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SA B C D E F G H I J K L M N O P Q R S T U V W X Y Z Safe: A position or play that exposes no checkers to being hit. Playing safe usually leads to poor positions with the potential for awkward numbers. Safety a Checker: To move it out of danger of being hit. Late in the game when your opponent has a strong inner board it is usually wise to safety a checker rather than allowing a shot. Save Gammon: To avoid being gammoned where the possibility of being gammoned exists.The key to saving a gammon is to avoid pip wastage by bearing checkers into the 6 pt. Save Numbers: To leave certain numbers available to play on your next roll so that you are not forced to make them somewhere else on the board. When you are playing an Ace Point Game it is often wise to save 6's so that you don't have to leave the 1 pt. prematurely. Semi-Backgame: A player who is behind in the count and gains possession of the opponents four or five point, thus hampering the opponent while still trying to run with the other checkers. A semi-backgame is like a holding game. Send Back: See Hit. Set-up (Opening Position): The arrangement of the checkers on the board at the beginning of the game. At the beginning of the game, each player's set-up consists of 2 checkers on the opposing 1 pt., 5 checkers on the 13 pt., 3 checkers on the 8 pt. and 5 checkers on the 6 pt.. Settlement: An agreement to end the game based on potential equity, rather than put the stakes 'up for grabs' based on a single fortuitous throw of the dice. It is often better to make a settlement when there are large cinvolved rather than let one roll decide the outcome. Settlement Equity: The fair value in equity of a game that is given, rather than finishing the game. The amount of points or money that changes hands is usually based on the settlement equity. SheshBesh (ShishBish): A Middle Eastern variant of backgammon. Shoka: A Joker roll that causes a large decrease in your game winning chances. The word shoka is Australian backgammon slang. Shot: An opportunity to hit a blot. You can have either a direct shot or an indirect shot. Shutout: When a player with a checker on the bar cannot re-enter because all the points are closed. The easiest way to score a gammon is to put several checkers on the bar and then shut out your opponent. Side Prime: A block of six consecutive points. See Prime. Single Shot Settlement: When one player has a shot that will determine the outcome of the game if it is hit or missed they may offer a settlement. A single shot settlement is worth approximately (.4) X (value of the cube). When people are playing for large amounts with big cubes and don't like the idea of a game coming down to a single roll they will often agree on a settlement. Slot: Placing a blot on a point with the intention of making that point on the next turn. The easiest way to make a point is to first slot it and then cover it on the next roll. Slot and Split: The often unwise play, where one slots a checker in their own board while splitting the back runners. If you slot and split you are usually risking a double hit. Slow Board: A Bear Off position where all the checkers are on the higher points meaning it will take a longer amount of time to Bear them all off. A slow board is usually the result of trying to get all your checkers in your home board quickly. Small Play: A safe play where another bolder one is available. Weaker players tend to make small plays because they do not yet understand the principles of risk and reward in backgammon. Snowie: A computer program that uses a Neural Network to play and analyze matches at a world class level. Snowie is widely known as the best available software for backgammon analysis. Snake Eyes: A roll of double 1's. An early roll of snake eyes is typically used to make the 5 pt. and the 7 pt. at the same time. Spare (Spare Checker): A checker not needed to own the point. The third or fourth checker on a point would be a spare. Split: To separate two men which are together on a point. It is easier to obtain an advanced anchor if you first split your back checkers. Stacking: A style of play where the player plays every checker so as not to expose a blot which usually leads to Candlesticks. The use of a stacking style is the sign of a weak player. Stake: The wager of the game, typically money (in money games) or points(in match play). This wager is doubled at every turn of the cube. Stay off (Stay out): Fail to come in from the bar. See Fan. Staying Back: A defensive strategy leading to playing a back game or holding game. By staying back you are basically giving up trying to win by going forward. Steam: To lose control and patience and be likely to double weak positions and accepting doubles in hopeless positions. Steaming is usually a result of being the victim of an opponents lucky rolls or being well behind in a match or money session and trying to catch up quickly. Straggler: The last checker heading for the inner board alone and vulnerable to being hit. When you escape one back checker it is usually a difficult task to free the straggler. Straight Race: A position where both sides have bypassed their opponent checkers and are preoccupied solely by moving their checkers home and bearing off. Once contact is broken the game turns into a straight race. Stripped (Stretched): A position barren of spare men or builders, thus prone to awkward numbers. A stripped position can lead to jeopardy on subsequent rolls. Stripped Point: A point without any extra builders. Strong Play: See Big Play. Structural Play: A move that builds an important point. It is often correct to make a structural play to lock up a permanent asset rather than hit a blot. Switch Points: To give up one point to make another. It is often correct to switch points when you get double 1's to hit an opposing block in your inner board to keep them off balance and give you more time to strengthen your position. Sydney: When a 1-6 is rolled from the bar entering and escaping a checker, often hitting one on the 7 pt. in the process. A Sydney is an excellent example of a joker. Sympathy Flight: See Consolation Flight.
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© 2007 Backgammon Federation |
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