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Backgammon glossary

The words players use, each in a sentence or two, with the Turkish tavla term next to it. Jump to a term below.

Illustration: a closed tavla case with stacks of white and red checkers and two dice showing double six.

Key terms on the board

Blot: white's lone checker on the 11-point can be hit.
Made point: two white checkers on the 5-point block red.
Prime: six points in a row. The red checker behind it cannot jump past.
Anchor: red holds white's 5-point, a safe base in white's home board.
Closed board: the white checker on the bar can't enter.

A to Z

Anchor (no fixed Turkish term)
A point you hold with two or more checkers in your opponent's home board. It gives your back checkers a safe landing spot.
Back checkers (geride kalan pullar)
Your two checkers that start on your 24-point, the furthest from home.
Backgammon (win) (katmerli mars)
A win where the loser has borne off no checkers and still has one on the bar or in the winner's home board. Worth 3 points; not used in Turkish-style tavla.
Bar (köprü, bar)
The strip down the middle of the board. Hit checkers wait here until they enter again.
Bear off (pul toplamak)
Take a checker off the board once all 15 of yours are in your home board.
Blot (açık)
A single checker alone on a point. It can be hit.
Builder (no fixed Turkish term)
A checker placed a few points in front of where you want to make a point, ready to help make it next turn.
Closed board (tatil)
All six points of a home board made. A checker on the bar can't enter against it.
Crawford rule (Crawford eli)
In a match with the cube, the game after a player first reaches one point short of winning is played without the cube.
Dance (gele)
Fail to enter from the bar because every number you rolled lands on a closed point. You lose the turn.
Doubles (çift)
Both dice showing the same number. You play the number four times.
Doubling cube (vido küpü, küp)
A die marked 2, 4, 8, 16, 32 and 64 used to double the stakes during a game.
Drop (pass) (pas)
Decline a double and lose the game at the current stake.
Enter (kırık girmek)
Bring a hit checker back from the bar into the opponent's home board.
Gammon (mars)
A win before the loser has borne off any checker. Worth 2 points.
Hit (kırmak, vurmak)
Land on an opposing blot and send it to the bar.
Home board (kale, iç saha)
Your points 1 to 6, where you bear off.
Mid-point (13. hane)
Your 13-point, where five of your checkers start.
Outer board (dış saha)
Points 7 to 12, between your home board and the far side.
Pip (pip)
One step on the board. Your pip count is the total distance all your checkers still have to travel; 167 at the start.
Point (hane)
One of the 24 triangles. Making a point means putting two or more of your checkers on it.
Made point (kapı)
A point with two or more of your checkers. Your opponent can't land on it.
Prime (üst üste kapılar (no standard term))
Several made points in a row. A full prime is six in a row: nothing can jump it.
Race (yarış)
A position where the two sides have passed each other, so no more hitting is possible. Whoever is ahead in pips is usually the favourite.
Slot (no fixed Turkish term)
Put a single checker on a point you want to make, hoping to cover it next turn.
Take (kabul)
Accept a double. The game goes on at twice the stake and you own the cube.

Turkish players also name every roll of the dice, such as düşeş for 6-6 and şeşbeş for 6-5. The full list is on the Turkish glossary page .

By TavlArena. Updated: