Glossary

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checker
One of the fifteen pieces you move. Some people call them stones or men.USBGF
point
One of the twenty-four triangles. You own a point when you have two or more checkers on it, and then your opponent cannot land there.USBGF
made point
A point you hold with two or more checkers. He cannot land on it, so it is both a home for your checkers and a wall in his way.See also block, prime.USBGF
open point
A point you are allowed to land on: empty, yours, or holding just one enemy checker — a blot you would hit.USBGF
blot
A single checker alone on a point. He can hit it and send it to the bar.USBGF
spare
A checker on a point you already hold, beyond the two that hold it. Spares are the checkers you are free to move.See also builder, timing.USBGF
stack
Too many checkers piled on one point. They cannot all be doing useful work, and they are not where the next point wants to be made.See also spare, builder.USBGF
bar
The ridge down the middle of the board. A checker that has been hit waits there until it can enter again.USBGF
home board
Your last six points, 1 to 6. Every one of your checkers has to reach it before you may bear off.See also outer board, board strength.USBGF
outer board
The quadrant next to your home board, points 7 to 12.USBGF
outfield
The middle of the board, away from either home board — roughly the 7 to 18 points.USBGF
quadrant
One of the four sixes of the board. Counting how many times a checker must cross from one to the next is a quick way to compare two positions late in a game.See also crossover.USBGF
mid point
Your 13 point, where five of your checkers start.USBGF
bar point
Your 7 point, the one beside the bar. Made, it joins your 8 and 6 points into a wall of three.See also prime.USBGF
golden point
The 5 point. The best point to make early: it guards your home board and it stands exactly where his back checkers want to go.USBGF
ace point
The 1 point, the deepest in your home board. Checkers put there early are usually wasted.See also bury.USBGF
bury
To move a checker so deep into your home board that it can no longer help make a point or hit anything.See also ace point, wastage.USBGF
wastage
Pips spent on checkers that will do no more work — buried deep, or stacked where they cannot be used.See also bury.USBGF
anchor
A point you hold in or near his home board. It gives your back checkers somewhere safe to stand and something to wait for.See also advanced anchor, deep anchor.USBGF
advanced anchor
An anchor on his 4, 5 or bar point — far enough forward to be useful in a race as well as safe.USBGF
deep anchor
An anchor on his 1, 2 or 3 point. Safe, but a long way from home and in nobody's way.See also back game.USBGF
back checkers
The two checkers that start furthest from home, on your 24 point. Getting them out is the hardest job in the game.See also escape, anchor.USBGF
straggler
A checker left far behind the rest of your army.USBGF
pip
One step of a checker's journey. Also one of the spots on a die.USBGF
pip count
How many pips you need to bring every checker home and off. The lower count is ahead in the race.USBGF
crossover
A checker moving from one quadrant into the next.USBGF
enter
To bring a checker from the bar back onto the board, into his home board. You may do nothing else until you have.See also dance.USBGF
dance
To sit on the bar unable to enter, because he holds every point you could come in on. Also called fanning.See also close out.USBGF
run
To move a back checker a long way towards home in one go.See also escape, running game.USBGF
escape
To get a back checker out past his blockade.USBGF
split
To move one of your two back checkers, leaving each of them alone. It aims at an anchor and it accepts being hit.USBGF
slot
To put a lone checker on a point you mean to make next roll, inviting a hit for the chance to cover it.USBGF
cover
To add a second checker to a blot, turning it into a made point.USBGF
hit
To land on his blot and send it to the bar. He loses the ground that checker had made and must enter before doing anything else.USBGF
break a point
To move a checker off a point you hold, leaving fewer than two behind.See also clear a point.USBGF
clear a point
To move every checker off a point. Different from breaking it: a point with one checker left on it is neither held nor cleared.USBGF
bear in
To bring your last checkers into your home board, ready to take off.USBGF
bear off
To take checkers off the board. You may start once all fifteen are in your home board. First to take all fifteen off wins.USBGF
safe
Out of reach: no blot of yours where he can get at it.See also shot.USBGF
shot
A chance to hit.USBGF
direct shot
A blot six pips away or fewer, so a single die reaches it. The closer it is the more numbers hit.USBGF
indirect shot
A blot more than six pips away, so hitting needs both dice. Much less likely than a direct shot.USBGF
return shot
The shot he gets at you immediately after you have hit him.USBGF
double hit
Hitting two of his blots with one roll. He then has two checkers to bring back in.USBGF
pick and pass
To hit with one die and carry the same checker on to safety with the other.USBGF
point on a blot
To make a point on the very square his blot was standing on, hitting it as you do. Two jobs in one roll.USBGF
duplication
Arranging your checkers so that the same number he wants for one job is the number he needs for another. He cannot do both.USBGF
diversification
Arranging your checkers so that as many of your numbers as possible have something useful to do next roll.USBGF
builder
A spare checker close enough to a point to help make it next roll.See also slot, stack.USBGF
block
A made point standing in the way of his checkers.USBGF
prime
Made points in a row. Four or five in a row is very hard to jump; each one you add makes his escape harder.See also full prime, broken prime.USBGF
full prime
Six made points in a row. Nothing can jump it — a checker behind a full prime cannot move past at all until you break it.USBGF
broken prime
A run of blocking points with a gap in it. The gap is the number he is hoping to roll.USBGF
close a point
To make one of the six points in your home board.See also close out, board strength.USBGF
close out
All six of your home board points made while he has a checker on the bar. He cannot move at all until you open one.See also blitz.USBGF
board strength
How many points of your home board you hold. It decides how much a hit is worth: hitting into a strong board may cost him several rolls.USBGF
timing
Having moves to spare. If every checker is already as far forward as it can safely go, you are forced to break something.See also spare.USBGF
race
The contest to get all your checkers round and off first. Once neither side can hit the other, the pip count decides it.USBGF
running game
A plan of simply running for home, taken when you are ahead in the race.USBGF
holding game
Holding an anchor while he brings his checkers home, waiting for the shot he must eventually leave.USBGF
back game
Holding two deep anchors and playing for a late hit. Hard to play and easy to get wrong.USBGF
blitz
Attacking his blots in your home board, hitting again and again to keep him on the bar while you close points behind him.See also close out.USBGF
priming game
Building a prime in front of his back checkers and walking it home.USBGF
ace-point game
A back game played from his ace point alone. The last hope of a lost position.USBGF
gammon
Winning before he has borne off a single checker. Worth double.USBGF
backgammon
Winning while he still has a checker on the bar or in your home board. Worth triple, and rare.USBGF
doubling cube
The die marked 2, 4, 8, 16, 32, 64, used to raise the stakes.See also double, take, drop.USBGF
double
To offer to play on for twice the stake. He must take or drop before he rolls.USBGF
take
To accept a double and play on for twice the stake, with the doubling cube now on your side.USBGF
drop
To refuse a double and concede the current stake rather than play on.USBGF
beaver
In money play, to take a double and immediately turn the cube again, keeping it.USBGF
too good to double
So far ahead that offering the doubling cube would be a mistake — he would drop, when playing on is likely to win you a gammon.USBGF
lose your market
To get so far ahead between one turn and the next that the double you did not offer would now be dropped.USBGF
crawford game
In match play, the single game after one player reaches one point from victory, played without the doubling cube.USBGF
jacoby rule
In money play, gammons and backgammons count only if the doubling cube has been turned.USBGF
match play
A series of games played to a target score.USBGF
money game
Games played for a stake each, rather than to a target score.USBGF
equity
What a position is worth, counted in points, taking into account how often it wins, loses, and wins or loses a gammon.USBGF
ply
One level of looking ahead. At 0-ply the engine judges the position in front of it; at 2-ply it considers your move, all twenty-one of his possible rolls, and his best reply to each.GNU Backgammon
rollout
Playing a position out to the end many thousands of times and averaging the result. Slower than a ply-based guess, and more trustworthy.GNU Backgammon
error rate
The average equity you throw away per decision. It is how a bot measures a player.See also pr.GNU Backgammon
pr
Performance rating: error rate multiplied by 500, so that a world-class player scores under 5 and a beginner well over 15.GNU Backgammon
blunder
A move that throws away a lot of equity — on these pages, more than 0.080.GNU Backgammon