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Online Backgammon Federation|Backgammon Glossary|P

P


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Pass: To refuse to accept the cube when doubled by the opponent, thus giving up the game and losing the value indicated on the cube before the double. If you are in a very weak position it is better to pass the double and lose a point then to take the double and lose much more.

Payoff: The reward for making a certain play (see Upside) or the collection of winnings from a money game or tournament. There is often a big payoff to a loose hit in your board when your opponent fails to enter.

Peel: See Bear Off

Permanent Asset: An asset that will not go away after a good roll by your opponent. A point that will be useful for the remainder of the game is a permanent asset.

Pick Up: See Hit.

Pip Count: The minimum number of pips needed to be rolled to bear off all of your checkers. To get a pip count you multiply the number of checkers on each point by the number of the point and add the totals together. At the start of the game your pip count is 167.

Pips: 1. The dots that appear on the face of a die, denoting the value of that face. 2. The units of movement e.g. moving 7 pips forward. A roll of 5-1 would allow you to move a checker 6 pips forward.

Play on: To continue playing the game (in match play) without doubling in hopes of getting an undoubled gammon. At some scores in match play it is better to play on than give a double and let your opponent re-double you in hopes of getting lucky and winning the match.

Point On: To make a point on top of an opposing blot. It is much safer to point on an opponent than to hit loose.

Points: Used in four ways. 1. One of the twenty-four partitions on the board which are usually triangular and individually numbered from 1 to 24. 2. Any of the above defined points on which two or more checkers of one color rest. If two or more are on one point, a player may move more of their checkers to that point. However, the opponent may not move onto any point so occupied. 3. To 'point' on a blot meaning to hit a blot and make the point on the same roll. 4. As in Scoring- The units of scoring are referred to as points. Each game is initially worth one point.

Position: The general structure of where your checkers are located throughout the board. If you have a strong position you should consider doubling.

Possession of the Cube: See Owning the Cube.

Prat: A guide to help make doubling decisions. Consists of Position, Race, and Threats. Typically you must be at an advantage in at least two of the three areas of PRAT to offer a double.

Pressure: To arrange your checkers so as to directly bear on an opponents blot often forcing them to move it on their next turn. It may be important to make an action play after your opponent has escaped their back men to put pressure on their future movement.

Prime: When consecutive points are occupied by the same player blocking an opponents men. See Full Prime.

Priming Game: A type of game in which the chief objective is to trap some of the opponents men behind a prime. A priming game can be difficult to play if you have insufficient timing.

Progress: The movement of pieces towards and into the inner board and then the removal from it. It is often difficult to make progress against a well timed backgame.

Proposition (Prop): The same prearranged position to be played over a certain amount of times, most often for money or as a way to settle a dispute most often over a cube decision. If Player A believes a cube is a take and Player B believes it is a drop, they can play the proposition out many times for money and typically the player most correct will be the one that wins more money.

Pseudo-Prime: A prime consisting of only 4 or 5 points. A pseudo prime can be difficult to escape from but it is not impossible like a full prime.

Pure Play: The style of play that involves putting the checkers where they would be most advantageous even if it means exposing them to shots. A pure play for an opening 2-1 would be to drop a checker to the 5 pt. and another to the 11 pt.

Pure Race: See Racing Game

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