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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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