Counterplay - Possibilities for retaliation, switching from a defensive posture to an offensive posture.
Count the Position - To figure out the players' pip counts to find out who is ahead in the race and by how much.
Coup Classique - A win from the seemingly hopeless position where your opponent has borne off twelve stones and has just three stones remaining on his two-point. You bravely maintain contact with a single stone on his one-point, risking a backgammon and have your other fourteen stones where they can contain his stones if you are able to hit one or two of them. Winning a coup classique is especially satisfying for you will make your opponent crazy!
Cover a Blot - To add a second stone to a blot, thereby making the point.
Cramped - Having little or no mobility.
Crawford Game - The very next game in a match when one of the players comes to within one point of winning. The rules of match play say that the doubling cube may not be used during the Crawford game.
Crossover - The movement of a stone from one quadrant of the board to an adjacent quadrant.
Crossover Count - The total number of crossovers needed to get all your stones home and then borne off.
Crunch - The forced uncovering of desirable points due to the lack of mobility; in particular, the case where you are forced to bury stones deep within your home board where they can't attack.
Crunched Position - A position which has collapsed due to a crunch.
Crunching Position - A priming game in which one side is about to collapse, but has not done so yet.
Cube - The doubling cube.
Cube Action - All possible cube decisions within a particular position.
Cube Ownership - Which player has the right to make the next double. At the beginning both own it.
Cup - The dice cup.
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