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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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