammon two. While the cube itself has markings play backgammon online money only up to 64, theoretically
doubling and redoubling can continue beyond this
number. In practical play the cube is seldom play backgammon galore yahoo backgammon above 8. A player generally
doubles when they feel they have a distinct advantage in the game almost daring
their opponent galore to internet backgammon play on for double the stakes.
Double Ducks (Ducks, Quacks): The roll of double
2's. Ducks on an early roll are usually played by making the 4 pt. and backgammon official rule the
11 pt.
Double Dummy: Speculating or
discussing what would have been the correct move in galore light of what has been
rolled and not what the odds dictated at motif backgammon the time. backgammon galore It is double dummy to try
and justify a poor decision by looking at the very next roll, backgammon galore play 65 it is the
majority of rolls that should be used backgammon to make decisions.
Double
Game: See Gammon. Or alternatively: A money or
chouette game where an automatic double has to be taken after the first roll
was tied. Some players don't play with the backgammon game boards automatic double rule that would
cause online backgammon gambling a double game when the roll is tied.
Double Hit (Two on the Roof): To hit two opposing
blots at the same time. A double hit is a very powerful tempo move as the opponent's entire roll must be used to
attempt to re-enter the checkers rather than strengthen
their position.
Double Jeopardy:
When an awkward number galore could appear on either msn backgammon of the
next two rolls. A stripped position while backgammon galore bearing
off against a good backgame could lead to double
jeopardy.
Double Match Point (DMP): When
both players are either one rules to play backgammon away or two away from the end of the backgammon
match. At double match point when two away, the Bots backgammon galore tend to backgammon double on the
very first roll whereas human players tend to wait for some backgammon site small advantage
hoping for their opponent to drop.
Doubles
(Doublets): Two dice with the same number, which allows you to move twice
the amount of the double. Doubles are especially useful during the
bear off when play65 play 65 you may backgammon galore get to take off 4 checkers instead
of only two.
Doubling Cube jelly fish backgammon (Doubling Block): See
Cube.
Doubling on backgammon the
Come: Doubling in expectation of a good roll. Some players like to
double when they have a single shot at a checker when if hit, would lead zone.com backgammon to
winning the game even though the odds are against them.
Double Whopper (also Double galore Whopper with backgammon board set up Cheese):
A very big blunder or mistake. When players are discussing errors in checker
play they use the term whopper (referencing the Burger King delicacy) to
varying degrees based on the severity of the error.
Doubling Window: backgammon galore The 'window' of opportunity (time)
during a backgammon game where offering a double would be
advantageous and give motif backgammon you the greatest equity. If you
double before the window it is too early and an backgammon software easy take and if you double
after the window it is too late and is a drop. The window is typically backgammon galore when you
have 60-75% match winning chances. To offer efficient
doubles in backgammon it is a good idea to get an estimate of the
match equity to make sure you are within the
doubling galore backgammon game boards window.
Downside: What you
lose if you take a risk and don't succeed. The downside galore to slotting an important point is that the blot may be free backgammon download hit.
Drop: 1.
To Drop a double (pass). 2. To drop a
man backgammon galore (slot). When there is less than a 25% chance of
winning a game it is usually backgammon set wise to drop a double. Some people like to drop a
man from the 6 pt. to the 5 pt. with an opening roll of 2-1.
Dropper: 1. Someone who tends to drop (decline, backgammon galore pass)
doubles play backgammon free even when they should be accepted. 2. A term for someone who leaves in
the middle of an online match because they are losing. It is good to offer
early doubles against a dropper. Several servers internet backgammon game have matches finished
automatically by Bots after a certain amount of time to
negate the partygammon efforts of droppers.
Drop
Point: The galore point at which it is no longer equitable to take a double.
The drop point changes depending on the match score.
Drop-Take: A situation in a Chouette where one player drops a double while another
takes backgammon download but both share the loss on backgammon galore the dropped cube backgammon and the potential wins or
losses on the taken cube. A drop-take situation backgammon masters in a Chouette leads to only
one cube still in play but two players sharing it and the
loss from the dropped cube.
Duplication: Arranging checkers so that your
opponent needs the same numbers to do galore play65 useful things (i.e.. free backgammon game hit a shot) on the
next roll. If you have to leave shots during a backgammon game it is
advantageous to practice duplication and leave the shots the same number of
pips backgammon galore away from the backgammon news checkers that can hit them.
E
Eating: Another term for Bearing
off.
Early Game: The first stages of
play. The early game of backgammon often consists backgammon game backgammon rules of battling for key points
such as the 5 pt.
Edge of a prime: The
open point directly in front of a prime. When trying to
escape backgammon strategy a checker from backgammon galore a blockade it is easiest to do from
the edge of the prime.
Efficient
Double: A double offered at a point where it is a
difficult decision as to whether it should be taken or dropped. An efficient
double is one that comes late in the play65 doubling window but may still be
taken.
Eject: To run with the backgammon last
checker playing an ace point game to avoid a
gammon or a backgammon. When
a player has one checker on the ace yahoo backgammon point facing the opponents last three
checkers on the two gammon empire backgammon point, it is better not to eject because you are guaranteed
a shot and possibly a double shot on your next turn as long as backgammon galore your opponent
does not roll doubles higher than double 1's.
ELO: A rating system used by many Online Backgammon to calculate the relative
strength of players. Based backgammon for real money on a formula backgammon developed by Arpad Elo. Knowing an
opponents ELO usually gives you a play 65 backgammon galore backgammon good estimate of how strong of a player they
are.
Endgame: Positions in backgammon
where one or both players have begun the bear off.
The equity of positions in the endgame can be
calculated fairly accurately by many players allowing them to offer
efficient doubles.
Enter (re-enter): To bring a checker backgammon and chess table from the
bar into your opponents home board.
When you have several checkers on the bar you wish galore for doubles so that you can enter them all at the same
time.
Equity: Relates to the odds or
percentage backgammon instructions chance backgammon of a player winning a backgammon game or match from a certain
position or the value of a certain position. backgammon download The equity backgammon galore of a position is
most often used when trying to figure out whether to offer or accept a
double.
Exposed man (checker): See
Blot.
Extras: 1. A rule
sometimes used in Chouettes when not all of the players
offered a double by the box choose to accept it. Any player
who motif backgammon refused the double may offer that cube rules to play backgammon to a player who took the double
originally offered by the box as a side bet on the outcome of the game. The
extra cube is offered at backgammon galore the same level as the original and payment would be at
half play motif backgammon the value of the cube. Another optional rule galore regarding extras is to make
the backgammon galore acceptance of extra cubes mandatory.
The practice of offering extras
tends free downloadable backgammon to punish bad cube takes and keep everyone involved in the game. 2.
Mandatory extras are sometimes used in galore money play when the doubler online backgammon game is allowed
to give an extra cube at the same level if the original double is taken. The
doubler pays the receiver half of the cubes value and the receiver may then use
both cubes to use together or backgammon galore separately for future zone.com backgammon doubles. The computer backgammon use of
mandatory extras is for players who like a little more action (aspect of gambling) in backgammon.
F
Fan: To fail to re-enter after being
hit. Sometimes it feels as if the only time you yahoo backgammon game roll double sixes is when
you fan from the bar against a 1 point
board.
Fast backgammon Board (Speed Board): A
bear backgammon galore off position where all the checkers are on
deeper points where large numbers are not necessary to msn backgammon bear
off and there are no gaps to waste numbers. Usually by backgammon the time you get to
use the advantage of having a fast board in the bear off, the opponent is
already too far ahead in the backgammon game game.
FIBS:
First Internet Backgammon Server- This was
the first backgammon server to allow players to compete against each other rules to play backgammon over
the Internet. There are several different user interfaces you can download
for use with FIBS.
Field Goal: When a
player has two backgammon galore men exposed close together and the opposing checker backgammon lands
between them without hitting one. A field goal is a specific type of
air ball.
Fish: A weak
player willing to backgammon games play for money against a stronger player. Jake Jacobs and
Walter Trice wrote a book about matches involving unequal players called 'Can a
fish taste twice as good?'.
Flexibility: Having your checkers arranged so that
you can free internet backgammon constructively play backgammon galore backgammon shoveit.com yahoo a variety of rolls on subsequent turns. It is
important to have flexibility in the early stages of the game so galore that you are
not forced into making candlesticks.
Fly
Shot: An indirect shot with only a few combinations. Late in the game it
can sometimes be better to electronic backgammon play very safe rather than leave an unlikely fly
shot that loses you the game.
Forced
Move: When there is backgammon tournaments only one legal way to play a roll. Late in the
bear off if galore backgammon galore you roll a set of sixes and have backgammon kurnik no checkers
on the 6 pt. it is a forced move to take off backgammon galore play motif backgammon the next four highest
checkers.
Forward Game: See
Running Game.
Free
Drop: In backgammon match play after the
Crawford game when the player in the lead has the
option to drop a double without
reducing galore backgammon tournament the number of games the trailer needs to win the match. A free drop backgammon shop is
utilized when the trailer has an advantage from the initial roll. The free
drop offers the leader a little extra equity since they are galore able to drop a
double in a position that backgammon accessory gives their opponent a slight
advantage.
Free Drop Vigorish: The
slight partygammon advantage the leader has after the crawford game
because of the option to drop an early double at no cost. This occurs in Post-Crawford games when
the trailer has an even number galore of points to go. If you had to bet on two
players of equal ability where one has a backgammon galore free drop, play 65 backgammon you would be wiser to bet
on that player due to the free drop vigorish.
Freeze a Builder: To bring a checker to bear upon a
point held with only two backgammon backgammon galore free internet backgammon men by your opponent,
restricting these men from being active builders.
After an opponent plays an opening 6-1 by making their bar point it is good
to split your back checkers to freeze the builder on your backgammon free gamedesire opponents 8
pt.
Front Position: A collection of
blocking/attacking points in your own backgammon supply home board. A good
front position is of little galore use if there are none of your opponents checkers
behind it.
Frozen Cube: See
Dead Cube
Full Prime:
Six points in a row held by one player. A full prime
is the most powerful position in backgammon free backgammon software as an opponent is stuck behind it
until it is broken.
G
Gain-Loss Table: A method of calculating equity in a backgammon match to aid in a doubling decision
by looking chouette at the match equity of backgammon galore passing the double, taking the double and
winning, and taking the double and losing. If the equity gained by taking and
winning backgammon is 3 times the equity lost by taking and losing, it backgammon galore is correct to take
the backgammon game table double. A gain loss table is an easier way to help make cube backgammon rules and setup decisions
than to calculate and compare equities for every situation.
Game: Single: bearing off all of your checkers before your
opponent does. Double or Gammon: bearing off all download play65 of your
checkers before your opponent bears off any. galore Triple or Backgammon: bearing off internet backgammon game all of your checkers before your
opponent bears off any, and still has a piece in your inner board or on the
bar. If the cube were at 2 during a game of backgammon a single game would
be worth 2 points, a double game rules backgammon galore to play backgammon (gammon) would be worth 4 points and a triple
game (backgammon) would be worth 6 points.
Gammon: A Gammon occurs when you bear
off all of your checkers before galore your opponent has taken off any checkers.
If you backgammon download win a gammon you win galore twice the number of points that are indicated play backgammon online by
the cube. Sometimes in match play after a big swing in
equity it is correct to play on for the gammon without
doubling.
Gammon Price: The cost of
going for a gammon versus winning a single game.
Gammon Price = (WG - backgammon galore W) / (W - L) where WG is
number of gammons won, party gammon W is single wins, and L is losses. In money games, a
play should win you twice as many gammons as it gives losses, backgammon games if not, the
gammon price galore is too high to make that play. At various match scores the gammon
price may change dramatically.Going for the gammon often takes a bold play
that may lose you the game. When deciding if it is wise to go backgammon galore backgammon rules and setup for the gammon,
one must always consider the gammon price.
Gammon Rate: The percentage of games that will end up
in a gammon or backgammon.
The gammon rate could be calculated by doing a rollout backgammon piece of 100 games and determining how many of those
ended galore up in gammons or backgammons.
Gammon Vigorish: The additional equity gained from a
position because of the possibility of a gammon. Even
though you may backgammon galore have a 25% chance of backgammon casino online winning a game, it may be correct to drop a
double when you will be free online backgammon gammoned on 50% of the games that you
lose.
Gammonish: A term used to
describe backgammon galore positions that are more likely to end up scoring a gammon for one backgammon or both players.When behind in the match
it is usually advantageous to play for more backgammon type gammonish positions to catch up in
score with a win.
Gap: The space between
established backgammon backgammon set points. Usually referred to during Bear Off.
A gap will cost you half a roll during the bear off if the number rolled is
the same as the point that you have the gap on.
The Girls: A roll of double 5's. Two sets of the girls
at the beginning of the game can lead backgammon download freeware to an awkward position.
GNU: A backgammon bot much backgammon checkers like
Snowie and Jellyfish based on
the GNU open source
project meaning it is free for download by anyone. GNU is thought to be
just as strong backgammon galore an opponent as Snowie and Jellyfish and you can play GNU powered
bots at Gamesgrid with a membership.
Golden
Point: The opponents 5 backgammon galore backgammon official rule pt. The golden point is the best defensive
point you can own at the beginning of the
game.
Go backgammon Out: backgammon Achieve the desired number of
points in match play to win the match. There is galore no
need to double your opponent if you will already win
enough points to go out without it.
Going
Forward: To attack by building forward points, constructing a
prime, and putting your opponent on the bar. If you have very little internet backgammon chance of winning a play65 real money game by
going forward it is correct and attempt to win from a backgame.
Gravita
Take: Taking a double you shouldn't take in a high
stakes money game, because you don't
want to give up the stake you are playing for backgammon galore with the intention of not paying
if you don't turn the game around and end up losing. Typically you will only
ever get one Gravita take backgammon set up as you will quickly earn the reputation of not paying
and likely have to hide from the people you were playing.
Guff
(Guffy): backgammon galore See Ace Point. Named after a good player even
though they always made the free backgammon download 1pt. earlier than needed.
GWC: Game Winning Chances in a game of backgammon.
H
Half-Roll (Half-Throw): When backgammon bearing
off, the player about to throw, who has removed one more checker than the
opponent, chouette is said to be a half-roll ahead. When there are only a few
checkers remaining for each side in the bear off, it is correct to
double backgammon galore if you are a half throw ahead.
Handicap: A concession by which the backgammon variation stronger player
accepts backgammon piece a predetermined disadvantage before play begins, backgammon galore so as to help galore equalize
the winning chances for both sides. A handicap for a stronger player may
include playing with two less checkers, not being allowed to use the cube, or
letting their opponent start off with two rolls at the beginning of the
game.
Hari-Kiri Play: See
Kamikaze Play.
Heavy
Point: A point backgammon book with more than three free online backgammon checkers on it. The 6 pt. is a heavy
point early in backgammon the game so you want to use those builders to make points in backgammon galore your inner
board.
Hit (bump, knock off, send
back): To move one or galore online backgammon more of your checkers to a point occupied by a blot
of your opponent putting them on the bar. Hitting a blot in your opponents
inner board makes a big difference in the
pip backgammon history count.
Hit
and Cover: To hit an opponents blot and gnu backgammon make that point with the same roll. When you hit and cover, it is
also called 'pointing on your opponents head'.
Hit and Pass (Bump and Run, Bump and Pass, Pick and
Pass): To backgammon galore hit an opposing checker and continue your
checker to safety. A hit and backgammon galore pass is gammonempire an effective way of slowing your
opponent down while remaining internet backgammon game safe yourself.
Hit and Split: To split your
back runners while simultaneously hitting elsewhere on
the board. A hit and split is effective as long as you can't be hit twice backgammon by
return shots.
Hit Loose: To hit an
opponents blot in your galore inner board
without making the point backgammon masters and leaving it there vulnerable
to a return shot. It is often correct to hit loose when yahoo backgammon you are attempting a
blitz.
Holding
Game: A type backgammon galore of game where you hold a point or points in your opponent's
inner or outer board in order to
prevent them from safely coming home. A backgammon galore holding backgammon game table game tend to come down to
the opponent backgammon download rolling a 6 on one die and having to galore run with one man while
leaving a blot.
Holland Rule: In match
play, after one player has reached match point, and after the
Crawford Rule game has been played, for the next two
games neither player backgammon may double until two full rolls on each side have been
completed. chouette Named after Tim Holland. The play motif backgammon Holland rule gives the player with
the free drop a greater advantage as it allows them a better look at how the
game is going before making the cube decision.
Home Board (Home): The quadrant of
the board to which a player needs to move checkers for the bearoff. Also known backgammon gambling as the Inner
Board. You can only bear off checkers once you backgammon backgammon galore have
all of your checkers in the home board.
Hypergammon: A variant of Backgammon where each side
starts with only 3 checkers. backgammon tournaments 1 each on the 1, 2, and 3 pts. of the opponents
inner board. The backgammon winner of backgammon galore a game of hypergammon is usually the person who
rolls high doubles first.
I
Illegal Play: A play that is not allowed based on the
players backgammon game backgammon galore table actual roll. An illegal play is allowed to stand if neither player
recognizes it before the next roll. While playing backgammon, one should
always be on the play65 real money lookout for illegal plays. Typically it is an error but some
players try illegal plays on purpose to give themselves an
advantage.
Inactive Builder: A checker
that could be used to build another point but is currently being used as part
of a backgammon game table point. See backgammon galore Builder. A checker on the 8 pt. after
making the bar point with an opening 6-1 would be an inactive builder for the 5
pt.
Indirect backgammon galore galore Shot: A blot that can be hit only by a zone.com backgammon combination number using both
of the dice. (7 or backgammon cheat more pips away). If you have to galore leave a blot it is better
to leave an indirect shot.
Inner Board:
See Home Board.
Inside:
Refers to Inner Boards.
Inside Backgammon: A popular backgammon
magazine from the 70's and 80's. It is backgammon and chess table still possible to get back issues of
Inside Backgamon.
J
Jacoby Rule: Players can agree before the game begins
that gammons and backgammons
will only count as 1 point if the backgammon instructions backgammon cube has not been doubled by a player during
the course of the game. Named party gammon after Oswald Jacoby. Practice of the Jacoby
Rule forces players to double earlier and speeds up play
as very weak positions can be abandoned after a double and the play backgammon online money money session
can galore continue.
Janowski's Formula: A
formula developed by Rick Janowski that backgammon galore gives an accurate estimate of
Match winning chances assuming the players are of equal
ability. If D is the difference in scores between the leader online backgammon game and the trailer,
and T is the number of points the trailer has to go, the equity how to play backgammon for the leader
in percentage is: 50 + ((D*85)/(T+6)). Janowski's formula can be used to get
an estimate of match equity which can help make doubling decisions. Click galore backgammon galore here
for a page describing pogo backgammon match equities and Janowski's
formula.
Jellyfish: backgammon type A computer
backgammon program that uses neural net technology to create a level of play
close backgammon galore to top professionals. Available in various versions with the capability
of analyzing matches. Jellyfish has a free player version that can be
downloaded at it's website.
Jeopardy: The potential for an awkward roll. A stripped
position may real money backgammon lead to jeopardy against gammonempire an backgammon ace point
game.
Joker: Any roll that causes a
large shift in the odds of winning the game also known as a huge
Equity Swing. Jokers are part of what makes backgammon
such an exciting game as a single roll can completely change the outcome of a
game.
Juice: See Vig.
Also the amount of money taken by the house in a transaction. If the juice
on backgammon set up a $100 bet was 5%, the house would get five dollars regardless of who
wins.
Junior Whopper: A small
blunder or mistake.
Juxtaposed Bars: backgammon type This occurs when one player holds
their opponents bar point while the other player is trying
to bring backgammon galore checkers home from their own midpoint. When
there are juxtaposed bars it is online backgammon for money a good example of a holding
game.
K
Kamikaze Play (Hari-Kiri play): Breaking points playing backgammon in your browser in your own inner board
to hit a checker in hope of recirculating them.
The kamikaze play is a strategy sometimes used in backgammon galore backgames to preserve timing.
Kauder
Paradox: A rare position in money play where it is
correct for one player to Double and also correct for the
other player to Beaver. The Kauder Paradox can only
occur download backgammon game when doubling gives a player greater equity even though it is still a
negative equity which makes it correct to backgammon galore backgammon set up Beaver.
Kibitz: To watch a match and listen to what is going on.
A great way to learn how to play and improve your game is to kibitz download backgammon game a match
with two strong players.
Kibitzer: One
who is watching a match.
Key Point: An
important point that gives you an advantage when travel backgammon made. (i.e.. the 5 pt. and the
bar pt.). A key defensive point is the Golden
Point.
Kill a Man: See Dead Checker.
Killing
Numbers: To arrange checkers in a way that does not allow certain numbers
to free internet backgammon be played on internet backgammon game your next turn. If you arrange all your checkers so that you
can not play a 6 on the next turn, you have killed backgammon galore sixes.
Knock
Off: See backgammon galore Hit.
Knockout: A type of backgammon tournament where you
continue to play until you lose and are 'knocked out'. Many clubs offer
knockout tournaments during their weekly backgammon tips meetings.
L
Last Roll Position: A position where the exact odds of
winning can be calculated (usually with the intent of offering or taking a
double) with play backgammon online free both players still having a chance to win.
In the last roll position where the player on roll has two checkers on the 2
pt. and the other player as two checkers on the 1 pt. backgammon board setup it is known that it is
correct to double and also correct to take.
Lead: A racing lead is the difference between the
pip count of the two players backgammon galore and a match lead backgammon calendar is the
difference between the match scores free backgammon game download of the two players. backgammon galore The bigger the lead
a player has, the greater their match
equity.
Leave a shot: To leave a
checker exposed within range of an opposing checker. Sometimes it is
necessary to leave a shot so that online backgammon for real money you have more
builders and a flexible
position.
Lock up a point: To make an
important point. It is a distinct online backgammon gambling advantage to lock up
the golden point early in the game.
Longshot: A roll where the odds are clearly backgammon free gamedesire against it
(i.e.. 17-1 or 35-1). You typically can not worry about being hit with a
longshot as the probability is very low.
Loose Checker: A Blot.
Loose Play: Playing so as to leave several
blots. Loose play can zone backgammon turn into very poor positions if
several checkers are hit and sent back.
Losing your Market: When a number is rolled that would
cause your opponent to drop a play65 double on the next turn.
When slightly ahead in a race a roll of double 6's would be losing your
market.
Lovers Leap: The free online backgammon move of one
runner from the 1 pt. to immediate safety on the 12 pt., made possible by the
throw of 6-5. The lovers leap is online backgammon the best way to play a 6-5 on the opening
roll.
M
Main Flight: A term to describe the group of download play65 players in a
tournament who have not lost a match. At the beginning of a tournament you
are competing in the main until you lose a match with typically sends you to
the consolation flight.
Making a Point: Two of a players checkers on backgammon casino online the same
point 'make it' and close it to the opponents checkers. Making a
point backgammon set or two in you inner board is important if you plan
on containing your opponents checkers there.
Mandatory Double: This occurs when it is correct for
the trailer in the match to double in a game because if
they lose, the match will be over regardless of whether they double or not. In
essence, they have nothing to jelly fish backgammon lose by offering the backgammon for real money double. A trailing player
has a mandatory double any time after the Crawford Game
is played.
Market: The chances of you
winning extra points by offering a double. A Market Gainer would be a sequence
of rolls that would allow your opponent to take a double
that they previously wouldn't. backgammon official rule A Market Loser would be a sequence of rolls that
would cause your opponent to drop a double they previously
would have taken. A double is backgammon cheat more efficient if you turn the cube before you
lose your market.
Match: A series of
games played to a predetermined number of points. A typical match in
tournament play for beginners is 7 points.
Match Equity: The chances free online backgammon of a player winning a
match. Match equity is a key consideration when making
cube decisions.
Match Equity Table: A table that gives accurate
estimates of Match Equity download play65 based on the score of a match and the assumption play backgammon free that
the players are of equal ability. If you can memorize a match equity table
you will be at a distinct advantage when it comes to making cube decisions.
Click here for a match equity table by Kit
Woolsey.
Match Play: A method of play
usually used in tournaments whereby the first player to reach a predetermined
number of points win the match. Cube backgammon betting handling can be quite different in
match play when compared to money
play.
Match Point: One point
less than the number of points needed to win the match. If play65 real money you are one away
from winning you are said to be at match backgammon set point.
Match Point Game: Any game where one player is at
match point.
Middle
Game: The main body of the game after the opening moves and before either
player begins to gammon empire backgammon bear off. The middle game tends to be
where stronger players excel as they use their skill to strengthen their
position and determine the likely direction of yahoo backgammon game the game.
Midpoint: Your 13 pt. or your opponents 12 pt. A good
strategic point held by both players at the beginning of the game that provides
control of the outer board and a place for
back checkers to land. motif backgammon Players are typically loathe
to abandon their midpoint early in the game.
Mix it Up: To backgammon tips get involved in a blot
hitting contest. Sometimes when you are playing a weak position it is
better to mix it up and hope for something constructive to
happen.
Mixed Roll: Any roll where there
are two different numbers on the dice. A java backgammon mixed roll includes every roll
besides doubles.
Money
Game: A game played for money. In a money game the cube can always be
used and backgammon and chess table is not restricted by a set number of points. A money session is a
series of money games played for a electronic backgammon predetermined number of games, until one
player is a chosen number of points ahead, or can be ended when either player
wishes to stop.
Movement of Checkers
(down, in, off, out, up, around the corner, across): 1. In- from the bar to
opponents home board 2. backgammon download Up-moving forward within opponents home board. 3.
Out-moving from opponents home board to opponents outer board. 4. backgammon boards Down or
Around the corner-moving from opponents outer board to players outer board. 5.
In- moving from a players outer board to the players home backgammon games board. 6. Off- moving
from players home board off the board permanently in the bear off. 7. Across-
Moving from any of the four quadrants to any other
quadrants.
Mutual Holding Game: A game in
which both players hold defensive points waiting for play65 real money the other to be forced out
of hit by rolling an awkward number. A mutual holding game typically
consists of players controlling the midpoints and
bar points backgammon game table and waiting for the other to be forced off of
their holding backgammon calendar point by timing.
MWC: Match Winning Chances. The odds or probability that you
will win the match.
N
NackGammon: A variation of Backgammon where two
checkers are taken off the midpoint and 6 pt. and
placed on the 23 pt. causing each backgammon checkers player to start with four checkers in the
opposing home board. Invented by Nick (Nack) Ballard.
Nackgammon is an effective way of practicing playing from behind and
maintaining communication between
checkers.
Naturally: To backgammon board game make a point
naturally (without slotting or with builders). Rolling a 3-1 is a way to make the 5 pt.
naturally.
Neil's Numbers: A set of
numbers developed by Neil backgammon classic Kazaross to help calculate Match Equity based on the current match score. playing backgammon in your browser The
winner's probability of winning is 50% + the lead multiplied by Neil's
Number.
Points Trailer Needs
3
4
5
6
7
8
9
10
11
12
13
14
15
Neil's Number
10
9
8
7
6
5
4
Next to Beirut: Your opponent's
bar point (easy to get there but gammon empire backgammon hard to leave). The
bar point is a nice anchor and good party gammon for a
holding game but it can be very difficult to leave if
you are ahead in the race.
No-Brainer: A running game where no
further contact is possible and backgammon back door the outcome depends only on the roll of the
dice, or an obvious play that requires very little thought to make. A
running game is zone.com backgammon a no brainer because it requires very little thought and the
outcome is almost solely determined play65 play 65 by the numbers rolled on the
dice.
Non-Contact Game: The race. Both sides have effectively side stepped their opponents
checkers and now have the sole objective of bearing them
all off. The player ahead in the race prefers a non-contact
game.
Nothing Game: A poor relation of
the back game in which you hold several good partygammon points in your opponents
inner board but backgammon variation have all your other men too far forward in
your inner board making it easy for them to re-enter and
get around the board. A roll that prematurely crunches your board can turn a
backgame into a nothing game.
Normalized
Match Score: The score backgammon board set up in terms of how backgammon shop many points are still needed to win
the match. (e.g. 1-away, 2-away). The way you make decisions at 3-away
2-away is the same regardless of whether you are playing a match to 5 or
15.
Nullo Play: Making a play that does
nothing zone backgammon positive and is not better than any other possibility. Usually a
big error. When you do absolutely nothing
constructive when you backgammon instructions had better options, it is a nullo play.
Number of Shots: See Shot. The number
of times backgammon sets out of 36 that a shot will be hit.
O
Off (the Board): Said of those checkers already removed from
the board during the bear off. To decide how many
rolls it will take to complete a bear off you can look at backgammon the number of
checkers you already have off.
On the bar: A
checker awaiting re-entry after being free backgammon hit as a blot. It
takes an extremely unfortunate sequence of rolls to be stuck on the bar when
your opponent has borne off their last checker.
One Point Game: See Ace Point
Game.
On Roll: The player electronic backgammon whose turn it
is, is said to be 'On Roll'. The player ahead and backgammon back door on roll has an advantage
in a race and should consider doubling.
Open Point: A
point that is not owned by either player. The early
game is free online backgammon a battle for possession of key open points.
Opening Roll: To start the game both players roll a
single die and backgammon online yahoo the player who rolls the higher number starts first using the
numbers on both dice for the 'opening roll'. The most equitable opening roll
moves have been calculated by the Bots but you are on your
own after that.
Otter: The acceptance of
a Raccoon and offering of another double play backgammon on line at the same time while retaining backgammon history possession of the
cube. The otter is sometimes referred to as one of the
'furry rodents' involved in doubling.
Outer
Board: The points numbered 7-18 and are not a part of either player's
home board. When your opponent still has checkers to
escape it is important to maintain control over your outer
board.
Outfield: The outer
boards.
Outside Prime: A prime consisting of points primarily in the outer board.
An online backgammon for real money outside prime may consist of the 5 through play 65 backgammon 10 pts.
Own a Point: To have two or more checkers on a
point. When you own a point, the opposing player may
not land on it.
Own the Cube: To have
the cube on your side of the board after your opponent has doubled you being
the backgammon only one with the option to double. You gain a bit of equity simply by owning the cube.
P
Partner for the Box: An optional rule for
Chouettes that have backgammon game several players. It may be
agreed upon to allow the Box a partner to offset any
losses.
Pass: To refuse to backgammon games accept the
cube when doubled by the opponent, thus giving up the game
and losing the value indicated on the cube before the double. If you backgammon tournaments are in
a very weak position it is better to pass the double and lose a point then to
take the double and lose much more.
Payoff: The reward for making a how to play backgammon certain play (see
Upside) or the collection of winnings from a money game
or tournament. There is often a big payoff to a loose hit java backgammon in your board when
your opponent fails to enter.
Peel: See
Bear Off
Permanent
Asset: An asset that will not go away after a good roll by your opponent.
A point that will play65 play 65 be useful for the remainder of the game is a permanent
asset.
Pick Up: See Hit.
Pip Count: The
minimum number of pips needed to be rolled to
bear off all of your checkers. backgammon site To get a pip count you
multiply the number of checkers on each point by the number of the point and
add the totals together. At the start of the game your pip count is
167.
Pips: 1. backgammon type The dots that appear on the
face of a die, denoting the value of that face. backgammon table 2. The units of movement e.g.
moving 7 pips forward. A roll of 5-1 would allow you to move a checker 6
pips forward.
Play on: To continue playing
the game (in match play) partygammon without doubling in hopes of
getting an undoubled gammon. At some scores in match play it is better to
play on than give a double free internet backgammon and let your opponent re-double you in hopes of
getting lucky and winning the backgammon directions match.
Point
On: To make a point on top of an opposing blot. It is much safer to
point on an opponent than to hit
loose.
Points: Used in four ways. 1.
One of backgammon set the twenty-four partitions on the board which are usually triangular and
individually numbered from 1 to 24. 2. Any of the above defined points on which
two or more checkers of one color rest. If two or more backgammon accessory are on one point, a
player may move more of their checkers gammon empire to that point. However, the opponent may
not move onto any point so occupied. 3. To 'point' on a blot meaning to hit a
blot and make the point on the same free backgammon game download roll. 4. As in Scoring- The units of
scoring are referred to as points. Each game is backgammon sets initially worth one
point.
Position: The general structure
of where your checkers are located throughout the board. If you have a
strong position you should consider doubling.
Possession
of the Cube: See Owning the Cube.
PRAT: A guide to help make doubling decisions. Consists of
Position, Race, and
Threats. Typically you must be at an backgammon freeware advantage in at
least two of the three areas of PRAT to offer a double.
Pressure:
To arrange your checkers so as to directly bear on an opponents blot often
forcing them to move it on backgammon variety their next turn. It may be important to make an
action backgammon software play after your opponent has escaped their
back men to put pressure on their future
movement.
Prime: When consecutive points
are occupied by the same player blocking an opponents men. See Full Prime.
Priming Game:
A type of game in which backgammon for money the chief objective is to trap some of the opponents
men behind a prime. A priming game can be difficult to
play if you have insufficient timing.
Progress: The movement of pieces towards and into the
inner board and free backgammon game then the removal from it. It is often
difficult to make progress against a well timed backgame.
Proposition
(Prop): The same prearranged position to be played over a certain amount of
times, most often for money or as a way to settle a dispute most often over a
cube decision. If Player A believes a cube is a
take and Player B believes it is a drop, they can play the proposition out many times for money
and typically the player most correct will be the one that wins more
money.
Pseudo-prime: A prime consisting
of only 4 or 5 points. A pseudo prime can be difficult to escape from but it
is not impossible like a full prime.
Pure Play: The style of play that involves putting the
checkers where they would be most advantageous even if it means exposing them
to shots. A pure play for an opening 2-1 would be to
drop a checker to the 5 pt. and another to the 11 pt.
Pure Race: See Racing
Game
Q
Quacks: See Double
Ducks.
Quadrant: One of the four
divisions of the backgammon table. Each quadrant contains six points. To get
an idea of how the game is progressing, one must look at all four
quadrants.
Quads: A roll of double 4's.
Early quads are usually used to make the opponents golden
point and the players 9 pt.
R
Raccoon: Accepting a Beaver and
offering another double at the same time while retaining possession of the
cube. Beavers are fairly rare but seeing a Raccoon is even more
unlikely.
Race: The object of the game is
to race around the board and bear off all of your
checkers. Backgammon essentially boils down to a race with various strategy
to win the race thrown in.
Rail: See
Bar.
Railroad Tracks:
See Candlesticks.
Recirculation: Keeping checkers in play by having
them hit and re-entering them in your opponents
home board. Recirculation is often a necessary element
of a well timed backgame.
Re-Cube Vig
(Recube-Vigorish): The added equity attained by
possessing the ability to Re-Double if the opportunity arises. There are
some cubes you would not accept if it were not for the Re-cube
Vig.
Re-double: After accepting the cube and doubling the stakes of the game, a
player can then re-double the opponent, again doubling the stakes. If you
accept a double when your opponent is two away from winning, you have nothing
to lose with a Re-double.
Re-enter: See
Enter.
Reference
Position: A position where the equity or chances of
winning are known. This position can be used to help evaluate similar
positions. Having a few reference positions for various types of games will
go a long way in helping you make cube
decisions.
Refuse a Double (Reject a
Double): See Pass.
Return Shot: The shot your opponent
will have back at you after you have hit them. If you hit loose in your inner board, your
opponent always has a return shot.
Rim: See
Bar.
Roll: To throw the
dice, or the numbers thrown. An opening roll of 3-1 is usually used to make
your 5 pt.
Roll Out: Taking a
position and playing it out many times to get a better
idea of what will typically occur during a game. Bots are
often used to do rollouts as they can accomplish this task very quickly and
give an accurate estimate of a position's equity.
Rolling
Prime: A special technique for advancing a prime
around the board. You can achieve a rolling prime by slotting the next point
you want to make and using your extra checkers to make the
point.
Roof: See Bar.
Root Number: A particular
roll (usually doubles) that causes an inner board or prime to crunch. If you are stuck behind a 5 point prime with poor
timing, a root number like double 4's can be
disastrous.
Runners: The two pieces
starting on the opponents 1 pt. It is usually an early objective to get your
runners moving and escape or establish an advanced
anchor.
Running Game: A strategy
whereby a player tries to move their men home as quickly as possible, avoiding
blockades and being hit as much as they
can. Weaker players have a better chance of winning if they use a running
game strategy and avoid contact.
S
Safe: A position or play that exposes no checkers to being
hit. Playing safe usually leads to poor positions with
the potential for awkward numbers.
Safety a
Checker: To move it out of danger of being hit. Late
in the game when your opponent has a strong inner board it is usually wise to
safety a checker rather than allowing a shot.
Save Gammon: To avoid being gammoned
where the possibility of being gammoned exists.The key to saving a gammon is
to avoid pip wastage by bearing checkers into the 6
pt.
Save Numbers: To leave certain
numbers available to play on your next roll so that you are not forced to make
them somewhere else on the board. When you are playing an Ace
Point Game it is often wise to save 6's so that you don't have to leave the
1 pt. prematurely.
Semi-Backgame: A player
who is behind in the count and gains possession of the opponents four or five
point, thus hampering the opponent while still trying to run with the other
checkers. A semi-backgame is like a holding
game.
Send Back: See Hit.
Set-up (Opening Position):
The arrangement of the checkers on the board at the beginning of the game.
At the beginning of the game, each player's set-up consists of 2 checkers on
the opposing 1 pt., 5 checkers on the 13 pt., 3 checkers on the 8 pt. and 5
checkers on the 6 pt..
Settlement:
An agreement to end the game based on potential equity,
rather than put the stakes 'up for grabs' based on a single fortuitous throw of
the dice. It is often better to make a settlement when there are large cubes
involved rather than let one roll decide the outcome.
Settlement Equity:The fair value in
equity of a game that is given, rather than finishing the
game. The amount of points or money that changes hands is usually based on
the settlement equity.
SheshBesh
(ShishBish): A Middle Eastern variant of backgammon.
Shoka: A Joker roll that causes a
large decrease in your game winning chances. The word shoka is Australian
backgammon slang.
Shot: An opportunity to
hit a blot.You can have either a
direct shot or an indirect
shot.
Shutout: When a player with a
checker on the bar cannot re-enter because all the points
are closed. The easiest way to score a
gammon is to put several checkers on the bar and then
shut out your opponent.
Side Prime: A
block of six consecutive points. See Prime.
Single Shot Settlement: When one player has a shot that
will determine the outcome of the game if it is hit or missed they may offer a
settlement. A single shot settlement is worth
approximately (.4) X (value of the cube). When people are playing for large
amounts with big cubes and don't like the idea of a game coming down to a
single roll they will often agree on a settlement.
Slot: Placing a blot on a
point with the intention of making that point on the next
turn. The easiest way to make a point is to first slot it and then cover it
on the next roll.
Slot and Split: The
often unwise play, where one slots a checker in their own
board while splitting the back runners. If you slot and
split you are usually risking a double hit.
Slow Board: A Bear Off position
where all the checkers are on the higher points meaning it will take a longer
amount of time to Bear them all off. A slow board is usually the result of
trying to get all your checkers in your home board
quickly.
Small Play: A safe play where
another bolder one is available. Weaker players tend to make small plays
because they do not yet understand the principles of risk and reward in
backgammon.
Snowie: A computer program
that uses a Neural Network to play and analyze matches at a world class level.
Snowie is widely known as the best
available software for backgammon analysis.
Snake Eyes: A roll of double 1's. An early roll of
snake eyes is typically used to make the 5 pt. and the 7 pt. at the same
time.
Spare (Spare Checker): A checker
not needed to own the point. The third or fourth
checker on a point would be a spare.
Split: To separate two men which are together on a point.
It is easier to obtain an advanced anchor if you
first split your back checkers.
Stacking: A style of play where the player plays every
checker so as not to expose a blot which usually leads to
Candlesticks. The use of a stacking style is the
sign of a weak player.
Stake: The wager
of the game, typically money (in money games) or points
(in match play). This wager is doubled at every
turn of the cube.
Stay off (Stay out):
Fail to come in from the bar. See Fan.
Staying Back: A defensive strategy leading to playing a
back game or holding game. By
staying back you are basically giving up trying to win by going forward.
Steam:
To lose control and patience and be likely to double weak
positions and accepting doubles in hopeless positions. Steaming is usually a
result of being the victim of an opponents lucky rolls or being well behind in
a match or money session and trying to catch up quickly.
Steamer: One who Steams.
Straggler: The last checker heading for the
inner board alone and vulnerable to being hit. When you escape one back checker it is usually a
difficult task to free the straggler.
Straight Race: A position where both sides have
bypassed their opponent checkers and are preoccupied solely by moving their
checkers home and bearing off. Once contact is broken
the game turns into a straight race.
Stripped (Stretched): A position barren of
spare men or builders, thus prone
to awkward numbers. A stripped position can lead to jeopardy on subsequent rolls.
Stripped Point: A point without any extra
builders.
Strong
Play: See Big Play.
Structural Play: A move that builds an important
point. It is often correct to make a structural play
to lock up a permanent asset rather than hit a blot.
Switch Points: To give up one point
to make another. It is often correct to switch points when you get double
1's to hit an opposing block in your inner board to keep them off balance and
give you more time to strengthen your position.
Sydney:
When a 1-6 is rolled from the bar entering and escaping a checker, often
hitting one on the 7 pt. in the process. A Sydney is an excellent example of
a joker.
Sympathy
Flight: See Consolation Flight.
T
Table: A word formerly used synonymously with
board.
Tailgate: To
roll prematurely (before your opponent has picked up their dice). Tailgating
is frowned upon in tournament play and the roll does not legally count and must
be re-rolled.
Take (Accept a Double): To
agree to receive the cube when doubled by the opponent and continue the game
for double the previous stakes. Typically you only take
a double if you believe you have at least a 25% chance of winning the
game.
Take Off: See Bear Off.
Take Up: To
hit a blot.
Tempo: A unit
of time in backgammon, or half a roll. By hitting your opponents blot you
are taking away a tempo.
Tempo Move:
A move designed to deprive the opponent of a tempo. It
is important to make tempo moves when your opponent would other wise be
strengthening their position or threatening to attack on the next
roll.
Thorp Count: A formula developed by
Edward O. Thorp used to aid in making doubling decisions in positions where
contact has been broken (racing positions). Several backgammon
servers have a button which will tell you the Thorp
count of the current position when you press it.
Threats: Threats are checkers positioned in strategic
locations such that if you were to roll certain numbers, you would gain a
considerable advantage. If you have several builders
targeted at a certain point then you are a threat to make that
point.
Timing: The position viewed in
terms of the general future development of the game or the ability to maintain
key points while waiting for a shot. Timing is crucial when executing a
backgame.
The T.P.:
A player's 2 pt. The T.P. can be made with an opening roll of
6-4.
TMP (too many points): A problem that
arises when the position is stripped and rolls play
awkwardly. It's not good to be at DMP with
TMP.
Too Good: A position that is too good
to double as it offers you the chance of scoring a gammon
or backgammon if a double is not offered as it would likely be dropped if
offered. There are times when you should cash with the
cube but there are others where you are too good to double because you can win
a gammon.
Trailer: The person behind in
the match. The trailer tends to look for more gammonish positions near the end of a
match.
Trap Play: A play designed to force
an opponent off a point leaving a blot if they roll a
certain number. A trap play is usually executed to increase the chances of
scoring a gammon. You can execute a trap play by
opening a point in your prime that the opposing player would have to move a
checker to with the right roll and then hitting and containing the blots that
they are forced to leave.
Tric-Trac: A
French variant of backgammon.
Triple Game:
See Backgammon.
Turn: A players turn usually consists of choosing whether
or not to offer a double, rolling the
dice, moving the checkers the required amount shown by the dice, and finally
picking up the dice which signifies that the players turn is over. A player
may only offer a double when it is their turn.
Turn the Cube:
See Double.
U
Under the Gun: See Come Under the Gun.
Undoubled Gammon: This can occur in match play by
winning a gammon when the cube has not been turned. The
game is worth two points. An undoubled gammon is not allowed in money play
due to the Jacoby Rule.
Upside: What you gain if you take a risk and it succeeds.
The upside of slotting the 5 pt. early is being able to
cover it and own the point if the blot is not hit by your
opponent.
V
Vig (Vigorish): The small extra possibilities that affect
the odds in a given situation. The extra vigorish you obtain with cube
ownership is sometimes just enough to take a double.
Volatility: A measure of how likely the
equity of the position can swing either way especially
the larger swings and possibilities of a gammon or
backgammon. A position with high volatility could
have a huge equity swing favoring either player on a sequence of rolls.
Volatility is one of the factors considered when offering a
double.
W
Wash: 1. To switch points and hit an opposing checker. See
switch points. 2. To settle a cube in a money game for
zero points. He had a double shot to hit the blot for the win, so they
agreed to wash the 16 cube.
Wastage:
The amount of pips wasted during the bear off because of
checkers on deeper points. Used to adjust the
pip count to get a more accurate idea of how many rolls
it will take to bear off all the checkers. When trying to save a
gammon it is important not to have any
wastage.
Ways: See Combinations.
Weaver: When a move is purposefully misplayed in hopes of
tempting an opponent to take a double on the next turn.
When you think your opponent will drop a double you plan
on giving the next turn due to your strong position, you may make a weaver that
is just effective enough for your opponent to think they have enough of a
chance of winning to take your double.
White: One of the players in the game, playing the lighter
colored checkers.
Whopper: A big
blunder or mistake in a checker play or cube decision.
See double whopper.
Wipeout (Blitz): An aggressive game plan where one side
tries to keep their opponent off balance by simultaneously hitting
blots and making home board points in
hopes of a quick gammon. See Attacking play.
X
X-22: Nickname used by Paul Magriel and the company that
publishes his book Backgammon.
Y
Yankee Seven: Any 6-1 roll. The Yankee seven can be
especially deadly from the bar.
Z
This Backgammon Glossary was created by Martin Short with
help from the following sources:
Bell, R.C. (1979).
Discovering Backgammon. Shire Publications, Great
Britain.
GammonVillage (2001). Backgammon Dictionary. Michael Strato (Ed.).
http://www.gammonvillage.com
Goren,
C.H. (1974). Goren's Modern Backgammon Complete.
Cornerstone Library, New York.
Holland, T. (1973).
Beginning Backgammon. USA.
Jacoby, O. &
Crawford, J.R. (1970). The Backgammon Book. Rae
Publishing, New Jersey.
Longacre, J. (1973). Backgammon of Today. Bell Publishing, New
York.
Magriel, P. (1976). Backgammon. X-22
Publishing, Canada.
Obolensky A. & James, T. (1969).
Backgammon: The Action Game. Macmillan
Publishers, New York.
Robertie, B. (1997). Backgammon for Serious Players. Cardoza
Publishing, New York.
Robertie, B. (1995). Backgammon for Winners. Cardoza Publishing, New
York.
Woolsey, K. (2000). How to Play
Tournament Backgammon. Gammon Press, MA.
And by additions from
the following people:
Gregg Cattanach (Zox), Peter Max Friis Jensen,
Tapio Palmroth
Play Backgammon Online Now!
Mac / Linux users?
Click Here
No Need to Download
New! Backgammon Forum
For the novice and the pro's: all about Backgammon on the Backgammon Forum
contact |
about us |
site map |
links
Copyright © 2005 Online Backgammon Inc. All rights reserved.
1on1Backgammon.com, Copyright © 2006. All Rights Reserved.
|
|