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Antarctica
Antarctica
Antarctica
Antarctica
Backgammon Glossary (bkgm.com)
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And terms used by the IBC:
Towering Towers of Towerville
Tall stacks of checkers hampering your opportunities for diversification.
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The Mini-Roll
The miniest of all possible rolls... The lowly 2-1
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Coffee-Housing
The art of getting in your opponents head through playful banter, and general ball-busting
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Cement Shoes
Rolling a 6-6 and unable to move any pips
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Snow Shoes
Trekking the highest number of pips... 24
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Jail
You're not at the bar... you're on the bar
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Lover's Leap
Moving the 6-5 from the 24-point to your mid-point
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Jumping Jack Flash
Moving both men from the 24 point to the mid-point in the same game
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Long Arm of the Law
Hitting a blot from a far distance, typically 10 or 11 pips away
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Super Computer
When it requires a Super Computer to determine the crappiest possible roll you could have rolled, and you rolled it
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Skeleton Key
The weak 5-2
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Master Key
Using the 5-2 like Houdini to free yourself from certain death
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Trifectoid
One-third of a 15 point tourney: 5, 10, 15 point milestones
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Crawford Light
The imaginary light that is illuminated when a player reaches the Crawford Rule. One point shy of winning a tourney, thus forbidding the opponent to DOUBLE for one game.
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The Ladies
Double 5s
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Backgammon Gods
The forces beyond who control the luck of the dice. Generating positive Backgammon karma is said to help please the Gods.
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Buried Checker
Moving a checker out of play while contact is still possible
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Icing the Puck
Sending a checker deep into your inner board, alone.
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The Alternating Defense
A defense comprised of a series of points made without a 2 point prime.
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Duck Shoot (Also known as Blot-City)
So many blots to hit, easy to pick a few off.​
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Sacrificial Lamb
When you have to send a checker out alone, knowing that he is likely to be hit (sacrificed).
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