Backgammon Glossary
A comprehensive guide to the terminology of this classic game.
- T -
Tailgate
Rolling prematurely; i.e. before your opponent has picked up their dice.
Take
Accept a double.
Take/Drop Decision
The choice of whether to accept or refuse a double.
TD-Gammon
A computer program that plays backgammon, written by Gerald Tesauro.
Tempo
A unit of time in positional development equal to half a roll.
Tempo Move
A hit designed to forestall the opponent by depriving him of half a roll when he threatens to hit a blot or make an important point.
Thorp Count
A formula devised by Edward O. Thorp for making doubling decisions in pure race games. It is a modification of the basic pip count which takes into account some elements of man distribution. Each player's Thorp count is his pip count, plus 2 for each of his men still on the board, minus 1 for each of his occupied home board points, plus 1 for each man on his one point. Then the player on roll increases his count by 10 percent if it is more than 30.
Thorp advises : "Double any time your count does not exceed the opponent's by more than 2. Re-double any time your count does not exceed opponent's by more than 1. Accept if your count does not exceed doubler's by more than 2."
Timing
The general rate of advancement of a player's and the opponent's men viewed in terms of their likely position at a future crucial point in the game, partially controllable by the leaving of blots to be hit and the hitting or not hitting of adverse blots.
Too Good to Double
A position in which a player should not double even though the opponent has a clear drop, because the player has a higher equity by playing on for a gammon.
Trap Play
A deliberate attempt to force an opponent off his anchor thereby exposing blots and possible gammons.
Tric-Trac
French (amongst others) for backgammon.
Triple Game
(see Backgammon)
Triple Shot
A blot exposed to hits from three of an opponent's men.
Turn
The sequence of actions that each player takes in alternation which consists of possibly offering a double; rolling the dice; playing the roll; and picking up the dice.
Turn the Cube
Offering a double.
- U -
Under the Gun
A blot in the opponent's home board when it is within direct range of three or more of the opponent's builders and therefore in danger of being pointed on.
- V -
Vig (or Vigorish)
The small additional considerations that affect the total equity of a position, such as gammon vigorish and re-cube vigorish.
Volatility
The changeability of the equity of a position. A position of high volatility is one that is likely to see a large change in equity as a result of the player's or the opponent's next roll. A position's volatility is a consideration for a player deciding whether or not to offer a double.
- W -
Wash
A blitzing technique that involves breaking a higher home board point in order to hit a blot on a lower home board point.
Wastage
The expected loss in pips from dice rolls which are not fully used during bear off.
Weaver
A deliberate
misplay in the hope that an inferior opponent will take his offered cube
next turn.
White
A colour used in backgammon articles referring to the lighter of the two colours used.
- Michael Crane