Backgammon Glossary: Complete A-Z Dictionary of Terms (2026)

Complete A-Z glossary of backgammon terms and definitions. From ace-point to Zara, learn every backgammon word, phrase, and concept used by players worldwide.

This comprehensive glossary covers every important backgammon term. Whether you’re reading an article, listening to commentary, or talking with other players, this reference has you covered.

A

Ace — A roll of 1 on a die.

Ace-point — The 1-point. Each player has an ace-point (the first point in their home board).

Ace-point game — A defensive strategy where you hold the opponent’s ace-point (1-point) as an anchor, hoping for a late hit.

Anchor — A point in the opponent’s home board occupied by two or more of your checkers. Anchors provide defensive safety and hitting chances.

Automatic doubles — An optional rule where if both players roll the same number on the opening roll, the stakes are automatically doubled.

B

Backgammon — (1) The name of the game. (2) A type of win where the loser hasn’t borne off any checkers and still has a checker on the bar or in the winner’s home board. Worth 3× the cube value.

Back game — A defensive strategy using two or more anchors deep in the opponent’s home board, hoping for a late hit.

Bar — The raised center strip of the board. Hit checkers are placed here and must re-enter before other moves can be made.

Bar point — The 7-point. An important point to control for building a prime.

Bear off — To remove a checker from the board during the final phase of the game, after all your checkers are in your home board.

Beaver — An optional rule allowing a player who was just doubled to immediately redouble while keeping ownership of the cube.

Blitz — An aggressive strategy focused on hitting opponent blots and building a strong home board to prevent re-entry.

Blot — A single checker on a point, vulnerable to being hit.

Board — (1) The backgammon playing surface. (2) Short for “home board” — as in “building your board.”

Builder — A checker positioned where it can contribute to making a new point on a future roll.

C

Checker — One of the 15 playing pieces each player uses. Also called stones, men, or counters.

Closed board — A home board where all six points are occupied. A player with a closed board prevents any opponent checkers from re-entering from the bar.

Cockade — Rolling doubles (same number on both dice).

Come in — To re-enter a checker from the bar.

Connectivity — How well your checkers are spread to support each other across the board.

Crawford rule — In match play, when one player reaches match point minus one, the doubling cube cannot be used in the immediately following game.

Cube — Short for the doubling cube.

Cube ownership — The right to offer the next double. Belongs to the player who last accepted a double.

D

Dance — To roll and not be able to enter from the bar. Also called “fanning.”

Diversification — Arranging checkers so that many different dice rolls produce good results.

Double — (1) To offer to multiply the stakes by 2 using the doubling cube. (2) Rolling the same number on both dice (doubles).

Doubling cube — A special die marked with 2, 4, 8, 16, 32, and 64, used to track the current stakes of the game.

Drop — To decline a double, conceding the game at the current stake.

Duplication — Arranging your checkers so your opponent needs the same dice numbers for multiple objectives, reducing their effective options.

E

Entering — Moving a checker from the bar into the opponent’s home board.

Equity — The average expected value of a game position, measured in points or cube value.

F

Fan — To fail to enter from the bar. Same as “dance.”

G

Gammon — A win where the loser hasn’t borne off any checkers. Worth 2× the cube value.

Golden point — A player’s 5-point, widely considered the most strategically important point on the board.

H

Hit — To land on a point occupied by a single opponent checker (blot), sending it to the bar.

Hit and cover — To hit a blot and then cover the point with another checker, making it safely.

Holding game — A strategy where you maintain an anchor in the opponent’s board and wait for opportunities.

Home board — Points 1 through 6. The destination quadrant where all your checkers must arrive before you can bear off.

I

Inner board — Same as home board.

J

Jacoby rule — An optional rule where gammons and backgammons only count as a single win unless the doubling cube has been used during the game.

K

Kibitzer — A spectator watching a game, sometimes offering unsolicited advice.

L

Lover’s leap — Moving a back checker from the 24-point to the midpoint (13-point) with a roll of 6-5.

M

Make a point — To place two or more of your checkers on a point, securing it from the opponent.

Match play — Playing a series of games to a target score, as opposed to individual games for stakes.

Midpoint — The 13-point. An important staging point in the early game.

N

Natural — A roll that isn’t doubles.

O

Outer board — Points 7 through 12. The quadrant between your home board and your opponent’s side of the board.

Own the cube — Having the right to offer the next double.

P

Pip — A unit of movement. Moving one checker one point equals one pip.

Pip count — The total number of pips all your checkers must move to bear off. Lower is better. Starting pip count is 167.

Point — (1) One of the 24 triangular spaces on the board. (2) A point occupied by 2+ of your checkers (“making a point”). (3) A unit of match score.

Prime — A sequence of consecutive points you occupy. A 6-prime (all six consecutive points blocked) is impenetrable.

R

Race — The phase of the game where there’s no more contact and both players are simply trying to bear off first.

Re-enter — To bring a checker back from the bar to the board.

Redouble — To double the stakes when you already own the cube.

Running game — A strategy focused on racing your checkers home without engaging in contact.

S

Safe — A point occupied by 2+ of your checkers, immune to being hit.

Slot — To intentionally move a single checker to a point you want to secure, risking that it might be hit.

Split — To move one of two back checkers from the 24-point to a different point.

Stacking — Placing many checkers on the same point, which is generally inefficient.

T

Take — To accept a double and continue playing at the higher stake.

Timing — How efficiently your position can maintain itself over future rolls. Good timing means having useful moves available.

V

Voluntary doubles — Doubles that are offered by a player using the doubling cube, as opposed to automatic doubles.

W

Wastage — Inefficient use of dice rolls, often because of stacked checkers or a broken prime.

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