Backgammon Dictionary

All Backgammon Terms

There are - 780 - terms.

w

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.