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RA 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 Raccoon
Race Rail Recirculation Re-Cube Vig Re-Double Re-Enter Reference Position Refuse a Double Return Shot Roll Roll Out Rolling Prime Root Number Runners Running Game Raccoon: Accepting a Beaver and offering another double at the same time while retaining possession of the cube. Beavers are fairly rare but seeing a Raccoon is even more unlikely. Race: The object of the game is to race around the board and bear off all of your checkers. Backgammon essentially boils down to a race with various strategy to win the race thrown in. Railroad Tracks: See Candlesticks. Recirculation: Keeping checkers in play by having them hit and re-entering them in your opponents home board. Recirculation is often a necessary element of a well timed backgame. Re-Cube Vig (Recube-Vigorish): The added equity attained by possessing the ability to Re-Double if the opportunity arises. There are some cubes you would not accept if it were not for the Re-cube Vig. Re-double: After accepting the cube and doubling the stakes of the game, a player can then re-double the opponent, again doubling the stakes. If you accept a double when your opponent is two away from winning, you have nothing to lose with a Re-double. Reference Position: A position where the equity or chances of winning are known. This position can be used to help evaluate similar positions. Having a few reference positions for various types of games will go a long way in helping you make cube decisions. Refuse a Double (Reject a Double): See Pass. Return Shot: The shot your opponent will have back at you after you have hit them. If you hit loose in your inner board, your opponent always has a return shot. Rim: See Bar. Roll: To throw the dice, or the numbers thrown. An opening roll of 3-1 is usually used to make your 5 pt. Roll Out: Taking a position and playing it out many times to get a better idea of what will typically occur during a game. Bots are often used to do rollouts as they can accomplish this task very quickly and give an accurate estimate of a position's equity. Rolling Prime: A special technique for advancing a prime around the board. You can achieve a rolling prime by slotting the next point you want to make and using your extra checkers to make the point. Roof: See Bar. Root Number: A particular roll (usually doubles) that causes an inner board or prime to crunch. If you are stuck behind a 5 point prime with poor timing, a root number like double 4's can be disastrous. Runners: The two pieces starting on the opponents 1 pt. It is usually an early objective to get your runners moving and escape or establish an advanced anchor. Running Game: A strategy whereby a player tries to move their men home as quickly as possible, avoiding blockades and being hit as much as they can. Weaker players have a better chance of winning if they use a running game strategy and avoid contact.
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© 2007 Backgammon Federation |
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