All Backgammon Terms
There are - 780 - terms.
Two-Sided Bearoff Database
A bearoff database with the correct equity for each possible combination of two opposing bearoff positions. Four separate equities are recorded for each position: three cubeful equities (one for each state of the doubling cube), and one cubeless equity. A two-sided database is more accurate than a one-sided database, but requires considerably more room.
Under the Gun
A blot in the opponent's home board which is within direct range of three or more of the opponent's builders and therefore in danger of being pointed on.
United States Backgammon Federation (USBGF)
A not-for-profit organization devoted to advancement of backgammon in the United States. Website: usbgf.org.
Unlimited Game
Backgammon played using a doubling cube without any limit to the number of doubles and redoubles. Unlimited games are similar to money games, but are played without the Jacoby rule, beavers, or automatic doubles. In contrast, limited forms of backgammon include: match play and table stakes.
Unstack
To remove checkers from a heavy point.
Variance (of a Rollout)
Level of random error in a rollout.
Variance Reduction
Any technique for reducing the random error of a rollout. Examples are: quasi-random dice, duplicate dice, and luck reduction.
Luck reduction, a variance reduction technique that involves adjusting each trial's result based on an estimate of the luck associated with the rolls of the trial. Because luck reduction is by far the most effective technique for variance reduction, the term variance reduction is often used specifically to refer to this method. See posts by Jim Williams and David Montgomery.
Variant
Any game other than backgammon (1) which can be played on a backgammon board. Most backgammon variants use rolls of the dice to determine how the players' checkers move, just as in backgammon.
Vidos
The Greek name for the exact equivalent of Western backgammon. Greek backgammon, called portes, is slightly different than vidos in that it is played without a doubling cube and has no bonus for winning a backgammon (2).
Vigorish
The small additional considerations that affect the total equity of a position, such as gammon vigorish and recube vigorish.
Volatility
A measure of how much a position's equity is likely to change in the next roll or two. See posts by Chuck Bower and Kit Woolsey.
Voluntary Double
A regular double, where one player offers to double the stakes of the game, as opposed an automatic double when identical numbers are thrown at the beginning of the game.
Ward Count
A formula devised by Jeff Ward for making cube 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 Ward count is his pip count, plus 2 for each checker more than 2 on the one-point, minus 1 for each extra home-board point compared to the opponent, plus 2 for each extra checker on the board compared to the opponent, plus 1/2 pip for each extra checker outside the home-board compared to the opponent. Then the player on roll increases his count by 10 percent. Ward advises: Double if your count does not exceed the opponent's by more than 2; redouble if your count does not exceed the opponent's by more than 1; accept the double if your count does not exceed doubler's by more than 2 in a short race (50 pips), 3 in a medium race (75 pips), or 4 in a long race (100 pips). See post by Marty Storer. For a comparison with other methods, see the article, "Cube Handling In Noncontact Positions".
Wash
A blitzing (1) technique that involves switching points to hit an opposing blot.
["Wash" the slate clean.] A settlement for zero points.
Wastage
The expected loss in pips (2) from dice rolls not fully utilized during bearoff. Wastage is calculated as W = R x 49/6 − PC, where R is the expected (average) number rolls required to bear off, and PC is the pip count of the position. Wastage is the difference between the usual pip count and the effective pip count. See post by David Montgomery.