Backgammon Games Terms Part 2
Backgammon
Games Terms, part 2 includes the unique backgammon terms of Dance,
Dilly Builder, Eject, Freeze a Builder and Mixed Roll for these skill
games.
Backgammon Games
Terms: C
- Captain:
refers to the team player who plays against the
box in the game of chouette.
- Cash:
term for making the offer of a double when a player
is assured that his/her challenger will refuse the offer.
- Centered Cube:
refers to the center bar position of the
doubling cube before a player makes the offer of a double.
- Checker:
also known as stones, men, counters or pieces; this term refers to each
player's markers while playing the game and rolling the dice.
- Chouette:
backgammon games terms for version that involves at least 3 players
where 1
backgammon player goes up against a playing group led by a captain.
- Clean Play:
jargon for a legal move.
- Close Out:
refers to making your board or to close out a
challenger by closing all the points in your home board.
- Closed
Board: when a player has made all the points on his inner
board, his
opponent will be unable to re-enter any checker he may have on the bar
into the game until an open point becomes available again.
- Closed Point:
jargon for point containing 2+ checkers.
- Cocked Dice:
jargon for dice that do not lie flat when
rolled and must be rolled again.
- Combination/Indirect
Shot: occurs when 2 dice numbers are applied together to
create a roll
larger than 1 die. Example of 6+3= 9 pips for one checker.
- Come In:
backgammon games glossary term for action of
re-entering from the bar.
- Comeback Shot:
jargon for a dice roll that allows a checker
on the bar to hit a blot.
- Comfort
Station: term for the mid-point.
- Communication:
movement of positioning checkers within 6
pips of each another to create mutual support.
- Consolidate:
term for grouping checkers, thereby reducing
the number of blots.
- Contact Game:
term for a scenario where 1 player may hit or
block the challenger.
- Count:
refers to number of remaining moves required to
clear the board or pip count.
- Cover:
to shield a blot with a second checker,
ensuring it is made.
- Cramped:
jargon for a player in a tight position of
decreased movement.
- Crawford
Rule: used only in match play, when a player reaches a
score in which
he is only one point away from winning the match, his opponent is not
allowed to double in the next game.
- Crew:
refers to team players and captain playing against a
single player or box in a game of chouette.
- Crossover:
backgammon games terms for movement of a piece. Example, from
outer to home board.
- Crunch:
jargon for player's position whereby a prime must
be broken up as it is the only play available.
- Cube:
backgammon term for the doubling cube.
- Cube Decision:
it's decision time. Do you offer a double or
refuse/accept?
- Cube Equity:
term of reference to money wagered using the
doubling cube.
- Cube
Ownership: rules of the game determine that a player can
double only
when in possession of the cube and if it's their turn. Procedure is to
make the offer before throwing and if accepted by an opponent, the cube
is then placed on their side of the board.
- Current Stake:
calculated as the original stake x value of
the doubling cube.
Backgammon Games Terms: D
- Dance:
to have a checker on the bar, and to roll numbers
that are blocked in
your opponent's home board and do not allow you to re-enter.
- Dead Checker:
term for a positioned piece well into
player's home board thereby having no advantage.
- Dead Cube:
occurs when the doubling cube offers no
advantage.
- Dead Number:
a useless roll that serves no advantage and
thus is forfeited.
- Decline a
Double: occurs when a double offer is declined
and the game is surrendered.
- Deep:
term for a piece located on a low-numbered point.
- Deep Anchor:
a made point that is positioned on your
opponent's 1 point, 2 point, or 3 point. See also, anchor and advanced
anchor.
- Deuce Point:
jargon for the 2-point.
- Dice:
the tools of the game, these are cubes with pips or
dots marked on six sides for the numbers 1 to 6.
- Dice Cup:
another required tool, this is the round
container used to roll the dice.
- Dilly Builder:
term for a space piece/counter that is
permitted to land only deep into a player's home board.
- Direct Shot:
a blot or lone checker that can be hit with a
roll of six or less.
- Diversification:
where a player positions his/her counters
across the board in a strategy move to produce an advantage roll.
Divide and conquer.
- Double:
action of offering a double to a challenger,
thereby doubling the stakes.
- Double Ducks:
jargon for a dice roll of double twos or 2-2.
- Double
Elimination/Double Knockout: backgammon games terms
for tournaments whereby a backgammon player is not eliminated unless
he/she loses twice.
- Double Game:
occurs when a player has not been in the
position to bear off any counters resulting in a loss of the game and
paying double his/her original stake.
- Doubler: another
name for the doubling cube.
- Doublet: jargon for a roll where the dice reveal the same
number. Example 3-3 or 5-5.
- Doubling Cube:
refers to the six-sided cube applied to
monitor when the stakes are doubled in the game. Cube has the numbers
2, 4, 8, 16, 32, and 64 marked.
- Doubling on
the Come: jargon for a double offering when a
productive roll is anticipated.
- Draw:
term describing the partnering of tournament players.
- Drop:
to resign from a game when one's opponent doubles--to
refuse the cube.
- Drop-take:
occurs when certain team players decline a
double offer while others take it and play.
Backgammon Games Terms: E
- Edge of a
Prime: term for open point positioned in front of
a challenger's prime.
- Eject:
movement to escape an ace-point game to stave off
losing a gammon or a backgammon.
- End Game:
term for the last stage of the backgammon game
wherein a player starts to bear off and further contact comes to a
stand still.
- Enter:
action of moving a hit piece from the bar into the
challenger's home board.
- Equity:
the chances of winning the game.
- Escape:
moving a runner past the challenger's blockade or
to safety.
- Exposed Man:
refers to an open piece or blot that could be
the victim of a direct shot.
Backgammon Games Terms: F
- Fan, Fail or
Flunk: see Dance.
- Fast Board:
occurs when a player's remaining pieces are on
high points, he/she anticipates taking off at least two checkers on
each dice roll.
- Field Goal:
refers to the player's chance of hitting 2
pieces positioned 2 spaces apart by rolling a number that lands between
them.
- Fly Shot:
a checker that can be hit with a roll of seven or
more. Also called indirect shot.
- Fold:
backgammon games terms for not accepting/declining a
double.
- Forced Play: you
have only one legal move on this dice
roll.
- Forward
Anchor: refers to advanced anchor, generally
positioned on the challenger's 4 or 5 point.
- Forward Game:
refers to the stage of the game where further
contact ceases as all player's pieces have passed each other.
- Free Drop:
action enacted after the Crawford game and if
the trailing player has an even number of points left. The leading
player may choose to refuse a double, but not reduce the number of
games his/her challenger requires to win.
- Freeze a
Builder: strategic move to leave a piece within
reach of a challenger thereby occupying a point with only two counters
to prevent active builders.
- Front a Prime:
action of making the point in front of a
challenger's prime.
Backgammon Games Terms: G
- Game Plan:
term for winning strategy; 3 game plans are run,
attack, and block.
- Gammon:
occurs when the losing player fails to bear off any
pieces in the end resulting in the winning player scoring 2X the stake.
- Gap:
jargon for the empty section between made points.
- Gin Position:
the best position of all in that you can't
lose.
- Girls:
jargon for 5-5 dice roll.
- Go Out:
occurs when the required points to win are
attained.
- Golden Point:
the fifth point in from the beginning of
one's own home board, also known as the five point.
Backgammon Games Terms: H
- Heavy Point:
refers to point with 3+ checkers on it, known
as a stack.
- Hit Loose:
to hit one of your opponent's blots and be
unable to follow it up with another checker(s), thereby leaving your
own exposed.
- Hit or Knock
Off: occurs when a player lands on a point
with only one of the challenger's pieces at which time the piece is put
on the bar and requires re-entry before other pieces can be moved.
- Hit and Cover:
a 2-step action that begins with a hit on a
challenger's blot then moving on to cover your blot with the same
counter.
- Hit and
Pass/Pick and Pass: another 2-step action starting
with a hit on a challenger's blot then moving to safety on your points.
- Hit and Split:
backgammon games terms for yet another
2-step by forwarding a back man then hitting the challenger's blot
somewhere else on the board in just one move.
- Holding Game:
this is a strategy used by a player who is
behind in the game with the intention of hindering the opponent’s
ability to bring his checkers home safely by holding on to one or more
points on their opponent's side of the board.
Backgammon Games Terms: I
- L
- Inner Board:
the part of the board nearest to the end where
you take your checkers off the board. This is the part of the board
numbered 1-6, the inner table, infield or home board.
- Jacoby Rule:
this rule states that if neither player has
offered the doubling cube during the game, there cannot be a
gammon or backgammon.
- Kill a Man:
this checker has gone so far into a backgammon
player's inner table that it might as well be forgotten.
- Kill a
Number: strategic move that positions specific dice
numbers unplayable for the next turn.
Backgammon
Games Terms is followed by terms M-Z
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