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Backgammon Glossary Dictionary: K

A B C D E F G H I J K L M N O P Q R S T U V W
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
  1. To watch a game or match.
  2. 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.

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