Backgammon Dictionary

All Backgammon Terms

There are - 780 - terms.

d

Double

An offer made by one player to his opponent during the course of the game (on that player's turn, but before he has rolled the dice) to continue the game at twice the current stakes. The opponent may refuse the double, in which case he resigns the game and loses the current (undoubled) stakes. Otherwise, he must accept the double and the game continues at double the previous stakes. A player who accepts a double becomes owner of the cube and only he may make the next double in the same game.

Double Ducks

The roll of 2-2 on the dice (double 2's).

Double Elimination

A tournament format in which a competitor continues playing until he has lost twice.  Compare: Single Elimination.

Double Hit

To hit two opposing blots on one turn.

Double In

To offer a double which should be properly accepted. Opposite of double out.

Double Jeopardy

Potential for awkward rolls both next turn and the turn after.

Double Match Point

A match in which both players need just one more point (4) to win.

A game in which the doubling cube has reached a high enough level that a win by either player also wins the match.

Double Out

To offer a double which should be properly dropped, thus taking your opponent out of the game. Same as cashing a game. Opposite of double in.

Doubles

Two thrown dice with identical numbers on their upper faces.

Double Shot

One blot which can be directly hit two different ways, or two blots each of which can be directly hit one way.  Compare: Single Shot.

Doubling Cube

A cubical block, slightly larger than a regular die, with the numbers 2, 4, 8, 16, 32, and 64 marked on its faces. It is used for keeping track of the increase in stakes of the game and the player who next has the right to double. The cube starts in the middle with the number 64 facing up (representing a value of 1). When you offer a double, you turn the cube to its next higher value and pass it to your opponent. If he accepts your double, he places the cube on his side of the board and becomes the owner of the cube. After the first double of a game, only the player who last accepted a double may make the next double. Rules that affect use of the doubling cube:  automatic doubles, the Jacoby rule, and beavers.

Backgammon Doubling Cube

Doubling on the Come

Offering a double in anticipation of a good roll.

Doubling Window

The range of game winning chances which are both a proper double and a proper take.

The range of game winning chances which would be a proper double and a proper take if neither player could use the cube again.

Down

An early-game move of a checker from the mid-point to the same player's outer board.