Chuck Bower: 13/8, 13/7.
Since I don't have an initial favorite, let's play "process of elimination." Blotting twice in the homeboard (8/3, 8/2 or 8/2, 6/1*) doesn't make sense to me. These moves leave two blots, double shots, and don't help to clear either the midpoint or the 11-point. The other plays leave fewer blots and/or fewer shots, and help solve a future clearage problem.
13/8, 13/7 leaves 23 shots, but only one blot. 13/2 leaves 16 shots and 2 blots while 13/7, 6/1* leave 18 shots and 3 blots, but is probably easier to clean up than 13/2.
A big question is: "how bad is getting hit?" After this turn (but before getting hit), Blue has a 36 pip lead. Getting hit on the 2-point costs 23 pips but still leaves Blue on roll with a 13 pip lead. The hits after the othertwo alternate plays cost even less in the race. I don't think White will be close to a recube after any single hit. But that's a reasonably sized 'if' because *some* plays giveWhite a chance at a second hit. That's the key for me. 13/7, 13/8 clears the 13-point and leaves only one blot. If it works, Blue has a relatively easy cleanup. If it fails, Blue still leads in the race, and White is unlikely to get an immediate second blot to shoot at.

Steve Clark: 13/8, 13/7.
How many plays leave only one blot? 13-8, 13-7 seems to be it. One ofClark's rules is that all blots remain blots until they are hit or the nextgame starts. I guess that is my play.

George Klitsas: 8/2, 6/1*.
Exactly the opposite - here I am confused! As a principle, I don't like many blots strewn around, so I reject 13/7 6/1* (in a number of games White could even go for an un(re)doubled gammon). Another move, 13/2, leaves two blots and looks like duplication for duplication's sake (not to count 62, 53, 66 and 44 that also hit). The only play that leaves only one blot 13/8 13/7, is worth considering if only for that reason. White hits with 22 rolls tho, and, even if survives after the first roll, Blue has the problem of consolidation. Compared to 8/3 8/2, 8/2 6/1* looks slightly better, putting White on the bar and gaining when he dances and when he enters with a 3 or a 5. I can't be sure, but I vote for 8/2 6/1*, which offers a clear(!?) route to victory.

Rob Maier: 13/8, 13/7.
Four more shots than 13/2, and two more shots than 8/2, 6/1*, but one less blot than either of them, and one less point to clear if it works.

Snowie: 8/2, 6/1*.
I'm going to have to leave a double shot in all variations, so I might aswell do something productive. My play kicks that annoying checker off myace point. If White is forced to enter high I will be able to playbehind him. Also, my play unstacks heavy points and starts a couple of innerboard points of my own. Clearing the midpoint looks superficially attractive,but even if the shot is missed it will be difficult to find a safe playnext turn.

Marty Storer: 8/2, 6/1*.
There are only three real choices here. 13/7 13/8 clearsa problem point, leaving one blot and 22 hitting numbers,with a significant problem safetying the blot if Whitemisses. 13/2 clears a problem point, leaving only 17shots but two blots, again with a significant safetyingproblem should White miss. I prefer 8/2 6/1*, leavingtwo blots and 20 hitting numbers, but gaining a lot onWhite's 4 stay-out numbers, also gaining when White isforced forward on his other 12 misses. When White hits,Blue's midpoint helps keep him very much alive.

Bob Stringer: 13/8, 13/7.
Aargh! Against White's nice-looking position I can't see hanging 2blots out there, even if duplication is possible. White only has tohit one of them to have a good chance of picking up the other. Thatmakes 13/8, 13/7 the only move for me.

Casper van der Tak: 13/8, 13/7.
This play is the only one that breaks a point that needs to be broken soon; others leave a lot of shots now, but will also require leaving multiple shots one or two rolls from now.

Kit Woolsey: 13/8, 13/7.
Blot minimization is very important here. Blue can stand having one checkersent back. White's board is not complete, and a hit checker will have agood chance to squirm out. Two checkers back would be disastrous. Inaddition, 13/8, 13/7 clears the midpoint and starts the important bar pointshould White miss the double shot. No other candidate has this much goingfor it.

Chris Yep: 13/7, 6/1*.
By a quick count every move leaves about the same number of shots (17-22 shots). Blue has a big race lead (46 or 47 pips after the roll) and would prefer to break contact as quickly as possible. If it weren't for White's checker on Blue's ace point, many (but not all) of Blue's problems would be solved. While each move has its plusses and minuses I prefer 13/7 6/1*. It leaves only 18 shots (but unfortunately 3 blots), but more importantly knocks White off the ace point, slots the bar point, and starts to clear the midpoint. These benefits are enough to outweigh the fact that it leaves 3 blots in my opinion.

Summary: The panel voted for clearing the midpoint and leaving only oneblot. This sure looks right to me. The prospect of having two blotspicked up is frightening, even if this isn't too likely to happen.

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Problem #8    Play             Votes   Score13/8, 13/7         6      1008/2, 6/1*          3       8013/7, 6/1*         1       6013/2               0       40 8/3, 8/2           0       40