All Backgammon Terms
There are - 780 - terms.
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%.
ABT
American Backgammon Tour, an annual master-point competition of participants in major U.S. tournaments. Website: ABT.
Accept a Double
To agree to continue playing a game at twice the previous stakes after the opponent offers a double. Compare: Refuse a Double.
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.
Advanced Anchor
An anchor on the opponent's five-point, four-point, or sometimes three-point. (The opponent's bar-point is also sometimes called an advanced anchor, though purists insist that only points in the opponent's home board should be called "anchors.") See: Holding Point.
Advanced Level
A player of considerable experience and skill who has moved beyond intermediate level.
Ahead in the Race
Having a lower pip count than your opponent.
Air Ball
An unexpectedly poor roll, especially one that fails to hit or fails to make a point.
Ammunition
Checkers in position to carry out an attack, in particular, checkers in the zone.
Analog Clock
A traditional chess clock with hands that show the time remaining for each player. It has a flag that falls to indicate when a player's time has expired. Analog clocks generally do not have a time delay feature, making them less suitable than digital clocks for use in backgammon.
Anchor
A point (1) occupied by two or more of your checkers in the opponent's home board.