Glossary

A word underlined with dots in the tutorials is here; point at it, or tap it, to see its meaning where you read.

Aardvark

In a chouette or money game, the answer to a raccoon: redoubling once more and keeping the cube. Allowed only where the settings allow it.

Algebraic notation

Chess's standard way of writing down moves. The squares are named by a letter for the column (a to h, from White's left) and a number for the row (1 to 8, from White's side), and a move by the piece's letter and the square it goes to: Be5 is a bishop moving to e5. Backgammon notation does the same for backgammon.

Anchor

A point you hold in your opponent's home board, with two or more checkers. It gives your back checkers a safe landing spot.

Backgammon

Winning while the loser still has a checker on the bar or in the winner's home board, and has borne none off. It counts three times the cube's value.

Backgammon notation

The standard way of writing down a backgammon game, introduced by Paul Magriel in the 1970s. The points are numbered from the side of the player on roll, 24 the farthest from home and 1 the deepest point of their home board, and a move is the roll followed by each checker's move, from/to: 42: 8/4 6/4. An asterisk marks a hit (13/7*), bar and off stand for entering and bearing off, and a number in brackets repeats a move (6/4(3) with double 2s).

Bar

The middle of the board, where a hit checker waits until it enters again in the opponent's home board.

Bear off

Taking checkers off the board once all of yours are in your home board. The first to bear off all fifteen wins.

Beaver

Taking a double and at once redoubling, keeping the cube. Allowed only where the settings allow it.

Blitz

An all-out attack on checkers in your home board, hitting them and making points to close them out.

Blot

A single checker on a point. It can be hit.

Box

In a chouette, the player who plays against the whole team.

Builder

A checker within reach of a point you want to make.

Captain

In a chouette, the team member who moves the team's checkers.

Chouette

Backgammon for three or more players: the box plays against a team, each team member with a cube of their own.

Colorless count

Urquhart's pip count that ignores whose checker is whose and gives only the difference between the two sides. Counting from one side's bear-off tray, the first fifteen checkers, of either colour, count as that side's. Three quick counts add up to the difference: the difference in crossovers (checkers that still need a 6 to reach the home board) times 6; the checkers on points 1-3, 7-9, 13-15 and 19-21, 3 pips for each above or below 15; and, in each group of three points, the checkers on the near point minus those on the far point, one pip each.

Crawford rule

In a match, the game after a player first comes within one point of winning is played without the cube.

Crew

In a chouette, the team members other than the captain. Each has a cube against the box.

Cube

The doubling cube. A player may double before rolling; the opponent takes, and the game is worth twice as much, or drops and loses it at its current value.

Delegate

In a chouette, handing your cube to another player while you step away; they decide for you until you take it back or the game ends.

Equity

What a position is worth to you, as the points you win or lose on average from it. An error is the equity a move loses against the best one.

Extras

In a chouette, players who dropped the box's double pay the one who took to take their cubes too, and switch to the box's side.

Gammon

Winning before the loser has borne off a checker. It counts twice the cube's value.

Half-crossover count

Zare's pip count in steps of three points. Each checker counts the groups of three it still has to cross to reach points 4-6: 0 on points 4-6, 1 on 7-9, 2 on 10-12, and so on, -1 on 1-3. A side's total times 3, plus 75 (fifteen checkers on the 5-point), is about its pip count; then add 1 for each checker on the far point of its group and take 1 off for each on the near point. Comparing the two sides' counts shows who leads the race.

Hit

Landing on an opponent's blot, which sends it to the bar.

Home board

A player's last six points, 1 to 6, where all checkers must be before bearing off.

Jacoby rule

In money play, gammons and backgammons count only once the cube has been turned.

Partner

In a large chouette, a player who shares the box with the box player, and its wins and losses.

Pip count

How far a side still has to move all its checkers to bear them off, in points. The board shows both sides'.

Point

One of the board's 24 triangles. A point is made when two or more of your checkers are on it; your opponent cannot land there.

PR

Performance rating, how well a player played: the equity lost through errors per decision, times 500. Lower is better.

Prime

Several points in a row, made. Six in a row cannot be passed.

Raccoon

The answer to a beaver: redoubling once more and keeping the cube. Allowed only where the settings allow it.

Shuffle

In a chouette, drawing the order of play: the box, the captain and the crew.

Too good and not good enough

At some match scores, a position can be too good to double and not yet good enough to double at the same time: playing on for a gammon wins more than a double would, while the winning chances are still too low for a double to be right. Leading 4-away against 8-away with the 2-cube, for example, you are too good from about 83% winning chances (counting gammons) but good enough only from about 89%, so with real gammon chances you never double at that score.

XGID

A position written as text, as eXtreme Gammon and other programs export it. Setup reads it.