Glossary

The words backgammon players use, in plain language. The rules themselves are on the rules page; strategy is in theguides.

Anchor
Two or more of your checkers on a point in your opponent’s home board. Somewhere safe to land, and the main defence when you are behind.
Backgame
A deliberate strategy of holding two anchors deep in the opponent’s home board and playing for a late hit. Hard to play, worse than it looks.
Backgammon
The biggest win: the loser has borne off nothing and still has a checker on the bar or in your home board. Worth triple.
Bar
The ridge down the middle of the board where hit checkers wait. They must re-enter in the opponent’s home board before anything else moves.
Bar point
Your 7-point, next to the bar. A key blocking point in the early game.
Bear in
Bringing your last checkers into your home board, ready to bear off.
Bear off
Taking checkers off the board. Only possible once all 15 are home; first to remove all 15 wins.
Beaver
An optional rule where the player being doubled may immediately redouble and keep the cube. Not used in standard match play.
Blitz
Attacking a lone opponent checker hard and early, aiming to close them out while they sit on the bar.
Blot
A single checker alone on a point. It can be hit.
Box
In chouette play, the single player who takes on the whole team. Not used in one-on-one matches.
Closed board
All six points in your home board are made. An opponent on the bar cannot enter at all until you open a point.
Crawford rule
When a player first reaches one point short of the match target, the next game is played without the cube.
Cube
The doubling cube. Doubles the value of the current game when offered and taken.
Direct shot
A blot within six pips of an enemy checker, so a single die can hit it.
Double
An offer to double the value of the game, made before rolling. Also, a roll of the same number on both dice.
Drop
Refusing a double. You concede the game at its current value.
Gammon
A win where the loser has borne off no checkers. Worth double.
Hit
Landing on a blot and sending it to the bar.
Home board
Your last six points, where checkers gather before bearing off. Your opponent’s home board is where their hit checkers re-enter.
Indirect shot
A blot more than six pips away, hittable only with two dice combined.
Market loser
A roll that would make your position too strong for the opponent to take a double. Counting them tells you to double now.
Midpoint
Your 13-point. The five checkers that start there are the supply line for the rest of the game.
Pip
One point of movement. The pip count is the total distance your checkers still have to travel.
Prime
Consecutive made points. A six-prime cannot be jumped by any die and traps everything behind it.
Race
A position with no contact left, where both sides simply run home. The pip count decides it.
Slot
Placing a single checker on a valuable point, hoping to cover it next turn. Aggressive; invites a hit.
Split
Moving your two back checkers onto different points to create anchor chances.
Take
Accepting a double. The game is now worth twice as much, and you own the cube.
Too good to double
A position so strong that doubling would let the opponent drop for one point, when playing on wins a gammon.

A term you heard in a match and cannot find here? Send it to[email protected] and we will add it.