“M” Backgammon Terms

Terms that Start with “M” Letter

There are - 50 - terms.

Manny Wong Proposition

The player on roll has two checkers on each of his lower three home board points, and three checkers on each of upper three home board points. The opponent has one checker on the bar, six checkers borne off, and the remainder on his one-point and two-point. Should the player double? Should his opponent accept the double?

Market (for a Double)

An opportunity to offer a double while it will be accepted by the opponent.

Market Gainer

[By analogy to market loser.]  A sequence of two rolls (one for you and one for your opponent) which takes a game from a position in which your opponent would refuse a double to a position in which your opponent would accept a double.

Market Loser

A sequence of two rolls (one for you and one for your opponent) which takes a game from a position in which your opponent would accept a double to a position in which your opponent would refuse a double. Knowing the number and size of your market losers is an important consideration in whether or not to double.

Match

A series of games between two players which ends when one player acquires a predetermined number of points. Traditionally, matches are played to an odd number of points (3, 5, 7, etc.).  See: Match Play.

Match Equity

A player's probability of winning a match from a given score.

The value of a position in the context of the current match score and cube level, usually given in terms of match winning chances.

Match Equity Table

A chart showing the probability of winning a match from various scores.  Example: The Woolsey-Heinrich match equity table. Match equity tables are laid out according to the number of points each player still needs to win the match. The first column and row represent the Crawford game.

Match Play

The method of competition used in tournaments and on many backgammon play sites. Two competitors play a series of games until one of them acquires a predetermined number of points (4). The doubling cube may be used except in the Crawford game. Unlike money play, you do not use automatic doubles, the Jacoby rule, or beavers in match play.

Match Winning Chances

A player's probability of winning a matchCompare: EMG Equity.

Mechanical Play

A move made with little thought because it seems to be obvious.

Mental Shift

A technique used in pip counting in which you imagine that some checkers have been moved to a higher or lower point where they can be counted more easily. You must either keep track of the number of pips moved or make a compensating shift elsewhere on the board.

Mexican Backgammon

A backgammon variant similar to Acey-Deucey (2) in which a roll of 1 and 2, called a Mexican, gives the player extra turns.  See: How to Play Mexican Backgammon.

Meyer Dice Tube

A 9-inch clear plastic tube with baffles across the middle and capped ends that contains a pair of dice and is used to randomize dice within. You place the tube on one end with the dice lying on the bottom. To roll the dice, you pick up the tube, quickly turn it 180 degrees, and set it back down, allowing the dice to fall through the baffles and land on the other side.  Website: Meyer Dice Tube.

Middle Game

The main body of the game, which begins after the players have settled on their initial game planCompare: Opening Game and End Game.

Mid-Point

Your thirteen-point (the opponent's twelve-point), where you have five checkers at the beginning of the game.

Minor Split

Moving one of your two runners from the opponent's one-point to the opponent's two-point or three-point.   Compare: Major Split.