Backgammon glossary

Backgammon terminology

Backgammon Glossary

What makes a checker a blot? Where is the bar point? Find the terms used in the rules, strategy and history of backgammon, grouped by when you’ll encounter them.

Halley holds up an ivory checker.

The board and checkers

Point
One of the 24 long triangles on the board. Each player numbers them from 1 to 24 from their own side, with the 1 point at the end of their route.
Checker
One of the fifteen pieces each player moves around the board. On LarkSpark the two sides are Dark and Light. Older books call checkers men.
Home board
The last six points on your route, your 1 point through your 6 point. All fifteen of your checkers have to be here before you can start bearing off.
Outer board
The six points next to your home board, your 7 point through your 12 point. Checkers pass through it on the way home.
Bar
The strip down the middle of the board where hit checkers wait. A checker on the bar has to enter before you can move anything else.
Bar point
Your 7 point, the first point outside your home board, right next to the bar. An opening 6-1 makes it.
Five-point
Your 5 point, in the middle of your home board. Many players consider it the best point to make early, and an opening 3-1 makes it.
Mid-point
Your 13 point, where five of your checkers start. It is a safe landing spot for checkers coming around from your opponent’s side.

Moving and hitting

Doubles
A roll with the same number on both dice. You play that number four times instead of two.
Making a point
Putting two or more of your checkers on the same point. Your opponent can’t land there, and your checkers there can’t be hit.
Blot
A single checker alone on a point. An opposing checker that lands on it will hit it.
Shot
A chance to hit a blot. A blot within six points of an opposing checker can be hit by a single die, which is called a direct shot.
Hit
To land on an opposing blot. The blot goes to the bar and has to start its trip over.
Enter
To bring a checker back from the bar. It comes in on your opponent’s home board, on the point matching one of your dice, as long as that point isn’t blocked.
Dance
To roll numbers that don’t let your checker enter from the bar. You can’t move anything else, so your turn ends.

Bearing off and winning

Bearing off
Taking your checkers off the board once all fifteen are in your home board. A die takes a checker off the point with that number, and a roll higher than your farthest checker takes that farthest checker off.
Single game
An ordinary win, where the loser has borne off at least one checker. Every win on LarkSpark counts as a single game.
Gammon
A win in which the loser hasn’t borne off a single checker. In traditional scoring it counts double. LarkSpark doesn’t score gammons.
Backgammon (the result)
A gammon in which the loser also still has a checker on the bar or in the winner’s home board. In traditional scoring it counts triple. LarkSpark doesn’t score backgammons.

Strategy

Pip count
The total distance your checkers still have to travel to bear off. One pip is one point of movement, and each side starts with 167.
Race
A position in which the two sides have passed each other and nobody can be hit. The dice and the pip count decide it.
Contact
A position in which checkers still have to get past opposing checkers, so hitting and blocking are possible. Breaking contact turns the game into a race.
Running
Moving your back checkers out toward home to escape and start a race. It works best when you’re ahead in the pip count.
Back checkers
The two checkers that start on your 24 point, deep in your opponent’s home board. They have the longest trip and are the easiest to trap.
Anchor
A point you hold with two or more checkers in your opponent’s home board. It gives you a safe place to enter and a base for hitting a blot later.
Prime
A wall of made points in a row. Six in a row is a full prime, which no roll can cross.
Closed board
A home board with all six points made. An opposing checker on the bar can’t enter until one of those points opens.
Builder
A spare checker placed where it can help make a point on a later roll.
Slot
To put a single checker on a point you want, hoping to cover it next turn. Until then it is a blot and can be hit.
Split
To separate two checkers that share a point, most often your back checkers. It gives up a made point for more ways to move or to anchor.
Back game
A plan for a player far behind in the race. You hold two anchors in your opponent’s home board and wait for a late shot.

Match play and the cube

Doubling cube
A die marked 2, 4, 8, 16, 32 and 64 that tracks the stake of a game. A player can offer to double before rolling, and the opponent accepts or gives up the game. LarkSpark doesn’t use the cube.
Take and drop
The two answers to a double. Taking accepts it and plays on at twice the stake. Dropping, also called passing, ends the game at the stake before the double.
Redouble
A second or later double in the same game. Only the player who accepted the last double may offer it.
Match play
A series of games played to a set number of points, as in tournaments. Gammons and the cube decide how many points each game is worth. On LarkSpark each room is one game.
Chouette
A way for three or more people to play one game with the doubling cube. One player takes on a team led by a captain. LarkSpark games are for two players.