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