Backgammon Dictionary

All Backgammon Terms

There are - 780 - terms.

f

Flexibility

The degree to which checkers are arranged to allow the greatest number of future rolls to play constructively or at least comfortably.

Flight

A chart showing which players play each other in an elimination tournament.

Flunk

To fail to enter a checker from the bar; to dance.

Fly Shot

A long indirect shot with few combinations (2); in particular, a roll that hits an outfield blot from the opponent's one-point.

Forced Play

A roll of the dice for which there is only one legal play.

Forward Game

A game plan in which the chief objective is to enter as rapidly as possible into a pure race; a running game.

Any game plan other than a back game.

Four-Point

The fourth point (1) in a player's home board, counting from the edge of the board toward the bar.

Free Drop

In match play, after the Crawford game has been played and the trailing player has an even number of points to go, the option of the leading player to refuse a double without reducing the number of games his opponent will need to win. See this threadSee also: Mandatory Double.

Freeze a Builder

To bring a checker to bear on a point (1) held by exactly two opposing checkers, and thus restrict the use of those checkers as builders.

Freeze-Out Match

An alternative to match play in which two players each begin with a predetermined amount of money or points (4) and play using table-stakes betting until one of them loses everything he started with. See post by Dave Brotherton.

French Backgammon

A backgammon variant in which players start with all their checkers off the board and doubles are played using both sides of the diceSee: How to Play French Backgammon.

Front a Prime

To make a point directly in front of an opponent's prime.

Full Prime

A prime of six consecutive points (2) which completely block the opponent from escaping.  Compare: Partial Prime.

g

Gain a Tempo

Hit the opponent and thereby deprive him of half a roll.

Game Plan

A strategy for winning the game. The three major game plans are run, block, and attack.

Gamesmanship

The use of ethically dubious means to obtain an advantage in a game. This includes intentionally distracting, confusing, or generally duping an opponent. See post by Albert Steg.

Game Winning Chances

The probability of winning the current game if it is played to conclusion without a doubling cube; also called cubeless probability of winning.