Terms that Start with “K” Letter
There are - 11 - terms.
Breaking points in your home board in hopes of getting the checkers recirculated, a back game strategy.
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.
A formula devised by Tom Keith for making cube decisions in pure race games. It is a modification of the basic pip count designed to take into account elements of checker distribution. Each player's Keith count is his pip count, plus 2 for each checker more than 1 on his one-point, plus 1 for each each checker more than 1 on his two-point, plus 1 for each checker more than 3 on his three-point, plus 1 for each empty space on points four, five, or six. Then the player on roll increases his count by one-seventh (rounding down). Keith advises: Double if your count exceeds your opponent's count by no more than 4; redouble if your count exceeds your opponent's count by no more than 3; take if doubler's count exceeds your count by at least 2. For a comparison with other methods, see the article, "Cube Handling In Noncontact Positions".
A point (1) required to complete a prime in front of the opponent's runners; the four-point, five-point, and bar-point are usually key points.
To watch a game or match.
To make a comment during the game within hearing distance of the players (undesirable behavior in a tournament).
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: Øystein Johansen.
A type of tournament where you continue to play until you lose; an elimination tournament.