Chuck Bower: 13/11, 13/10.
Unlike last month's problem 2, which at first seems similar,hitting loose doesn't look right. With two White checkersback, even if Blue escapes one with 6-x, the other remainsto be attacked or trapped. In addition, the downside ismore likely to occur because White gets more return shots. Finally, Blue has only one checker back which argues against a bold hitting-loose play.
13/10 looks like the 3. Between 24/22 and 13/11, I preferthe latter. The lone back checker is vulnerable to attackwherever it's placed, but particularly so on the 22-point. White is still a ways away from making a full primeso this is no time to panic. 13/11 brings a builder inrange of the 5-point and gives White only 6-2 and 6-3 tohit. Since Blue definitely wants that point, it seems worththe risk.

Steve Clark: 24/22, 6/3*.
Kit has posed similar problems in the past and my rollouts show that I haveconsistently gotten the wrong answer. I have made plays like 13-10, 13-11or 13-10, 24-22 but jellyfish and snowie have been totally unsympathetic. Ifinally have seen the error of my ways, and this time I am going to make mynew solution to these problems. I am totally confident that jellyfish andsnowie will be completely supportive. Sure.
The principle seems to be this: If you have a busted outside prime and youropponent has push one of his checkers forward from his 24 point so that itis 6 pips away from the hole in the prime, you should hit that checkerunless you have something constructive to do. Do you buy this? I guess Ido until something else comes along. Once I have played 6-3, I do not seeany 2 that I particularly want to play. Maybe 24-22 might be constructiveso I will do that.

George Klitsas: 13/11, 13/10.
I have little doubt about this one - I think 13/11 13/10 stands out as the winner. Compared to 13/8, for example, this play leaves two more indirect shots, but, in return, gives Blue almost twice as many numbers to make crucial points. After the suggested play, Blue has a decent chance to win the priming battle, having a timing advantage (being behind in the race).

Rob Maier: 24/22, 13/10.
Stepping up is a mixed bag. Making it more difficult for White to make the five point safely outweighs the danger of being attacked up on the twenty two point.

Snowie: 6/3*, 3/1.
I do not want to let White have his full roll. He has too many good thingshe can do, such as escaping a back checker or making his five point. Afterhitting, I might as well move on to the ace point. Fewer return shots isthe big consideration. 24/22 doesn't help me escape and exposes me to anattack. 13/11 leaves too many blots. 8/6 is too ugly for words.

Marty Storer: 10/8, 10/7.
This play leaves no new blot, and puts builders in good places.It puts pressure on White's back checkers and makes White's64 somewhat bad. It gives a good mix of priming and attackingchances. My close second choice is 13/10 13/11, but that leaves4 numbers to hit on the 11 point and doesn't threaten to attackquite as quickly. What I like about 13/10 13/11 is its primingchances, in conjunction with keeping the 10 point. But I hatethe 4 shots at the 11 point, so I'll go with the weenie play.

Bob Stringer: 6/3*, 3/1.
I decided on this one right away. I don't want to advance the back manand make him a target; I definitely don't want to give up the 10point; and with White threatening to start an escape if he rolls a 6,I'd like to keep the midpoint too. That leaves the God-awful 6/1 asthe final alternative, and it is to be despised for uglifying myposition *and* letting White do just about anything he wants with hisnext roll.

Casper van der Tak: 13/11, 13/10.
I'd prefer not get a second checker send back, so I do not like plays involving 6/3*, for example; I do not want to step up to the 22 point and hence activate White's builders on the 7, 8 and 9 point, so 13/10 24/22 is out of the question. 13/11 13/10 is a play that aims to build Blue's prime, primarily by focussing on the 5-point. After Blue's position has improved he can start to extricate his back checker.

Kit Woolsey: 13/11, 13/10.
Moving the back checkers walks right into White's stack on the six point.White has a stiff position, and Blue should not give White a chance toattack. Blue's back checker is not in great danger of being hemmed in, andBlue has room to play on his side of the board. White has two checkersback, and the main concern is to blockade these checkers. 13/11, 13/10gives Blue two new builders at the cost of four hitting numbers. Thatlooks like a good bargain.

Chris Yep: 6/3*, 3/1.
With White's 13 checkers massed on the other side of the board, I feel that Blue has to take away half of White's roll to prevent him from building on the other side of the board. 24/22 6/3* and 13/11 6/3* give White too many return hits in my opinion. I like 6/3*/1 which gives White only 11 numbers to hit Blue's ace point blot. Note further that some of White's hitting numbers (3-1 and 4-1) are duplicated on the other side of the board anyway.

Summary: The panel felt is better to build quietly rather than leavea direct shot. I can see the merits of hitting, but I'll still go alongwith the building play.

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Blue

Problem #4    Play             Votes   Score13/11, 13/10       5      1006/3*, 3/1          3       8024/22, 6/3*        1       6010/8, 10/7         1       6024/22, 13/10       0       4013/8               0       4013/11, 6/3*        0       40 6/1                0       40