Backgammon Glossary
A comprehensive guide to the terminology of this classic game.
- E -
Edge of a Prime
An open point directly in front of an opponent's prime.
Efficient Double
An effective double when the recipient would be correct to either accept or refuse.
Eject
To abandon an ace point game so as to avoid losing a backgammon or gammon.
End Game
At the end of the game when either player begins to bear off and there is no longer any contact.
Enter
(see Re-enter)
Equity
The expected value of a backgammon position. Specifically, the sum of the values of the possible outcomes from a given position with each value multiplied by its probability of occurrence.
Expert Backgammon
A computer program that plays backgammon and performs rollouts, written by Tom Weaver.
Exposed man
A blot within range of a direct shot.
Extra Cubes
An optional rule for chouettes used when only some of the players on the team accept a double from the box. Any of the team members who refused the box's double may give an extra cube to a player who accepted the double. This is essentially a side bet on the game in progress.
Extra cubes are offered at the same level as the original cube and must be accompanied by a payment equal to one half their value. When the game is over, the receiver of an extra will collect or pay off on the extra cube in the usual manner. Some chouettes make it mandatory that extra cubes be accepted; others make it optional. (see Mandatory Extras).
- F -
Fan
Rolling numbers that don't re-enter a man off the bar. (see Dance).
FIBS
The First Internet Backgammon Server; an electronic forum for playing backgammon with others from around the world, developed by Andreas Schneider.
FIBS Rating
A number associated with each player based on that player's record of performance against other rated players. Every player starts with a rating of 1500.
Fish
A poor backgammon money manager.
Fly Shot
An indirect shot using both dice with few combinations.
Forced Play
A roll of the dice for which there is only one legal play.
Forward Game
(see Running Game)
Free Drop
In match play, after the Crawford game has been played and the trailing player has an even number of points to go, the option of the leading player to refuse a double without reducing the number of games the trailing player needs to win the match. (see also Mandatory Double)
Free Drop Vigorish
In match play, after the Crawford game, the slight advantage the leader has when the trailer is two points away from victory because the leader has the option of refusing when the trailer offers a double.
Freeze a Builder
Leave a man within reach of an opponent occupying a point with only two men thus restricting teir use as builders.
Front a Prime
Making the point immediately in front of an opponent's prime.
- G -
Gammon
A completed game of backgammon in which the losing player has not borne off any men. A gammon is worth two times the current cube value.
Gammon Count
A method of assessing a player's chance of being gammoned.
Gammon Price
The relative value of winning a gammon versus winning just a single game. Gammon price is computed as:
GP = (WG - W) / (W - L)
where:
WG is the value of winning a gammon
W is the value of winning a single game
L is the value of losing a single game.
In money play, the gammon price is 50%. In match play, the gammon price depends on the score of the match and the level of the doubling cube; it can range anywhere from 0 (e.g., at double match point) to well over 100%.
Gammon Rate
The fraction of games which end in a gammon or a backgammon. This includes games which would end in a gammon if they were played to completion but are not because a player doubles and the opponent refuses.
Gammon Vig (or Gammon Vigorish)
The additional equity resulting from the possibility of a gammon.
Gap
Empty points or spaces between established points.
Go Out
To achieve the points necessary to win a match.
Golden Point
Your opponent's five point.
Guff (or Guffy)
A player's one point. (see Ace Point)
GWC
Game winning chances.
- Michael Crane