All Backgammon Terms
There are - 780 - terms.
Position
The arrangement of checkers on a backgammon board.
Positional Play
A play that emphasizes fighting for and keeping key points over running or blitzing (1); a structural play.
A checker-play decision where strategy considerations dominate. See post by Adam Stocks. Compare: Technical Play.
Position Card
A card with a preprinted diagram of a backgammon board designed for recording a position.
Possession of the Doubling Cube
The player who last accepted a double is said to own the cube. Only that player may make the next double of the game. Prior to the first double, neither player owns the cube (see centered cube) and either player may double.
Post-Crawford
After the Crawford game.
Post Mortem
Analysis of a game or match after it has been completed.
Pottle's Law
[Named for backgammon player Sam Pottle.] "Always run the last checker." If you have only one checker back, the best move is usually to run that checker. See post by Stick Rice.
PRAT
Acronym for "Position, Race, And Threats," a guideline for making cube decisions. According to the guideline, a player should double if he has an advantage in two of the three areas. And his opponent should pass if the player who doubled has an advantage in all three areas. See post by Alan Webb.
Precision Dice
Dice which have been carefully cut so their shape and balance are more accurate than regular dice and have pips (1) that are flat and not dimpled. See posts by Patti Beadles and Larry Strommen.
Preclear
To evacuate a high point (1) in your home board before all of your checkers are home in preparation for bearing off. You sometimes do this when the opponent holds an anchor deep in your home board and you are worried about clearing a high point safely during the bear off. By preclearing, you take advantage of opportune rolls at the time you get them.
Pre-Crawford
Before the Crawford game.
Premature Burial
Taking one or more checkers deep into your home board early in the game out of undue concern for short-term safety.
Premature Roll
A dice roll made by a player before the opponent has ended his turn by picking up the dice. Under U.S. rules, the premature roll is invalid and must be rethrown. Under BIBA rules, the premature roll stands but the player who did not pick up the dice may change his play in light of the new information.
Pressure
To advance a runner so it directly bears on an opponent's blot, forcing the opponent to cover the blot, move it, or risk it being hit.
Prime
Six consecutive made points. An opposing checker trapped behind a prime cannot escape until the prime is broken.
Several consecutive made points, such as a 4-prime or 5-prime.
Prime Fighter
A player who accepts a double when he has one or more checkers trapped behind an opponent's prime.