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Backgammon Terms




Author: Dolly Gambler


10 Percent Doubling Rule
The cube handling rule for pure race situations. Player X should consent to the double if player Y’s count plus 10% is no more than two points less than player X’s account

8-9-12 Doubling Rule
Another pure race guideline to adhere to. It’s recommended to double when the challenger’s pip count is greater than yours by 8% or over. Consider re-doubling if you opponent’s pips count is higher than yours by 9% or over.

ABT
American Backgammon Tour, an annual American tournament

Accept a Double
Consent to competitor’s offer to double the previous stakes

Ace
#1 is uppermost on the rolled die

Ace Point
A point that is furthest from the bar

Ace Point Game
Describes a stage towards the end of the game, where player X is anchored on player Y’s one-point. Player X aims to hit a blot as Player Y brings their checkers home

Acey Deucey
Term used to describe throwing 1 and 2 with two dice

Acting Captain
In the Chouette variety of Backgammon, this describes a member that represents the team against the bbox (a lone player). This can happen if the first team leader did not accept the box's double and consequently withdrew from the game

Action Play
The idea is to encourage an exchange of hits

Action Position
A player doubles the stakes in accordance with their estimation of blot-hitting opportunities

Active Builder
A checker that is totally at liberty to gain an additional point

Advanced Anchor
There are several possible meanings: Player X has an anchor on the third, forth or fifth point in player Y’s home board, or two checkers put together (make point) on the third or forth point in the other player’s home board

Cubeful Rollout
An estimate of the current position’s value to the player that is obtained via a computer, and while the doubling cube is in use

Cube Handling
Cube decision-making talents

Cube in the Middle
A cube positioned midway between the players, prior to doubles being offered

Cubeless Equity
The worth of a position to a player when the game is not conducted with a doubling cube

Cubeless Probability of Winning
The chance of winning without double cubing

Cubeful Rollout
An estimate of the value of a particular position to a player that is done with the doubling cube during a play

Cube Ownership
The player with the right to make the next double

Cube Play
Can mean offering a double, or responding positively or negatively to the opponent’s offer of double

Cube Proxy
Used for a player in a Chouette version of the game who handles the cube for another player who is absent from the game for a short while

Cube Reference Position
A position where the right cube action is known and hence it can serves as a benchmark for judging comparable positions

Cup
The container in which the dice is shaken

Current stake
The opening amount wagered that is then multiplied by the value of the doubling cube

Dance
A dice throw that does not succeed entering that player’s checker from the bar

Dead Checker
A checker that is deposited deep in a player's home board where it has no use

Dead Cube
A term applied to doubling cube that no longer has any doubling value

Dead Man
A checker that is deposited deep in a player's home board where it has no use

Dead Number
A certain dice number that cannot be played from the current position

Deep
When used in relation to a low-numbered point this term usually refers to the first or second point

Deuce
A thrown dice that lands on 2

Dice Manipulation
An illegal method of trying to control the outcome of the dice throw

Dice Mechanic
Someone who has learned how to unfairly influence the outcome of the dice throw

Dilly Builder
An extra checker that is positioned deep in a player's home board and that only bears on points within this home board

Direct Hit
With the result of a single die, a player is able to hit an opposing blot

Direct Range
How far a player is able to hit a blot based on a single number from one die. The blot needs to within six points of an opponent’s checker to be in such a danger

Direct Shot
When a player can hit an opponent’s blot six points or less away from one of their checkers with just a single die number

Disengage
Giving up on hitting the opponent’s blocks and concentrating on getting one’s checkers home

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