“W” Backgammon Terms

Terms that Start with “W” Letter

There are - 11 - terms.

Ward Count

A formula devised by Jeff Ward for making cube decisions in pure race games. It is a modification of the basic pip count designed to take into account elements of checker distribution. Each player's Ward count is his pip count, plus 2 for each checker more than 2 on the one-point, minus 1 for each extra home-board point compared to the opponent, plus 2 for each extra checker on the board compared to the opponent, plus 1/2 pip for each extra checker outside the home-board compared to the opponent. Then the player on roll increases his count by 10 percent. Ward advises: Double if your count does not exceed the opponent's by more than 2; redouble if your count does not exceed the opponent's by more than 1; accept the double if your count does not exceed doubler's by more than 2 in a short race (50 pips), 3 in a medium race (75 pips), or 4 in a long race (100 pips). See post by Marty Storer. For a comparison with other methods, see the article, "Cube Handling In Noncontact Positions".

Wash

A blitzing (1) technique that involves switching points to hit an opposing blot.

["Wash" the slate clean.]  A settlement for zero points.

Wastage

The expected loss in pips (2) from dice rolls not fully utilized during bearoff. Wastage is calculated as W = R x 49/6 − PC, where R is the expected (average) number rolls required to bear off, and PC is the pip count of the position. Wastage is the difference between the usual pip count and the effective pip count. See post by David Montgomery.

WBA

World Backgammon Association.  Website: WBA.

WBF

Worldwide Backgammon Federation.  Website: WBF.

Weaver Coup

A ploy which may be attempted when you are playing on for a gammon and the opponent gets a lucky roll. You offer to double even if your position is still too good, hoping the opponent will mistakenly accept. See this thread.

Whopper

A checker play (2) error or cube play (2) error which costs more than 0.1 points of EMG equity; a blunder. See post by Daniel Murphy.

Wisecarver Paradox

A straight race position in which a given roll played correctly induces the opponent to correctly double while an alternate (inferior) play would prevent the opponent from correctly doubling. This can happen when the correct play produces a position of greater volatility. Wisecarever paradox positions are examples of a cube provocation plays.

Woolseys Law for Doubling

A rule of thumb advocated by backgammon expert Kit Woolsey: "If you are not absolutely sure whether a position is a take or a pass, then it is always correct to double." See The Doubling Rule, by Kit Woolsey.