The Backgammon Revolution, Part 2
A Beginner's Guide
av J. Phillip Vogel
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Part 2 of this Backgammon article provides a glossary.
Ludus Duodecim Scriptorum. Nard. Sugoroko. Tables. These are but a few
of the names that have been ascribed to backgammon down the many centuries
since it was first conceived. Yet despite being unquestionably ancient-especially
when compared to other games-backgammon continues to evolve and is enjoyed
by millions of players around the world every day. Strategic, fun and
exciting, backgammon-or whatever name it takes on next-will undoubtedly
still be a top choice for gamers well into the future.
Backgammon Glossary
Ace point: The first or 1 'point' on the board, the closest point to bear
off.
Advanced anchor: A 'made point' (see below) that is positioned on your
opponent's 4 point, 5 point or 6 point. See also, 'Anchor' and 'Deep Anchor'.
Anchor: A 'made point' (see below) on your opponent's 'home board'. Each
player begins the game with an anchor (two checkers) on their 24 point,
which is their opponent's 1 point. See also, 'Advanced Anchor' and 'Deep
Anchor'.
Automatic doubles: This rule states that if both players get the same
number on the first roll of the dice, then a double is called.
Bar: The dividing line down the middle of a backgammon set, where checkers
that have been 'hit' sit until they re-enter the game.
Bear in: The stage of the game when a player moves his men into his home
board.
Bear off: The stage of the game when a player has all his men on his home
board, and is in the process of moving them off the board altogether.
Beaver: When one player doubles, and his opponent immediately redoubles.
Blitz: A style of play in which a player hits his opponent repeatedly
in his own home board in an effort to keep him on the bar and close him
out.
Blot: A single checker on a point. This is a vulnerable position.
Closed board: When a player has 'made' all the points on his inner board,
his opponent will be unable to re-enter any checker he may have on the
'bar' into the game until an open point becomes available again.
Cover: To shield a 'blot' with a second checker, ensuring it is 'made'.
Crawford Rule: Used only in match play, when a player reaches a score
in which he is only one point away from winning the match, his opponent
is not allowed to double in the next game.
Dance: To have a checker on the bar, and to roll numbers that are blocked
in your opponent's home board and do not allow you to re-enter. Also know
as 'to fan', 'to flunk', as well as 'to fail'.
Deep anchor: A 'made point' (see below) that is positioned on your opponent's
1 point, 2 point, or 3 point. See also, 'Anchor' and 'Advanced Anchor'.
Direct shot: A 'blot' or lone checker that can be hit with a roll of six
or less.
Drop: To resign from a game when one's opponent 'doubles' - to refuse
the cube.
Equity: The chances of winning the game.
Fly shot: A checker that can be hit with a roll of seven or more. Also
called indirect shot.
Golden Point: The fifth point in from the beginning of one's own home
board, also known as the 'five point'.
Hit Loose: To hit one of your opponent's 'blots', and be unable to follow
it up with another checkers, thereby leaving your own exposed.
Holding Game: This is a strategy used by a player who is behind in the
game with the intention of hindering the opponent's ability to bring his
checkers home safely by holding on to one or more points on their opponent's
side of the board.
Inner board: The part of the board nearest to the end where you take your
checkers off the board. This is the part of the board numbered 1-6 (the
'inner table', 'infield' or 'home board'.)
Jacoby rule: This rule states that if neither player has offered the doubling
cube during the game, there cannot be a gammon or backgammon.
Made point: A point with two or more 'men' on it, which ensures that it
cannot be hit.
Men: The backgammon pieces or checkers, also known as 'stones'.
Mid-point: The 13 point.
Non-contact position: The stage of the game where both players' men have
passed each other, and so no more hits can happen.
Outer table: The part of the table closest to the player that is next
to his home board.
Numbered 7-12, it is also called the 'outer board'.
Point: One of the triangular-shaped spaces on the board, where the backgammon
checkers are placed.
Prime: A consecutive row of four or more made points that block or hinder
the opponent's options to move. Six points row is called a 'full prime'.
Racing position: When both opponents' checkers have passed each other
and no further hits are possible, there is a race to see who will reach
home and bear off their checkers first. See also the 'non-contact position'
above.
Return shot: When a player is hit and re-enters hitting one of the opponent's
checkers.
Slot: To move one checker onto a point, with the intention of adding another
to it later, thereby 'making' it.
Spare: An extra checker on a made point, which can be moved without endangering
the point.
Take: Continuing to play after having been doubled.
Timing: The state of play as it affects a certain player. Generally it
refers to maintaining a position when behind in the race to the finish.
Timing can more accurately be called 'tempo'.
J. Phillip Vogel's Website is: www.theopn.com
J Phillip Vogel is the Editorial Director for Poker Life magazine.
He is the author of a series of best-selling gambling books collectively
titled The Real Deal. His latest book, Internet Gambling: How to Win Big
Online Playing Bingo, Poker, Slots, Lotto, Sportsbetting & Much More
is available in bookstores worldwide.
This article is published in cooperation with www.contentgambling.com
--#1 source for gambling content online.
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