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Backgammon Glossary


Whether you’re new to the game or brushing up on terms, this glossary covers the most essential backgammon language you’ll encounter—on the board, in conversation, or while analyzing your play.

Bar: The raised divider in the center of the board where checkers are placed when they’re hit.

Blot: A single checker on a point, vulnerable to being hit by an opponent.

Bear Off: The process of removing your checkers from the board once all are in your home board.

Checker: The playing pieces used in backgammon; each player has 15.

Crawford Rule: A tournament rule where doubling is prohibited for one game after a player reaches match point.

Doubling Cube: A die marked with 2, 4, 8, 16, 32, and 64 used to raise the stakes during a game.

Gammon: A win where the opponent hasn’t borne off any checkers; worth double the normal points.

Home Board: The quadrant where a player must bring all checkers before bearing them off.

Hit: To land on a blot and send that checker to the bar.

Inner Board: Another term for a player’s home board.

Jacoby Rule: A rule used in money play where gammons and backgammons only count if the doubling cube has been used.

Match Play: A series of games played until one player reaches a predetermined number of points.

Outer Board: The quadrant outside the home board on each player’s side.

Pip Count: The total number of points your checkers must move to be borne off.

Point: A triangle-shaped space on the board; there are 24 total.

Prime: A consecutive series of occupied points that blocks opposing checkers.

PR (Performance Rating): A metric used to assess how close your moves are to optimal play.

Race: When both players are primarily moving checkers forward with no contact between them.

Slot: To place a blot on a point, usually in the hope of making that point on the next move.

Split: Moving a checker from a point where two or more are stacked, often to initiate escape or counterplay.

Stack: When multiple checkers are piled on one point—can be inefficient if overused.

Tempo: A concept related to the initiative—gaining time by hitting or blocking.

Turn: Each player’s roll and subsequent checker movement.

Wastage: Unused pips during bearing off, often due to inefficient checker distribution.

The easiest way to really remember these terms is to see them come up in real games.

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