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TA 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 Table
Taligate Take Take Off Take Up Tempo Tempo Move Thorp Count Threats Timing T.P. TMP Too Good Trailer Trap Play Tric-Trac Triple Game Turn Turn the Cube Table: A word formerly used synonymously with board. Tailgate: To roll prematurely (before your opponent has picked up their dice). Tailgating is frowned upon in tournament play and the roll does not legally count and must be re-rolled. Take (Accept a Double): To agree to receive the cube when doubled by the opponent and continue the game for double the previous stakes. Typically you only take a double if you believe you have at least a 25% chance of winning the game.
Tempo: A unit of time in backgammon, or half a roll. By hitting your opponents blot you are taking away a tempo. Tempo Move: A move designed to deprive the opponent of a tempo. It is important to make tempo moves when your opponent would other wise be strengthening their position or threatening to attack on the next roll. Thorp Count: A formula developed by Edward O. Thorp used to aid in making doubling decisions in positions where contact has been broken (racing positions). Several backgammon servers have a button which will tell you the Thorp count of the current position when you press it. Threats: Threats are checkers positioned in strategic locations such that if you were to roll certain numbers, you would gain a considerable advantage. If you have several builders targeted at a certain point then you are a threat to make that point. Timing: The position viewed in terms of the general future development of the game or the ability to maintain key points while waiting for a shot. Timing is crucial when executing a backgame. The T.P.: A player's 2 pt. The T.P. can be made with an opening roll of 6-4. TMP (too many points): A problem that arises when the position is stripped and rolls play awkwardly. It's not good to be at DMP with TMP. Too Good: A position that is too good to double as it offers you the chance of scoring a gammon or backgammon if a double is not offered as it would likely be dropped if offered. There are times when you should cash with the cube but there are others where you are too good to double because you can win a gammon. Trailer: The person behind in the match. The trailer tends to look for more gammonish positions near the end of a match. Trap Play: A play designed to force an opponent off a point leaving a blot if they roll a certain number. A trap play is usually executed to increase the chances of scoring a gammon. You can execute a trap play by opening a point in your prime that the opposing player would have to move a checker to with the right roll and then hitting and containing the blots that they are forced to leave. Tric -Trac: A French variant of backgammon. Triple Game: See Backgammon. Turn: A players turn usually consists of choosing whether or not to offer a double, rolling the dice, moving the checkers the required amount shown by the dice, and finally picking up the dice which signifies that the players turn is over. A player may only offer a double when it is their turn. Turn the Cube: See Double.
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© 2007 Backgammon Federation |
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