Backgammon Dictionary

All Backgammon Terms

There are - 780 - terms.

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10-Percent Doubling Rule

A guideline for cube handling in pure race positions. If you add 10% to your pip count, you should double if the result is not more than two pips greater than the opponent's count, and you should redouble if the result is not more than one pip greater. Your opponent should accept the double if your count plus 10% is no more than two pips less than his count.

8-9-12 Doubling Rule

A guideline for cube handling in pure race positions. You should double if the opponent's pip count exceeds yours by 8% or more, and redouble if it exceeds yours by 9% or more. Your opponent should accept the double if his pip count exceeds yours by no more than 12%.

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ABT

American Backgammon Tour, an annual master-point competition of participants in major U.S. tournamentsWebsite: ABT.

Accept a Double

To agree to continue playing a game at twice the previous stakes after the opponent offers a doubleCompare: Refuse a Double.

Ace

A rolled die showing the number 1.

Ace-Point

Traditional name for the one-point.

Ace-Point Game

A position in the late stages of a game in which a player is anchored on the opponent's one-point trying to hit a shot as the opponent brings his checkers home and bears them off.

Acey-Deucey

The roll of 1 and 2 with two dice.

A backgammon variant in which the roll of 1 and 2 gives the player extra turns.  See: How to Play Acey-Deucey.

Acting Captain

In a chouette, the crew member who plays for the team against the box after the original captain has declined box's double and is no longer in the game.

Action Play

A play designed to provoke an exchange of hits, typically used after the opponent has escaped his runners.

Action Position

A position in which one player doubles based upon his immediate blot-hitting chances.

Active Builder

A checker which is completely free to make another point.