| No. | Item | Definition |
|---|---|---|
| 1. | ace point | the 1-point |
| 2. | advanced anchor | anchor closer to escape |
| 3. | anchor | a made point in opponent’s home |
| 4. | anti-joker | very bad roll |
| 5. | back checker | rear checker deep in enemy board |
| 6. | backgammon | the board game itself |
| 7. | bar | middle strip holding hit checkers |
| 8. | bear off | remove checkers from the board |
| 9. | beaver | immediate redouble while taking |
| 10. | blot | a single exposed checker |
| 11. | board | the playing surface |
| 12. | builder | checker useful for making points |
| 13. | checker | one of the playing pieces |
| 14. | clear | move checkers off a point |
| 15. | clearance | bearing in and clearing points |
| 16. | contact | position with opposing interaction |
| 17. | containment | keeping checker trapped |
| 18. | crawford | no-double game after match point |
| 19. | crunch | forced collapse of structure |
| 20. | cube | the doubling cube |
| 21. | dance | repeatedly fail to enter |
| 22. | dead cube | cube unlikely to be used |
| 23. | deuce point | the 2-point |
| 24. | dice | the cubes rolled each turn |
| 25. | distribution | arrangement of checkers |
| 26. | double | offer higher stakes |
| 27. | drop | decline a double |
| 28. | duplication | same numbers needed by both |
| 29. | efficiency | quality of checker distribution |
| 30. | enter | bring checker in from bar |
| 31. | entry number | roll that enters from bar |
| 32. | equity | expected value of position |
| 33. | escape | get back checker free |
| 34. | exact bearoff | bearing off without wastage |
| 35. | fan | fail to enter from bar |
| 36. | five point | the 5-point |
| 37. | flexibility | many good future plays |
| 38. | fly shot | long direct hit |
| 39. | forced move | only move available |
| 40. | four point | the 4-point |
| 41. | free drop | safe pass at certain score |
| 42. | gammon | win before opponent bears off |
| 43. | gap | empty point inside structure |
| 44. | golden point | the five point |
| 45. | hit | send a blot to bar |
| 46. | hitting number | roll that hits blot |
| 47. | holding game | strategy with anchor and contact |
| 48. | holding point | made point used to hold |
| 49. | hole | important missing point |
| 50. | home board | inner board near bearing off |
| 51. | indirect shot | hit needing intermediate point |
| 52. | jacoby | money rule for gammons |
| 53. | joker | very strong roll |
| 54. | leave | blot or shots left exposed |
| 55. | legal move | move allowed by rules |
| 56. | live cube | cube still has value |
| 57. | loose hit | hit without making point |
| 58. | made point | point occupied by two checkers |
| 59. | market loser | missed chance before losing market |
| 60. | match | series to a target score |
| 61. | midpoint | the 13-point |
| 62. | money game | game played for stakes |
| 63. | number | dice roll that works |
| 64. | open point | an unmade point |
| 65. | opening roll | first roll of the game |
| 66. | overshoot | roll higher than needed |
| 67. | owned cube | cube held by one player |
| 68. | pass | decline a double |
| 69. | pick and pass | hit and move on |
| 70. | pip | single step of movement |
| 71. | point | a numbered triangle on board |
| 72. | post-Crawford | games after Crawford game |
| 73. | prime | a row of blocked points |
| 74. | race | pure running position |
| 75. | recube | double back later |
| 76. | redouble | double again after taking |
| 77. | return shot | chance to hit back |
| 78. | rollout | computer simulation of outcomes |
| 79. | run | move checkers forward quickly |
| 80. | running game | strategy focused on racing |
| 81. | score | current match points |
| 82. | shot | direct hitting chance |
| 83. | six point | the 6-point |
| 84. | slot | leave blot to build point |
| 85. | spare | extra checker on made point |
| 86. | split | separate back checkers |
| 87. | take | accept a double |
| 88. | take/pass | decision to accept or drop |
| 89. | tempo | one move or turn |
| 90. | three point | the 3-point |
| 91. | timing | ability to hold contact |
| 92. | too good | better to play on |
| 93. | underplay | play smaller than full distance |
| 94. | variance | luck-driven result spread |
| 95. | volatility | how fast equity can swing |
| 96. | wastage | extra pips lost inefficiently |
| 97. | wheel | A one and two roll |
| 98. | working number | Roll that improves position |
| 99. | wrong double | Poorly timed cube action |
| 100. | zonk | To resign informally |

