Glossary
Plain definitions of the backgammon terms the tagging pages lean on — made point, anchor, prime, blot, pip count, contact, and more.
The shared vocabulary used across position tagging, Game Phases, Position Types, and Events. Throughout, "you" / "your" is the side being described and "the opponent" is the other.
| Term | Definition |
|---|---|
| made point | A board point holding two or more of your checkers, so the opponent can't land there. The atom of board structure. |
| anchor | A made point in the opponent's home board — your back checkers holding a defensive point. |
| deep anchor | An anchor on the opponent's 1-, 2-, or 3-point — the deepest, most passive anchors. Good for hitting late shots, bad for racing. |
| advanced anchor | A made point on the opponent's 4-, 5-, or 6-point — a forward anchor that defines a holding game. |
| golden point | The opponent's 5-point — the single most valuable anchor to hold (and a prized point to make on your own side). |
| home points made | How many of your own six home-board points are made, from 0 to 6. Six means a closed board. |
| checkers back | Your checkers at or behind the opponent's most-advanced checker — still stuck in opponent territory and at risk of being trapped. |
| prime | A run of consecutive made points. A six-long run is a six-prime, an impassable wall; four- and five-primes are nearly as strong. |
| traps opp | True when at least one opponent checker sits behind your prime in the direction it must travel — i.e. the prime is actually containing something. |
| outer-board checkers | Your spare checkers sitting in your own outer quadrant — a proxy for how much timing (flexibility) a structure has left. Running low is what flips a structure to late. |
| contact | Contact is possible while the two armies haven't passed each other, so a hit can still happen. A checker on the bar always counts as contact. No contact means it's a pure race. |
| on the bar | A checker that has been hit and must re-enter before the player can do anything else. |
| borne off | A checker already removed from the board. Bearing off all 15 wins the game. |
| blot | A point holding exactly one checker — hittable by the opponent. |
| pip count | The total number of pips a player must roll to bring every checker home and bear them all off — the standard measure of who's ahead in the race. |
| combined pip count | Both players' pip counts added together; a rough clock for how late the game is (it drives the endgame-contact phase). |