All Backgammon Terms
There are - 780 - terms.
Take Point
The minimum game winning chances at which it is correct for a player to accept a double; the point at which a player is equally well off accepting a double or refusing a double; a player's drop point. Compare: Raw take point.
Takhteh
A Persian game similar to Western backgammon (1). See: How to Play Takhteh.
Tapa
A game popular in Bulgaria in which players pin opposing blots rather than hit them. See: How to Play Tapa.
Tavla
A Turkish game similar to Western backgammon. See: How to Play Tavla.
Tavli
The Greek name for games played on a backgammon board. These typically include Portes, Plakoto, and Fevga. See: How to Play Tavli.
TD-Gammon
The first strong neural-net backgammon program (1991), written by Gerald Tesauro. See: Temporal Difference Learning and TD-Gammon and Learning from the Machine.
Technical Play
A checker-play decision which primarily depends on tactical considerations. See post by Adam Stocks. Compare: Positional Play.
Tell
An inadvertent clue as to whether you will be taking or dropping if offered a double. See post by: Tad Bright.
Temperature Map
A plot showing how a position's equity is distributed among each of the 6 x 6 upcoming rolls. It provides a way to visualize aspects of a position such as volatility and duplication.
Tempo
A unit of time in positional development equal to half a roll.
Tempo Move
A hit designed to forestall the opponent by depriving him of half a roll when the opponent threatens to hit a blot or make an important point, or needs to consolidate a disorganized position.
Thorp Count
A formula devised by Edward O. Thorp for making doubling 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 Thorp count is his pip count, plus 2 for each of his checkers still on the board, minus 1 for each of his occupied home board points, plus 1 for each checker on his one-point. Then the player on roll increases his count by 10 percent if it is more than 30. Thorp advises: Double any time your count does not exceed the opponent's by more than 2; redouble any time your count does not exceed opponent's by more than 1; accept the double if your count does not exceed doubler's by more than 2. See post by Simon Woodhead. For a comparison with other methods, see the article, "Cube Handling In Noncontact Positions".
Three-Point
The third point (1) in a player's home board, counting from the edge of the board toward the bar.