return to index



Quiz Solutions


Readers Answers


Problem 1

139








109

0123456bar789101112

0123456bar789101112
White



money game




Blue

Jim Allen: 8/2.
A compromise play that leaves only 3 shots and decent flexibility whennot hit. In this position 2 points are lost most of the time when we are hit.Thus minimizing shots is called for. The safe play (10/5, 6/5) looks ugly. Theaggressive play (6/1*,2/1) leaves too many shots. Thus, compromise with thequiet 8/2.

Chuck Bower: 8/2.
The first decision is whether to hit the second White checker and play forthe gammon. Given the strength of White's prime and the fact that, even ifmissed, Blue will still have a lot of work (and accompanying risk) to pulloff the gammon, I think a safer route is called for.
Of the remaining plays, 8/2 seems to offer the best compromise betweenflexibility, safety, and wastage: three shots, four builders for the 4-point,and a wasted checker only if White anchors on the acepoint.

Steve Clark: 13/8, 6/5.
Is it getaway time? If I play 13-8, I am reluctant to play 10-9. I thinkthat I have enough flexibility that I do not need the extra exposure. Iwould hate to be hit here because of White's 5 point prime. The safe playof 10-5, 6-5 is too chicken, even for me. If I hit on the ace, I am againto scared to play 10-9, so I would play 2-1 to go with it. Always inthese positions a good rule is that if you are going to take a chance,don't leave an extra blot around. In about 2 rolls, that blot can meandisaster.
Since I have to play this game to the end, I will make my getaway move.The bigger risk of 6-1, 2-1 does not create any advantage with the cube soI am inclined to go for the play that appears to me to have the highestwinning percentage.

Doug Doub: 13/8, 6/5.
I refuse to stack five men on my 5pt and leave a completely inflexibleposition. My play leaves five shots, but attempts to bring all the menaround together and is reasonably flexible. An extra four shots plus andextra blot from 13-8, 10-9 seems like a bit too much given White's strongboard. If we needed a gammon in a match, then 6-1*,2-1 would go up invalue, but eleven shots looks like too many to me here.

Hal Heinrich: 13/8, 6/5.
This problem is a good example of an important class of problems. Bluehas the game well in hand -- it's just a matter of coming home safely.White is on the ropes, but could strike a knockout blow with the cubeafter hitting a shot. When White's board is this strong, Blue's mainconcern is safety. So let's look at the safer plays: 10/5 6/5 leavesno shots, 8/2 leaves 3 shots, 13/8 6/5 leaves 5 shots, 13/8 10/9 leaves9 shots. 10/5 6/5 is safe for this roll only -- it raises the chancesof being hit later by a ton. And it doesn't help bring Blue's men home.This is too high a price to pay for safety! I didn't consider 8/2, butit's an attractive play. It's the safest play we haven't rejected, andit leaves a nice fluid position -- lots of builders and attackers. Butthere are problems: Blue loses the eight point, buries a checker onthe two point, and the mid point still remains to be cleared. For twoextra shots, Blue can start to clear the mid point and keep the eight point. Losing the spare on the six point is costly, but so is beinghit. I prefer this play to breaking the eight point. Ok, for four moreshots, Blue can play 13/8 10/9. This preserves the builder on the sixand creates a new one on the nine point. It isn't worth it! The goal isnot to create a super-flexible position, but rather to come home safely. Playing to the nine point almost doubles the chances of losing.13/8 6/5 is a little stiff, but significantly safer! The key to thesepositions is to compare candidate plays by asking "What does the EXTRArisk buy me?"

George Klitsas: 8/2.
The only safe play (10/5 6/5) leaves a very inflexible position, which is almost guaranteed to leave indirect or even direct shots in the near future. From the other plays, 8/2 (my choice) leaves the least number of shots (5-3, 3-5 and 4-4) retaining at the same time the best distribution of builders.

Laila Leonhardt: 8/2.
White has a strong prime and Blue should try to avoid getting a checker hit.But it shouldn't be at the cost of Blue's flexibility. Blue will still needto close out or prime White and leap safely over the anchor to win.8/2 will give Blue another builder to point on White on the acepoint if hefails to enter, anchor or hit back and also keeps the number of hittingnumbers down to 3/36 for White. It keeps the flexibility of Blue's positionand only leaves 1 blot in jeopardy.

Rob Maier: 10/9, 6/1*.
I would like to leave zero shots, but 10/5 6/5 looks pretty rough to bring home. 8/2 isn't the answer either, even though it is next in line for least shots. We can also discount 13/8 10/9, as for only two more shots we can put White's other checker on the roof. 13/8 6/5 is more reasonable, leaving only 5 shots, but it's still no lock to bring home. Looks like we may as well go for the gusto. 6/1*, and lets try 10/9 for the ace. 2/1 gives two more covers for the inside blot, but 10/9 must be more fluid to finish the blitz.

Bob Stringer: 10/5, 6/5.
Everything except the profoundly ugly 10/5 6/5leaves a shot. It seems to me that the only semi-decent alternative is 6/1* 2/1, leaving just one blot and giving White a chance to come in behind it, which in turn gives Blue breathing room to dump more checkers into the inner board if necessary. But I'm scared of that five point prime, and so I vote for profoundly ugly.

Snowie: 10/5, 6/5.
Safe is safe! I absolutely cannot afford to be hit now, with White havingsuch a strong blockade. It may look ugly, but I still have decent diversification.That pile of checkers on the five point will find a home.

Kit Woolsey: 13/8, 6/5.
Leaves only 5 shot numbers, which seems to be a worthwhile risk for clearingthe midpoint. The fourth checker on the five point is no bargain, but thepure play of 13/8, 10/9 leaves four more shot numbers which seems like toomuch. Hitting loose is too rich, and playing safe with 10/5, 6/5 looks sick.

Chris Yep: 13/8, 6/5.
Blue must respect White's 5-prime. Furthermore, since Blue is already well ahead in the race, he should generally try to play safely when possible. However, the only completely safe play (10/5 6/5) leaves 5 men on the 5 point and stripped 6, 8, and 10 points. I believe that it is worth leaving a few shots to create a more flexible position. I think Blue should play 13/8 6/5. In return for giving White 5 shots, it leaves spares on the 8 and 10 points (as well as the 5 point). It also starts to clear the midpoint while White is on the bar. The other choices look reasonable, but with White having a 5-prime and Blue having a big racing lead, the relatively quiet play of 13/8 6/5 looks best.

Summary: Every extra shot counts when your opponent has a solid offense.The panel voted for a moderate compromise of shots and flexibility, butthe proper solution is far from clear. Is Snowie's ultimate Weenie playright after all?

   Play                    Votes   Score13/8, 6/5                 5      1008/2                       4       9010/5, 6/5                 2       7010/9, 6/1*                1       6013/8, 10/9                0       406/1*, 2/1                 0       40

Problem 2

107








152

0123456bar789101112

0123456bar789101112
White



money game




Blue

Jim Allen: 16/14, 16/10.
Hit now or later? Hitting now (13/5*) leaves 2 blots, few covers, andlots of work to win. 16/14, 16/10 leaves the same number of shots with only 1blot and decent flexibility when missed. Waiting seems right.

Chuck Bower: 16/14, 16/10.
Blue needs the 5-point in order to win this game. After that, he still needsto hit a shot. 13/5* is the quickest route to these goals, but probably notthe best. Blue succeeds in making the 5-point next roll less than 20% of thetime, and leaving two blots for White to shoot at doesn't look right giventhe state of both home boards.
Blue is probably going to be able to keep only two of his four outfield points,and one high (18- or 16-point) and one low (14- or 13-point) gives coverageof both outfields. 16/10, 16/14 is consistent with the game plan and leavesthe fewest shots. As is typical, when opponent is stripped, minimize shotswhich might allow easy diversification with low risk. Clearing the 16-pointlooks too mundane to be worth a quiz problem, but that play makes the mostsense to me.

Steve Clark: 16/14, 16/10.
I would find it hard to believe that 13-5 could be the right play. Itleaves 2 blots against a stronger board. And all the covering checkersare far away. The combination of big risk and limited reward potentialmakes the play seem wrong. So I think I will try to live to play anotherday .
Each of the alternative have merit. 14-6 puts one checker in a very goodspot. It also keeps 2 strong defensive points at the 18 and 16 points.Furthermore, If White hits us on the 14 point, he will probably be exposedto many return shots. The downside to this play is that we are exposed tomany more hits than the alternative of 16-14, 16-10. This alternativealso seems to have the benefit of allowing more flexibility in the play ofour next few rolls. I will play 16-14, 16-10.

Doug Doub: 16/14, 16/10.
This minimizes shots and blots, and gives us the safest position ifmissed. Unfortunately, it does give up a very important defensive point.13-5* could work out. It goes after the most important point in our board,and gives up the least important point. It also leaves 19 shots & twoblots, and we would have only 11 covering numbers if missed, six of which(65,63,54) would leave a ton of shots.

Hal Heinrich: 16/14, 16/10.
My reflex reaction is to hit on the five point -- if you have to leavea shot, leave it where it'll do the most good if missed. White's bestchance of winning is to hit Blue and come home while Blue is on the roof -- note that this scenario includes Blue losing a lot of gammons.Hitting on five point leaves nineteen shot and a good-sized number ofrepeat shots. 14/6 leaves twenty-three shots. Breaking the sixteenpoint leaves fifteen shots, but more importantly it leaves Blue wellplaced to build a strong board if missed. White won't want to leavethe rear checker in place as a policeman, so Blue can focus on buildinga strong board while waiting for a shot -- which Blue is a big favoriteto get! This play is not 'trying not to lose', but rather avoidingplaying into White's hand while preparing a realistic winning strategy.

George Klitsas: 16/14, 16/10.
The instinctive play (13/5*) is wide open, with two blots lying around and an increased danger of losing a gammon without ever having a chance to use the cube in a high percentage of all games. I am not sure which of the other two candidate plays is correct - 16/14 16/10 leaves only 15 shots, but 14/6, which leaves much more shots, is more dangerous for White, because in order to hit, he will often be obliged to break a point. Since I must choose something, I will pick up 16/14 16/10.

Laila Leonhardt: 16/14, 16/10.
Getting hit might very well cost Blue a gammon loss. Try to minimize thenumbers that will hit you and offer you the best position if not hit. Havingthe bar point (18 point) will make it difficult for White to clear hisoutside points. Keep the contact as long as you are down in the race andhope for a late shot where your board is better for containing White's blot.

Rob Maier: 16/14, 16/10.
This doesn't look like a good time to leave two blots. Breaking the 16 point leaves the least shots, and is more flexible than 14/6.

Bob Stringer: 13/5*.
Of all the problems I have the least clue on thisone, and so I lash out and hit. If White doesn't roll a 5, things could get awkward for him.

Snowie: 13/5*.
Even without any builders in direct range, the loose hit on the five pointstands out. If I go passively, White will escape and I will be forced tohit a shot later on. If I get lucky and win the fight for my five point Iwill be able to mount an offense. White does have that inner board blot,so I can afford to take some chances. Since there is no safe play available,let's look at the bright side.

Kit Woolsey: 13/5*.
As long as I have to leave some shots, I might as well try to get somethingfor my money. Getting hit back is far from fatal.

Chris Yep: 16/14, 16/10.
I don't like 14/6 -- it leaves a double shot for not much gain. Between the remaining two moves, I prefer 16/14 16/10. Blue is behind by 37 pips (after the roll), but will have plenty of time to get a shot. I don't think he's ready to go forward with 13/5*. 13/5* gives White 17 shots (not counting 2-1), including 4 double hitting numbers (counting 5-1 where White passes up the double hit, but only because he has an even better move in b/20* 3/2). On the other hand, 16/14 16/10 only gives White 15 shots and no double hitting numbers. This is significant because White has a stronger board. In addition, 16/14 16/10 puts a spare on the 14 point and gives Blue a position which he can comfortably play for several rolls if he is missed. Since Blue doesn't have any direct covers after 13/5* it looks better to play positionally and wait for a later opportunity to hit.

Summary: The panel voted strongly to play with only one blot in theface of the enemy board. Can this conservatism be justified when this farbehind in the race? I'm not convinced.

   Play                    Votes   Score16/14, 16/10              9      10013/5*                     3       7014/6                      0       40

Problem 3

160








159

0123456bar789101112

0123456bar789101112
White



money game




Blue

Jim Allen: 7/4*, 6/3(2), 4/1*.
A very nice roll in an early position that occurs often. No need tohold back with White having 4 blots and a centered cube. Cash 1 point after6/3(2), 7/4*,4/1* absent a White joker.

Chuck Bower: 7/4*, 6/3(2), 4/1*.
Hitting two looks clear due to White's blot on his 5-point. Anything lessgives him too many enter and cover numbers, which almost even the game. Ofthe double hit plays, 7/4*/1* combined with 6/3(2) goes furthest in settingup a blitz. White has two on the rail and no checkers in White's home boardto facilitate anchoring. Blue grabs a second home board point and leaves anexcellent distribution of builders to get more. If the blitz fails, Bluewill be in good position to shift to another game plan, like a priming orhigh anchor game.

Steve Clark: 8/5(2), 7/4*, 4/1*.
At first I tried to make some building play like 24-21(2), 13-7. Thismakes a nice set of points and clearly gives me an advantage. But then asI looked at White blots sprayed randomly around the board, I realized thatI had to hit some, actually as many as possible. Since I can hit 2 whilebuilding another inner board point, this has to be good. 13-4, 7-4 isjust not good enough. With a reasonable roll, White could have theadvantage. So 7-4-1 is it. 8-5(2) is looser that 6-3(2) but it does makethe right point. I would not be surprised if 6-3(2) is the better play,but I will go with 7-4-1, 8-5(2).

Doug Doub: 8/5(2), 7/4*, 4/1*.
With White poised to cover his 5pt and having four blots strewn around,hitting two is surely correct. By hitting on the 4pt and 1pt, we also havetwo 3's left to make an inner point. This game has pretty good potential tobe a long one, so I opt for the quality of the 5pt over the extraflexibility (and extra point) that I would get by making the 3pt.

Hal Heinrich: 7/4*, 6/3(2), 4/1*.
Making the four point or twenty-one and bar points are both strongplays, but hitting two blots and making the three point is a blow thatWhite may never recover from. Dancing results in a double/pass. And Blue almost certainly prevents White from making the five point. Bluehas a great, fluid position with lots of targets while White struggles to come in from the bar.

George Klitsas: 8/5(2), 7/4*, 4/1*.
I like 8/5(2) 7/4* 4/1*. Making the five point is a big improvement in Blue's position and by hitting two men, Blue makes it difficult for White to consolidate - even if hit back on the ace point, Blue will be a favorite to hit White's slot on the 20 point. My second choice would be 24/15* 7/4* with a similar theme.

Laila Leonhardt: 24/15*, 7/4*.
White is about to make his very important 5 point (golden point). In thebeginning of the game it is very important to aggressively try to fight offany attempts the opponent makes to create a prime or board.
Hitting 2 checkers has several advantages. Blue gets to leap out from White'shome board, he slots an important point(the 4 point) and White might fail tohit back or enter with both checkers which will give Blue a chance forturning the game around to a certain win in a matter of a few rolls.

Rob Maier: 7/4*, 6/3(2), 4/1*.
Make an inside point and put two on the roof. Breaking the eight point to make the five point is overkill if it works, and an overextension if it doesn't work.

Bob Stringer: 7/4*, 6/3(2), 4/1*.
After I roll doubles my immediate thoughtis not to squander it. In other words, unless there's some special reason not to do so, I look to improve my structure. 24/15* 7/4* hits an advanced blot, but its other advantages (putting two men on the bar and giving Blue another good chance to hit the blot on the 20) are shared by other moves, and it leaves him with much to do to assemble his position. I prefer to make a point in the inner board. It should be combined with the double hit, 7/4* 4/1*, which takes away White's offense. The choice is between the five point and the three. I know the five point is hot stuff, but in this position I like unstacking the six point for more flexibility.

Snowie: 8/5(2), 7/4*, 4/1*.
That blot on White's five point is the key. I cannot afford to give Whitethe opportunity to cover it next roll. The double-hit is mandatory. SinceI can afford to play pretty loose in this sort of position, I might as wellmake the valuable five point even though it involves breaking the eightpoint. The five point is a great long term asset,

Kit Woolsey: 13/4*, 7/4.
Simple, compact, and solid. I don't see any need to leave White a directshot back at me. The builder on the 11 point is bearing the five pointfor the future.

Chris Yep: 7/4*, 6/3(2), 4/1*.
I strongly like double-hitting. Hitting only one (or zero) checker allows White to enter and make his 5 point with a lot of rolls. With White having the 5 point slotted and vulnerable all over the board, I believe Blue should press his advantage by hitting two. The best and most balanced double-hitting play looks like 7/4*/1* 6/3(2) which unstacks the 6 point and creates a new inner board point. In comparison, 7/4*/1* 8/5(2) makes the 5 point, but breaks the 8 point, leaving a big stack of checkers on the 6 point. The other two double hitting plays don't make a second inner board point. In this position Blue shouldn't worry about making an advanced anchor (24/21(2)) or playing for the race (24/15*, also removing one of White's builders). Instead, he should attack. The best way to attack, I believe, is to make the 3 point and hit two.

Summary: The message of the panel was very clear -- go for the blitz.That wasn't my original choice, but I'm now convinced that this is thecorrect idea in this position.

   Play                    Votes   Score7/4*, 6/3(2), 4/1*        6      1008/5(2), 7/4*, 4/1*        4       8024/15*, 7/4*              1       6013/4*, 7/4                1       6024/21(2), 13/7            0       4024/21(2), 7/4*, 4/1*      0       4011/5, 8/5, 7/4*           0       40

Problem 4

123








146

0123456bar789101112

0123456bar789101112
White



money game




Blue

Jim Allen: 21/14.
21/14 leaves no shots, covers the outfield and forces White to"produce" or face a cube soon. A good roll. No other choice does as much.

Chuck Bower: 22/18, 21/18.
Blue needs to attend to his biggest need, escaping White's prime.The homeside prime is already in pretty good shape. Improving it furtherwill have to wait. Note that White's timing isn't as bad as first appears,since his 10-point isn't blocking Blue's anchor, and thus is expendible.Finally, Blue's checker on the 21-point is a huge target which should beremoved (preferably by Blue!).

Steve Clark: 21/14.
So many of these problems are close decision or decisions where therelative merits of the alternatives are unclear. Every once in a whilethe answer is clear. Or at least I think it is clear even if mysubsequent rollouts provide less than minimal support.
In this problem I think I do not want to get hit. In particular I do notwant to get pointed upon. 21-14 provides safety while keeping my checkersrather well positioned. All the other "more constructive" plays leave abasic weakness, I am likely to get destroyed (or escaped upon). Theproblem with the alternatives is that White basically wants to escape, butif he can't escape, he will want to point on me to prevent me for doinganything constructive whereupon he will again try for a getaway roll. IfI play 21-14, he is less likely to get away and his other rolls tend totear down his prime. I think 21-14 is a clear winner.

Doug Doub: 21/14.
A breather. 21-14 avoids getting pounded on, keeps our strong offensivestructure, and brings another man around to help us work on our side of theboard.

Hal Heinrich: 21/14.
This is a very natural play. Blue escapes a back man, denies Whiteanything to attack, preserves timing, and makes it tougher for Whiteto escape.

George Klitsas: 21/14.
Out of the question is 7/3 6/3, with a very inflexible position, one which is very difficult to improve. From the other candidates, 9/5 8/5 is conceivable, but it seems that Blue won't be able to consolidate easily. Apart from the immediate hits (6-1, 6-2, 5-2) from the 24 point, White is free to attack on his four point. A third alternative, 22/18 21/18 is ok, but best of all seems 21/14, controlling the outfield and retaining the anchor on the 22 point as a last resort.

Laila Leonhardt: 21/14.
White has to be contained inside Blue's home board at all costs.If Blue makes the bar and leaves White to attack him or leap over the primewith no better than an indirect shot he has become a huge underdog in thegame.
By moving 1 checker out and leaving the rest behind the prime Blue is ableto cover the outfield if White leaps, have an extra hitter if White movesto the edge of the prime, he will not be pointed on and give White time toget around while on the bar. And if containing White fails, then Blue isleft with an anchor in White's home board being disruptive for White's bearingin.

Rob Maier: 21/14.
Making the five point looks nice, and I'm torn between that play and running out. Making the five point gives up 6 immediate losers when White escapes, plus White has some attacking options. By just running out, we keep a solid prime, cover White's escaping numbers, and protect ourselves from attack.

Bob Stringer: 21/14.
I don't like messing with Blue's side of the board,since White's back man is well-contained already. Nor do I like making the bar point because it leaves a blot that White can attack. White's position isn't terribly flexible and might fall apart. It would be nice to have it fall apart in front of that anchor on the 22 point.

Snowie: 21/14.
A great problem! White has those stacks of checkers on the five and sixpoints, and his outfield blockade is about to crash. 22/18, 21/18 would bea big error -- that would give White something to attack. All I have to dois sit tight and the game will be mine if I can contain the back checker andgive myself numbers to play. 21/14 is far better than anything else.

Kit Woolsey: 21/14.
Getting out is a must. Making the five point or the three point leavesWhite too many good things to do. However 22/18, 21/18 is not necessary.My blockade is strong, and with the checker in the outfield to play withthe timing will go my way. If I can prevent White from escaping, hisposition will soon collapse.

Chris Yep: 21/14.
White wants to roll his prime forward. I don't think Blue should give him targets to attack. I like 21/14. 21/14 is the only move which gives White no targets to attack. In addition it keeps the broken 5-prime and gives Blue better control of the outfield. Finally it improves his timing. If Blue doesn't play 21/14 now he may not be able to get another checker into the outfield soon and he may run into problems trying to roll his prime forward. Playing 21/14 now avoids these potential problems and gives Blue a crucial extra checker to help him roll his prime forward.

Summary: The panel acquitted itself nicely on this interesting problem,with almost everybody recognizing the key timing themes. I wonder if we allwould have done so well at the table.

   Play                    Votes   Score21/14                    11      10022/18, 21/18              1       609/5, 8/5                  0       407/3, 6/3                  0       40

Problem 5

149








144

0123456bar789101112

0123456bar789101112
White



money game




Blue

Jim Allen: 15/9, 10/5.
No matter the play we leave lots of shots. None of which will breakthe bank.So, let's put 'em where they belong with 15/9, 10/5.

Chuck Bower: 15/10, 13/7.
Putting checkers behind White's anchor may leave fewer shots, but that blotwill remain a thorn until it is covered, and the subsequent point is oflimited value. Slotting the 5-point leaving 21 shots might be right if theslot were done by unstacking the heavy 6-point. As it is, even if theslot survives it will be hard to cover safely. Of the two remaining plays,the 10-point is a better block of White's anchor, and the subsequentdistribution of builders (6-, 7-, and 9-points) looks better than itscompetitor (which leaves spares on the 6-, 8-, and 10 points).

Steve Clark: 15/9, 13/8.
It must be right to make the 9 point. 4 in a row is a lot better than 4out of 5. For the 5 13 -8 looks very natural, but I am tempted to slotthe 5 point for reasons I can not quite put my finger on. Perhaps thebenefit of slotting is that I makes White's 6's play more poorly. No,that is not really it. Oh, I see. What White really wants to do is toextend his 3 point prime. Playing 10-5 diverts him from this task.Actually 6-1 works to the same purpose reasonably well. 13-8 does notprovide the same benefit because the 6 used to hit on my 10 point cannotbe used by White to make a useful inner point board. 13-8 give Whitemoregood numbers. At the same time 13-8 seems to provide the mostdiversification for me. These alternative plays seem close enough sothatI can not really tell which is best. I started out with 13-8 so I guessIwill stick with it.

Doug Doub: 15/9, 6/1*.
It looks clear to lock up four in a row. Then hitting on the 1ptprevents White from doing anything with his builders, aims to get that manon our 1pt out of our hair, and does it with the fifth man on our 6pt. It'snot great, but nothing else looks very attractive.

Hal Heinrich: 15/9, 6/1*.
All of Blue's candidate plays make an outside blocking point, and thenmove some checker while leaving White a shot. By slashing on the acepoint, Blue also prevents White from making inner board point withseveral rolls. The fifth man on the six point is expendable, so usethe checker to take a tempo from White.

George Klitsas: 15/9, 10/5.
I like the positional 15/9 10/5. White's (hitting) aces are partially duplicated and another hitting roll (4-3) exposes a second blot. A close call in any case.

Laila Leonhardt: 15/10, 9/3.
White will need small numbers to make priming points in his homeboard.Leaving a blot 2 away could mean that he will be facing the choice ofhitting or making a priming point. Leaving a 6 shot would only benefitWhite. White would like to escape the prime and get outfield control andhitting would make it safer. Also Blue would only have a 3 to make a primethat he will be breaking within the next few rolls anyways if not hit.

Rob Maier: 15/9, 10/5.
Extending the prime seems like a good idea. As for the five, I think we should just move the loose checker inside. Hitting on the ace point is unappealing here, and we could suffer from the loss of our midpoint if we are hit outside.

Bob Stringer: 15/9, 10/5.
Rather than leave two blots in the outfield,which could lead to big trouble since one of them is a direct shot, I'd rather put one blot where it does the most good if it's not hit, even if it does leave a double shot. 15/9 6/1* is a reasonable alternative, because it makes all of White's 6's except 6-1 play very poorly. However, I don't like putting a man out of action on the ace point when there's more than one reasonable choice, and so I'll stick with 10/5.

Snowie: 15/9, 10/5.
Slotting into a double-shot may look too fancy, but the play has a lot goingfor it. I only leave one outfield blot, and if White hits he is stillstuck behind by blockade. white needs small numbers to build his own board,so there is some real duplication involved. It isn't the end of the worldif I get hit. Finally, if I get away with it and can make my five pointit is a big improvement.

Kit Woolsey: 15/9, 13/8.
Builds the fourth point of the blockade, and keeps a smooth position. I won'tlike getting hit on the ten point, but if I am not hit I may be able tomake that next turn. Nothing else appears attractive.

Chris Yep: 15/9, 10/5.
An awkward roll. Blue has to leave a direct shot no matter what he plays, so he might as well make it count. I like 15/9 10/5, which creates a solid 4-prime and slots the point that Blue wants the most. It does leave a double-direct shot but White has to break his anchor to hit with 1s and there is a fair degree of duplication of 1s and 4s (White can also do constructive things with most 1s and 4s on the other side of the board; for example, it's not even clear whether White should hit with a 2-1 or 3-1).

Summary: The majority of the panel found the incisive slot of thefive point into a double shot. I'll admit that at the table this playwouldn't have occurred to me, but I can sure appreciate the merits of theplay and it may well be best.

   Play                    Votes   Score15/9, 10/5                6      10015/9, 13/8                2       7015/9, 6/1*                2       7015/10, 13/7               1       6015/10, 9/3                1       60

Problem 6

114








165

0123456bar789101112

0123456bar789101112
White



money game




Blue

Jim Allen: 8/4, 7/4.
Another hit now or later problem. Looks like we need the 4 point andthe 5 point before we can win by hitting and then containing a White checker.We can make the 4 point right now without giving up any defensive points.

Chuck Bower: 23/16*.
Blue is going to need a board so grabbing the 4-point is tempting. Of the three defensive points, the 20- and 13-points look like the ones to keep.Blue doesn't have the timing for a 2-5 backgame and this roll gives himthe chance to vacate the 23-point with minimal risk. Hitting throws Whiteoff balance and with his less than threatening structure, Blue may be backin the lead soon. Is this a quiz problem where "when in doubt, hit" actuallyturns out to be right?

Steve Clark: 23/16*.
23-16 strikes me as the most natural play. My men on the 23 point arekinda blocked in. My board is too disjointed to play any sort ofbackgame. 13-9 in any fashion just cuts my rear men off from the moreadvanced ones. 20-16-13 sure does not look right. I do not want togiveup White's 5 point. 23-16 starts to escape while putting a checker onthebar. It sure looks right to me.

Doug Doub: 13/10, 13/9*.
No way am I giving up my anchor on the 5pt yet. Hitting on the 9pt lookslike a freebie. We have some chance to go forward successfully, but if weget hit back, we just fall back on our backgame. I have had great successwith 5-2 backgames. Losing the midpoint is not a big deal, because our 20ptanchor cannot be primed and it does a fine job of covering White's outerboard.

Hal Heinrich: 23/16*.
It is too early for Blue to play this position as a back game. So hitthe blot and try to win frontwards.

George Klitsas: 13/10, 13/9*.
I like 13/9* 13/10. If hit back, Blue will improve his fragile timing, if not, he will have a chance to win by going forwards. Making the four point (8/4 7/4) is nice but gives White a free hand to improve his blockade by making the 9 or bar point. Another conceivable play, 23/16*, is dangerous for Blue, since, far from equalizing the race, abandons the second anchor. A difficult problem and I will stick to 13/9* 13/10.

Laila Leonhardt: 23/16*.
Leaving the 2 point does not pose a big gammon threat to Blue, but givesBlue a chance to change the game plan from an ill timed 5-2 back game to asolid holding game where Blue has good opportunity to built a prime.White's position will fall apart if primed, due to the deep points in hishome board he will not be able to counter prime Blue. If Blue should get hitnothing has really changed until White makes another point in his board withone or more of Blue's checkers on the bar.

Rob Maier: 23/16*.
I can't think of good reason to stay in this backgame. We have an advanced anchor and the start of an offense, so I think we should try and go forward.

Bob Stringer: 23/16*.
It's way too early to think about a back game, andif I'm going to send a man back, I'd like to keep both White's 5 point and my midpoint. I don't like any other plays at all.

Snowie: 13/10, 13/9*.
I am way behind in the race, so giving up one of my anchors is anti-thematic.My play gives me the option to go either way. If things go well I can builda quick board and contain the hit checker. If I get hit back, I have thepotential backgame or holding game to fall back on. Other approachesare too committal.

Kit Woolsey: 23/16*.
Even though I am still behind in the race, hitting the lead checker and givingup the back anchor seems okay. I can play comfortably from the defensivefive point, and I may be able to contain the hit checker.

Chris Yep: 23/16*.
Blue still has good chances to win this game going forwards. I don't like any of the moves which break the midpoint. If Blue loses the outfield he risks having 4 or more back men cut off from the rest of his checkers. I also don't like 8/4 7/4. Blue isn't playing a backgame and he can hit with minimal damage to his position. Hitting looks right to me. The two best hitting moves in my opinion are 20/16*/13 and 23/16*. 20/16*/13 puts a spare on the midpoint, but loses the valuable 20 point anchor. Instead I prefer 23/16* which keeps the anchor and still fights for control of the outfield.

Summary: The panel's mandate was to get out into the outfield and fight rather thanhold the anchor and wait for a better day. Of great interest is that ourresident bot chose to hold the back anchor. And we thought that bots didn'tlike back games! I guess this position is worth a closer look.

   Play                    Votes   Score23/16*                    8      10013/10, 13/9*              3       708/4, 7/4                  1       6020/16*, 16/13             0       4013/9*, 9/6                0       4013/9*, 7/4                0       40

Problem 7

171








134

0123456bar789101112

0123456bar789101112
White



money game




Blue

Jim Allen: 11/4*.
Five themes available here. Run with 20/13. Build with 13/7, 8/7.Attack with 11/4*. Diversify with 20/14, 6/5. Or play safe with 11/5, 6/5.Let's roll a gammon here. Any play that does not hit a second checkershort-circuits the gammon. Attack with 11/4*.

Chuck Bower: 11/4*.
White is on the ropes and Blue should keep him there. The gammon chancesare real after putting a second checker on the rail. In backgammon,kicking your opponent when he's down is usually proper way to behave.

Steve Clark: 13/7, 8/7.
Making the 7 point must be better than all the escape or building plays.The 7 point is much too important when it makes a 4 point prime. Escapingmight be more important if White had anything going but he has nothing.In my mind the only question is whether 11-4 might be better. Well itmight. I would play 11-4 if I did not have a particularly constructivealternative. At the table I might make the other play but here I willgo for the conservative building play and make the 7 point. 11-4 surelywill win more gammons but I am convinced that making the bar point willwin more often. A higher winning percentage is always a strong argumentin favor of any move regardless of how the rollout equities come out.

Doug Doub: 11/4*.
Lots of reasonable choices here. Making the bar point is strong, andrunning with either 20-13 or 20-14,6-5 cannot be bad, though they are toopassive for my taste. I prefer the direct approach of going after the bestpoint in my board while putting a second man on the bar.

Hal Heinrich: 20/13.
Blue has great winning chances just by going to the mid point and thencoming home. The bar point is a good point to have here, but it isn't vital. It may look like Blue will have no trouble escaping the backman, but accidents do happen. Consider the case where White hits looseon the five point and then makes it while Blue fails to escape. NowBlue is anxious to escape -- so run while you can and worry about thebar point later.

George Klitsas: 11/4*.
Should be close between 13/7 8/7 and 11/4*. I prefer the attacking play (11/4*), which, when it works, deprives White of an advanced anchor.

Laila Leonhardt: 20/13.
White is a favorite to enter and anchor next time. Blue is way ahead in therace, so now is a good time to just aim for the win. Blue should get hisback checker in safety and unless White rolls a 4-4 next time just try toget his checkers home and past White's anchor and claim the win.

Rob Maier: 13/7, 8/7.
The bar is such a nice point to own, and I see no reason to pass it up here. We can always go for more later if it is still available.

Bob Stringer: 20/13.
Race when far ahead in the race. Hitting just givesWhite the chance to hit back and get back in the game, and sticking around on his 20 point gives him a chance to knock the blot around.

Snowie: 20/13.
When ahead in the race, race. My distribution is fine, and I don't needmore points nor do I have to attack. I simply want to bring them aroundand win, and this is the way to do it.

Kit Woolsey: 13/7, 8/7.
Assets are important. If I hit loose and White hits back I have lost mostof the advantage, and if White just makes an anchor I won't be able tocontinue an attack. Running the back checker isn't necessary, since thatchecker is in little danger. My position will flow smoothly from here.

Chris Yep: 13/7, 8/7.
Creating solid 4-primes or 5-primes (or 6-primes) against multiple checkers is often a winning strategy. This looks to be the case here. The other moves are reasonable, but lack the power of making the bar point. If the bar point remains vacant, not only will White have better chances of hitting Blue as Blue tries to bring his men home safely, but White can also make the bar point anchor for himself, causing Blue even more trouble. For both extra (future) safety and for offense (Blue is one roll away from an even stronger 5-prime), I like 13/7 8/7.

Summary: A three-way tie between the three themes: run, prime,and blitz. Very interesting. I wonder where the real truth lies here.

   Play                    Votes   Score11/4*                     4      10013/7, 8/7                 4       9011/4*                     4       9020/13                     4       9020/14, 6/5                0       4011/5, 6/5                 0       40

Problem 8

148








133

0123456bar789101112

0123456bar789101112
White



money game




Blue

Jim Allen: 7/2*, 6/2.
On the plus side, this is the only play that makes an inner point. Italso hits and leaves the least return shots. Added to the above almost allrolls next turn after a non-hit by White play well. Final answer: 7/2*, 6/2.

Chuck Bower: 7/2*, 6/2.
Every play leaves at least 11 shots. Pointing on White's head leaves twelveshots but takes half of White's roll and leaves a distribution of spareswhich permit attacking and/or building to continue if White misses.

Steve Clark: 11/7, 6/1*.
All the plays here spray random blots around just waiting to be hit.Except, of course, the weenie play of 11-7,6-1. Actually this play hasalot of attractions. Of course I might be hit but my position will befairly well balanced regardless. All of the alternatives leave a looseposition where my position is likely to fall apart if I am hit and willbehard to put together if I am not.
I used to agree with Kent Goulding that you should sing the Oscar MeyerWiener Song when making a play like this. But lately I have come torealize that the truly proper wiener to accompany this move is one madewholly from chicken parts. My play is 11-7, 6-1.

Doug Doub: 11/7, 6/1*.
I think that giving up the bar point to make the 2pt would besurrendering too much. Minimizing shots, while giving ourselves areasonable chance of developing futher is important. 11-7 looks very clear.We could play 13-8, and leave the same ace shot (plus 44's), attempting tobring everyone home together. I prefer to attempt to knock White off of ourace point, and delay his building up his own board.

Hal Heinrich: 7/2*, 6/2.
Blue is ahead in the race, has the weaker home board, and has givenaway the cube. All these factors point to playing safely. 13/8 11/7 and 11/7 6/1* both leave eleven shots. Of these two, I prefer hitting on the ace point because it doesn't leave a blot exposed if missed, and it takes half a roll away from White. Making the deuce pointleaves thirteen shots and two blots. What are we getting for the extrarisk? Quite a bit actually -- a stronger home board and a flexibleposition if we're missed. White's board is not so strong that being hitis fatal. So making the two point is the way to go.

George Klitsas: 11/7, 6/1*.
I prefer 11/7 6/1* over 11/7 13/8 which leaves 12 shots (including 4-4) compared to 11 of the suggested play.

Laila Leonhardt: 13/8, 11/7.
Blue will have to leave a shot one way or the other. But given the strengthof White's home board and the fact that White owns the cube Blue will have tobe extra careful. Not only is it a question of being cubed out (having todrop White's recube) if hit and fail to get back in the game within a nextroll or two, but also if Blue leaves 2 blots exposed White might be playingon for a gammon.
Even though this play has less flexibility next roll than some of the moreaggressive moves it still gives Blue a chance to recover if hit.

Rob Maier: 11/7, 6/1*.
Least number of shots and blots, and very flexible.

Bob Stringer: 13/8, 11/7.
I have no feel for this position, so first I lookat some basic principles. Blue has a decent lead in the race. White has a much stronger board and is poised to make it even stronger. Therefore it's no time for Blue to be taking undue risks. Playing from the 14 point and 13/9 13/8 all leave too many shots. 7/2* 6/2 is an effort to throw White off balance and halfway catch up in board strength, but the 2 point doesn't work well with the 8 point and that play breaks up what small blockade Blue now has. This pares it down to 11/7 6/1* and 13/8 11/7. I don't like to play 6/1* unless I can really see something positive coming out of it, such as diverting the opponent from a direct threat. I'm not sure here, so I vote for 13/8 11/7 by default. It leaves only a direct shot, 5's and 6's for White's back men are blocked, and there are now more builders aimed at the inner board. The best Blue can do with this roll, I think.

Snowie: 11/7, 6/1*.
Only one blot, only 11 shot numbers, and a relatively smooth position forthe future. Anybody got any better ideas?

Kit Woolsey: 11/7, 6/1*.
Minimum blots, and a builder on the bar point to work with. None of thealternatives are very attractive. White's three-point board must beshown some respect.

Chris Yep: 11/7, 6/1*.
Blue has a substantial race lead (at least 24 pips after the roll). In addition, White only has a 3 point board, but is threatening to fill in his 5 point soon. Blue would rather play safely; however there is no safe move this turn. Every move leaves at least 11 shots (even 13/8 13/9, which doesn't leave any direct shots, leaves 15 indirect shots!). So no matter what Blue plays, he will face the equivalent of at least one direct shot. With this in mind, I believe that 11/7 6/1* stands out. Not only does it give White the least number of shots, but it also hits (delaying White from making his 5 point), leaves only one blot (all but 13/8 11/7 leave at least two blots), knocks White off of Blue's ace point, and repositions Blue's 11 point spare to a better location.

Summary: The panel recognized the importance of blot conservationin this delicate position. It is a good theme to remember -- protects youfrom disasters when things don't go well.

   Play                    Votes   Score11/7, 6/1*                7      1007/2*, 6/2                 3       8013/8, 11/7                2       7014/10, 14/9               0       4014/9, 11/7                0       4013/9, 13/8                0       40




Vote Summary

                   1                     2                      3                    4                    5                      6                 7                 8Jim Allen         8/2                   16/14, 16/10           7/4*, 6/3(2), 4/1*   21/14                15/9, 10/5             8/4, 7/4          11/4*             7/2*, 6/2Chuck Bower       8/2                   16/14, 16/10           7/4*, 6/3(2), 4/1*   22/18, 21/18         15/10, 13/7            23/16*            11/4*             7/2*, 6/2Steve Clark       13/8, 6/5             16/14, 16/10           8/5(2), 7/4*, 4/1*   21/14                15/9, 13/8             23/16*            13/7, 8/7         11/7, 6/1*Doug Doub         13/8, 6/5             16/14, 16/10           8/5(2), 7/4*, 4/1*   21/14                15/9, 6/1*             13/10, 13/9*      11/4*             11/7, 6/1*Hal Heinrich      13/8, 6/5             16/14, 16/10           7/4*, 6/3(2), 4/1*   21/14                15/9, 6/1*             23/16*            20/13             7/2*, 6/2George Klitsas    8/2                   16/14, 16/10           8/5(2), 7/4*, 4/1*   21/14                15/9, 10/5             13/10, 13/9*      11/4*             11/7, 6/1*Laila Leonhardt   8/2                   16/14, 16/10           24/15*, 7/4*         21/14                15/10, 9/3             23/16*            20/13             13/8, 11/7Rob Maier         10/9, 6/1*            16/14, 16/10           7/4*, 6/3(2), 4/1*   21/14                15/9, 10/5             23/16*            13/7, 8/7         11/7, 6/1*Bob Stringer      10/5, 6/5             13/5*                  7/4*, 6/3(2), 4/1*   21/14                15/9, 10/5             23/16*            20/13             13/8, 11/7Snowie            10/5, 6/5             13/5*                  8/5(2), 7/4*, 4/1*   21/14                15/9, 10/5             13/10, 13/9*      20/13             11/7, 6/1*Kit Woolsey       13/8, 6/5             13/5*                  13/4*, 7/4           21/14                15/9, 13/8             23/16*            13/7, 8/7         11/7, 6/1*Chris Yep         13/8, 6/5             16/14, 16/10           7/4*, 6/3(2), 4/1*   21/14                15/9, 10/5             23/16*            13/7, 8/7         11/7, 6/1*

return to index