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A:
Accept a Double - To agree to an opponent's offer to play for twice the stakes
Ace-Point - A player's 1-point
Ace-Point Game - When a player remains on an opponent's ace-point in hopes to hit a blot as the opponent brings
checkers into their home board and bears them off
Acey-Deucey - see Game Variants
Action Position -
Active Builder - A checker available to make another point
Advanced Anchor - An anchor located on an opponent's 4-8 points
Anchor - A point occupied by two or more of a player's checkers on the opponent's side of the board
Automatic Doubles -


B:
Backgame -
Backgammon -
Bankroll -
Bar - The center partition of the board, separating the inner and outer boards
Bar Point The 7-point -
Bear In -
Bear Off -
Beaver -
Blitz -
Block -
Blot - A single checker on a point
Builder -


C:
California Rule -
Candlesticks -
Centered Cube -
Checker - A single colored play piece
Closed Point -
Closed Board -
Crawford Game -
Crawford Rule -
Cube Ownership -
Cube Play -
Current Stake -


D:
Deuce Point - The 2-point
Direct Hit -
Disengage -
Double -
Double Hit -
Double Match Point -
Doubles -
Doubling Cube -
Drop -


E:
Effective Pip Count (EPC) -
Efficient Double -
Enter -
Equity - Value of the game or the chances of winning the game


F:
Fly Shot - A checker that can be hit by a roll of 7 or more


G:


H:


I:
Inner Board - The points numbered 1-6


J:
Jacoby Rule - A gammon or backgammon game can only be scored if the cube has
been doubled. Used principally in money games and not match play.


K:


L:


M:
Made Point - A point with 2 or more checkers
Midpoint - The 13-point


N:
Non-contact position - When no further hits are possible


O:
Outer Board - The points numbered 7-12


P:
Pips - The dots on the face of the dice.
Points - The 24 alternating color triangles on a backgammon board
Prime - Six made points in a row


Q:


R:
Racing Position - When no further hits are possible


S:
Slot - To move a single checker to an unoccupied point with the intention of making the point in the future
Spare - A checker in excess of two on a point
Split - To move a single checker off of an opponents ace-point


T:
Take - To accept the doubling of the cube


U:


V:


W:


X:


Y:


Z:


Game Varients:
Backgammon - Game variation with each player beginning with 15 checkers,
NackGammon - Game variation with each player beginning with 15 checkers, where two checkers are taken off the midpoint
and 6 pt. and placed on the 23 point
Hypergammon - Game variation with each player beginning with 3 checkers, one on each of the 1, 2 and 3 points
Acey Deucey - Game variation with each player beginning with all 15 checkers off the board (25 point). When a 1-2
or 2-1 is rolled, the player moves 1, 2, then selects any double, moves the double and then rolls again (3 total rolls).
No cube, no gammon and no backgammon in play. Winner gets 1 point for each of the opponent's pieces still on the board.
Tric-Trac -
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