Backgammon Glossary Dictionary: K
| K |
- Kamikaze Play
- Breaking points in your home board in hopes of getting the checkers recirculated, a back game strategy.
- Kauder Paradox
- A position which is both a proper double and a correct beaver. This can happen only in money play with the Jacoby rule. By doubling, the underdog gets full value for his potential gammons, thus raising his equity; however, as long as this equity remains negative, the opponent should beaver.
- Key Point
- A point required to complete a prime in front of the opponent’s runners; the four-point, five-point, and bar-point are usually key points.
- Kibitz
-
- To watch a game or match.
- To make a comment during the game within hearing distance of the players (undesirable behavior in a tournament).
- Kibitzer
- Spectator to a game. Good etiquette dictates that kibitzers not discuss the game within earshot of the players.
- Kill a Checker
- To move an extra checker deep within your home board where it serves no useful purpose. See: Dead Checker.
- Kill a Number
- To create a position in which a specific number on the dice cannot be played on the following turn. Killing 6’s, for example, is a way to preserve your timing in a priming battle or when defending against a back game. Compare: Save a Number.
- Kleinman Doubling Formula
- [Proposed by Danny Kleinman.] A guideline for cube handling in pure race positions. Compute K = (D+4)*(D+4) / (S-4), where D is the player’s pip count minus the opponent’s count, and S is the sum of the pip counts. Kleinman says a player should make an initial double if K > 0.44, or redouble if K > 0.61, and the opponent should accept a double or redouble if K < 1.2. See post by: ?ystein Johansen.
- Knock Off
- Hit a checker.
- Knockout Tournament
- A type of tournament where you continue to play until you lose; an elimination tournament.
|
|
<<Previous: J | Next: L >>