Backgammon Glossary
A comprehensive guide to the terminology of this classic game.
- M -
Make a Point
Place two or more men on a point. (see Anchor)
Man
One of the thirty counters that are moved around the board according to rolls of the dice. Each player has fifteen men in opposing colours; e.g. black and white. (Also known as piece, checker or stone)
Mandatory Double
A situation possible in match play in which it is correct for a player to double based solely on the match score. In any post-Crawford rule game, it is correct for the trailing player to double at the earliest opportunity because the loss of the game, doubled or not, also means the loss of the match. (see also Free Drop)
Mandatory Extras
An optional rule for money play which says that whenever a double is offered and accepted, the doubler has the right to give his opponent an extra cube at the same level. The extra cube must be accompanied by a payment equal to one half of its value. The receiver then has two cubes which he may use together or separately for making future doubles.
Market Gainer
Any sequence of two rolls (one by a player and one by his opponent) which leads to a position where the opponent would be willing to accept if he were offered a double. Knowing the number of market gainers can help a player decide whether he should double or play on for a gammon.
Market Loser
Any sequence of two rolls (one by a player and one by his opponent) which leads to a position in which the opponent is no longer be willing to accept if he is offered a double. (Also known as a market-losing sequence). Knowing the number of market losers can help a player decide whether he should double now or wait.
Match
A series of games between two players which ends when one player wins by accumulating the required number of points. (see Match Play)
Match Equity
A player's expectation of winning a match at a given match score. The value of a position in the context of the current match score.
Match Equity Table
A table showing a player's expectation of winning a match from various match scores.
Match Play
The competition system used in tournaments in which two participants play a series of games which ends when one player accumulates a required number of points. Each game is worth one, two, or three points (for a single game, gammon, or backgammon) multiplied by the value of the doubling cube.
Match Point
A time in the match when the leading player needs just one more point to win.
Mid Point
Your thirteen point, the opponent's twelve point.
Middle Game
A stage in the game after the opening moves and before the bear off.
Mixed Roll
Two thrown dice with different numbers on their upper face.
Modern Game
A style of play popularized in the 1970s which emphasises slotting, making advanced anchors, and playing back games.
Money Play
The normal style of competition in which games are played independently and the competitors bet on the result. For each game, the loser pays the winner the agreed initial stake multiplied by the value of the doubling cube and further multiplied by two for a gammon or three for a backgammon.
Move
The advancement of a player's man according to the value showing on one of the dice he rolls. There are three types of legal moves. A player may:
a) Enter a man from the bar. (When a player has a man on the bar, this is his only legal move).
b) Move a man the number of pips indicated on the die to a lower open point, possibly hitting an opposing blot.
c) Bear off a man, if all of the player's men are in his home board.
Mutual Holding Game
A game in which both players occupy a point or points on the opponent's side of the board to make it more difficult for the other player to bring home his checkers safely.
MWC
Match winning chances.
- N -
Neil's Numbers
A mnemonic device invented by Neil Kazaross for estimating match equity based on the current match score. It says that the leader's percentage probability of winning the match is 50 + his lead multiplied by the Neil's Number.
| Points trailer needs | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| Neil's Number | 10 | 9 | 8 | 7 | | 6 | | | 5 | | | | 4 |
(see Janowski's Formula)
No-Brainer
A stage of the game after which there is no further contact between opposing sides and the dice will dictate who wins rather than better playing.
No-Contact
(see Break Contact)
Normalised Match Score
A match score expressed in terms of the number of points each player still needs to win the match, as opposed to the number of points they have won so far.
Nullo Play
A play which cannot be profitable for any possible sequence of future rolls.
- O -
On Roll
The player who turn it is now.
On the Bar
A blot that has been hit and is waiting to re-enter. (see Bar)
One-Point Game
(see Ace Point Game)
Open Point
Any empty point on the board not occupied by two or more men.
Opening Roll
The first roll of a game, in which both players each throw one die and the higher roller takes both as the first move.
Otter
An immediate re-double (while retaining ownership of the cube) by the player who just accepted a raccoon.
Outer Board
Points 7 to 12, the segment of the playing surface where the dice are rolled. (see Inner Table)
Outer Table
(see Outer Board)
Outfield
The outer board, particularly points nine, ten, and eleven.
Outside Prime
A series of blocked points in which the majority are in the outer board.
Own the Cube
The player who last accepted a double and the only one allowed to re-double.
- Michael Crane