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100 Words Every Backgammon Player Should Know

August 7, 2026

100 Words Every Backgammon Player Should Know

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

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