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Backgame
A game where you hold two (or sometimes three) points in your opponent's board, and he has a lead in the race. You hope to make points in your board and eventually your back checkers make some of his rolls awkward to play, so you hit him one or more times and you have already made it hard for him to come back in. Backgames can often be won even though you are far behind in the race, but they also lead to many gammons and even backgammons when they are lost. (See also "Holding Game.")
Bar point
The 7-point
Bearin phase
The phase of the game in which you are bringing all your checkers to your inner board. Usually, but not necessarily, this term would be applied when your opponent has at most one point from which he could possibly hit you.
Bearoff game phase
The phase of the game in which you have moved all your checkers to your inner board and are removing them from the board.
Beaver offer
A rule commonly used in money play and Chouettes, and never in match play. If your opponent doubles and you feel you are actually the favorite, you may say "Beaver." You turn the cube an additional level, but you keep control of the cube. You may only do this as soon as you are doubled. Some players allow a "Raccoon" in which if you Beaver, the opponent who doubled can have the cube turned yet again. Beavers are rare, because they require the players to have very different opinions of the current board position. (When the Jacoby Rule is in effect, there are some positions where both a double and a beaver can be theoretically correct.)
Backgammon Blitz
A game plan where you hit your opponent aggressively in your inner board, often hitting loose, hoping that before he hits you back too many times you can make several points and perhaps even close him out.
Backgammon Blot
A single checker on a point
Builder play
A checker, either a blot or a spare, that is available to make new points without giving up old ones.
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