Cube Provocation Play Submit a Translation
An error in checker play that induces the opponent to double on his turn. The ploy could be intentional, an attempt to get the opponent to double too early, but the term "cube provocation play" is often used mockingly to refer to an obvious error. See: Danny Kleinman (1980) "Cube Provocation Play".
A correct checker play that leads the opponent to correctly double when at least one other play is available after which the opponent would be wrong to double. This can happen if the better play produces a more volatile position -- the opponent is forced to double because he has too many market losers. Examples are Wisecarver Paradox positions.