Backgammon: Glossary

These are the terms of backgammon — the ones spoken at the board and the ones you need in order to read game analyses. Each entry carries its Russian and Turkish equivalent: the table at the end ties them together across languages.

The board and the equipment

Checker — one of the fifteen markers of a single colour that a player moves around the board by the rolls of the dice. It is also called a piece.

Die — the cube that decides a move. A die is said to be cocked if it does not land flat on the playing surface on the thrower’s side; such a roll is taken again. The dice are thrown from a cup of leather, plastic or wood.

Bar — the raised ridge down the middle of the board that divides the inner table from the outer one. Checkers that have been hit are placed on it.

Home board — the quadrant holding your one-point through six-point: the one a player brings the checkers into before bearing off.

Bar-point — a player’s seven-point, so named because it sits next to the bar.

Formations

Anchor — a point in the opponent’s home board held by two or more of your checkers. A high anchor is the 21, 20 or 19 point, sometimes the 18; a low anchor is the 24, 23 or 22.

Prime — six consecutive points with two or more checkers on each. Such a wall cannot be jumped by any roll.

Hitting

Blot — a lone checker on a point, open to being hit.

Direct shot — a chance to hit a blot no more than six points away with a single number on one die. A combination shot needs both numbers together — that is an indirect shot.

Loose hit — a hit that leaves the hitter a blot in their own home board, exposed to a direct return shot.

Comeback shot — a chance to hit the opponent’s blot right after being hit yourself, in particular straight from the bar.

The course of the game

Contact game — a position in which the players’ checkers have not yet passed each other and hitting is still possible.

Blitz — an attack on an opponent who has no anchor: the aim is to put as many of their checkers on the bar as possible and close your own board.

Ace-point game — a late stage of the game in which a player holds an anchor on the opponent’s one-point and waits for a shot while the opponent brings the checkers home and bears them off.

Bear off — taking checkers off the board at the end of the game: whoever takes all fifteen off first wins.

Pip — the unit of distance: the total a player still has to move to bring the checkers home and bear them off is called the pip count.

Stakes and score

Doubling cube — a special die a little larger than a regular one, with the numbers 2, 4, 8, 16, 32 and 64 on its faces. It raises the stakes during a game; often it is simply called the cube.

Gammon — a win over an opponent who bore off no checker at all: two points.

Backgammon — the same, but the loser also still has a checker on the bar or in the winner’s home board: three points. Such a win is called a triple game.

The three-language table

The forms come from the localisation of our own app — it has been through live players in all three languages. A term the app does not have is absent from the table too.

TermEnglishРусскийTürkçe
pointPointПунктHane
checkercheckerШашкаPul
dieDieКостьZar
homeHomeДомEv
barbarБарbar
bear offbear offВыводToplama
pippipОчкоPuan
doubling cubeDoubling cubeКуб удвоенияİkiye katlama küpü
gammonGammonГаммонGammon
backgammonBackgammonБэкгаммонBackgammon

One note on the table: the word «backgammon» means both the game itself and the triple win in it. That is not our carelessness but a property of the English term, and in running text the two have to be told apart by the sense of the sentence.

Frequently asked questions

What is a blot?

A lone checker on a point. It can be hit, and then it goes to the bar and has to enter the board again.

How does a gammon differ from a backgammon?

In price and in condition. A gammon means the loser bore off nothing — two points. A backgammon is the same, but the loser also still has a checker on the bar or in the winner's home board — three points.

What does «prime» mean?

Six consecutive held points. Such a wall cannot be jumped by any roll.