Backgammon Dictionary

All Backgammon Terms

There are - 780 - terms.

l

Lipped Cup

A dice cup that has a ridge around the inside open end, designed to trip up the dice as they exit the cup and make it more difficult for a dice mechanic to control the roll.

Loaded Dice

Dice weighted or shaped so that the distribution of rolled numbers is not even.

LongGammon

A backgammon variant in which each player starts with fifteen checkers on the opponent's one-pointSee: How to Play LongGammon.

Loose Hit

A hit which leaves a blot in the player's home board where it is exposed to a direct return shot.

Loose Play

A play that leaves one or more blots in a dangerous position.

Lose One's Market

To go from a position in which your opponent would accept your double to a position in which your opponent would refuse your doubleSee: Market Loser.

Lover's Leap

[Sometimes spelled "lovers' leap".]  An opening roll of 6-5 played from the opponent's one-point to the player's mid-point.

Lovers leap in backgammon

Luck Factor

Equity gained or lost through the rolls of the dice during the course of a game or match. The luck associated with a roll is the difference in equity of the position before the roll and the (properly played) position after the roll. See posts by Gregg Cattanach and Adam Stocks.

m

Magriel's Safe-Bold Criteria

[Listed by Paul Magriel in his book Backgammon.]  Six criteria for determining whether a situation requires a safe play or a bold play. They are: (a) opponent's home board strength; (b) presence of an anchor in opponent's home board; (c) your home board strength; (d) blots in opponent's home board; (e) number of checkers you have back; and (f) number of checkers opponent has back. Criteria (a) and (f) call for making a safe play; the others point towards making a bold play.

Main Flight

In an elimination tournament, the group in which players start and compete in until they lose, and which offers the largest prize.  Compare: Consolation Flight.

Major Split

Moving one of your two runners from the opponent's one-point to the opponent's four-point or five-point.   Compare: Minor Split.

Make a Point

To place two checkers together on one point (1) so they form a block or an anchor. Your opponent may not land or touch down on that point as long as the two checkers remain there.