Backgammon Dictionary

All Backgammon Terms

There are - 780 - terms.

w

WBA

World Backgammon Association.  Website: WBA.

WBF

Worldwide Backgammon Federation.  Website: WBF.

Weaver Coup

A ploy which may be attempted when you are playing on for a gammon and the opponent gets a lucky roll. You offer to double even if your position is still too good, hoping the opponent will mistakenly accept. See this thread.

Whopper

A checker play (2) error or cube play (2) error which costs more than 0.1 points of EMG equity; a blunder. See post by Daniel Murphy.

Wisecarver Paradox

A straight race position in which a given roll played correctly induces the opponent to correctly double while an alternate (inferior) play would prevent the opponent from correctly doubling. This can happen when the correct play produces a position of greater volatility. Wisecarever paradox positions are examples of a cube provocation plays.

Woolseys Law for Doubling

A rule of thumb advocated by backgammon expert Kit Woolsey: "If you are not absolutely sure whether a position is a take or a pass, then it is always correct to double." See The Doubling Rule, by Kit Woolsey.

z

Zone of Attack

[Or simply the "zone".]  Points 1 through 11 on your side of the board. The success of a blitz depends on the number of checkers you have in the zone. Usually 10 is enough to make a blitz worth trying.