return to index



Quiz Solutions


Readers Answers


Problem 1

177








153

0123456bar789101112

0123456bar789101112
White



money game




Blue

Chuck Bower: 8/7*, 7/1.
There are several differences between quiz problems and typical conditionswhich come up during play. For example, involved in a game, a player is in-the-flow and has (hopefully) been forming a gameplan. You are thrown cold into a quiz question. Problem 1 illustrates this situation. What is going on? Blue has gained in the race and has split the back checkers. But structurally he has made no improvements. White's situation is the opposite: a loss of ground in the race but the addition of two key points--the 4- and 21-points.
Blue would be an extreme optimist to believe that he can waltz home unimpeded. There is going to be an exchange of hits and Blue should prepare for such. It follows that there is no room for a homeboard blot. Blue needs to cover the acepoint, and this roll accomplishes that. The only decision remaining is which White blot to hit.
If White can make Blue's barpoint he will gain significant outfield control. The 23 point would also be valuable, but runs the risk of having his forces disconnected. For this reason I give the edge to 8/7*/1.

Doug Doub: 8/7*, 7/1.
What an awful roll. It looks as if anything elsewould have been much better. Aside from our racing lead, our biggestassets right now are our slotted anchor and our 8pt. My choice gives upone of those in exchange for our ace point and putting White on the bar,certainly no bargain. Of the non-hitting plays, 10-3 looks a bit betterthan 20-13, because it leaves White only aces to hit with (withoutbreaking his 8pt), and leaves open the possibility of anchoring on the20pt. However, it also takes two men past White's anchor, an puts themon different points, possibly requiring two more men to be carried deepto clean things up. The only other play that makes sense is 13-7*-6. It leaves shots on aces and sixes, but White would lose his anchor onhis hitting 6's. Its biggest virtue is that it retains the 8pt andleaves our men in reasonable position. I have quite an aversion toadding a sixth man to the 6pt, but I might be convinced that it is worthit in order to keep our 8pt in place.

Ray Fogerlund: 8/2*, 2/1.
Have no idea here... But at least I don't send a 4thchecker back to make another anchor in my board. If hit, I hope to make the 5 point and consolidate my racing edge somehow.

Hal Heinrich: 8/7*, 7/1.
This is a great problem! Lots of choices -- none of themgood, and the best play is probably significantly aheadof the rest. The normal play is to pick and pass, hitting the blot on the two point. Here, however, thatgives up the eight point and leaves Blue with a superugly position. The alternatives to picking and passingare a little better positionally, but give up a lottactically. Note that 20/14, 10/9 is a very reasonableplay, easily over-looked. Backgammon is not a beautycontest, and this problem is a great demonstration ofthat.

George Klitsas: 13/7*, 7/6.
Let's see- 20/13 is solid but a little bit passive - what I actually don't like about this play is the isolation of Blue's back checker. Unnecessarily too many blots strewn around in 13/7* 10/9 despite the duplication of 5's. Similarly in 13/7* 8/7 with duplication of sixes involved this time. I like 13/7* 7/6 which deprives White for the moment from a potential anchor - I would not cry as Blue if White hit me from the bar on my ace point since my blot there consists a liability. Also, the hit deprives White of half his move and increases Blue's chances of making his opponent's five point.The only objection could be that the six point gets overloaded, but there is a saying �you cannot have enough spares on the six point�. Positionally bad is 10/3 , still better than either 8/7* 7/1 and 8/2* 2/1 (both committal) or 8/7* 8/2* (lots of blots, difficulty of regrouping). All said, I vote for 13/7* 7/6.

Rob Maier: 13/7*, 10/9.
Another wonderful set of problems from Kit. Why do I think he may be about to publish another book? We don't have a spare on the eight point, we have a blot on the ace point, and we outboarded 2 to 1. We do have a good sized lead in the race, but that isn't terribly comforting from Blue's point of view. It appears that no matter what we try, we are going to be left with some ugly positional defects. If we try to stubbornly hang on to the race lead, we could try 10/3, minimizing the number of shots on our side of the board. It also duplicates one of White's hitting numbers on the other side of the board. We might first try to compare this play to 20/13, which has the merit of reducing the number of Blue's blots by one, and removing a blot from White's five point, where he would like to attack. This could well be better if White misses. Between the two plays, I like 20/13.
Next, we can look at the plays that start 13/7*. Lifting the blot does nothing to improve our position, but does leave us with one less blot. Between 8/7 and 10/9, I much prefer 10/9, as it at least gives White 8 bad sixes.
Of the plays that hit from the bar, I reject hitting two outright. Blue can never put the position back together. Of the two plays that hit and make the ace point, 8/7*/1 duplicates White's return hitting numbers, and surely Blue needs a roll to catch his breath if he can get it.
So, I have now narrowed the field down to 20/13, 13/7* 10/9, and 8/7*/1. My final choice from here is 13/7*, 10/9. Running won't solve my long-term problems, unless White misses and Blue tosses a couple of perfectas. Staying back on the twenty point gives us a better chance of making that anchor, and as off-balance as we are, that could be the best plan. As for hitting and making the ace point, while this play could be the best, that also assumes that I will play it as well as I'll play the alternative. Since I can't remember the last time I tried to bring home such an ugly position, it's not likely that I'll play it very well. 13/7*, 10/9 it is.

Snowie: 8/7*, 7/1.
White is threatening too much to allow him to play his full roll. Inaddition, that blot on the ace point has to be covered sometime and thisis as good a time as any. Too bad aboout the loss of the eight point andthe ugly position, but tactics dominate here.

Kit Woolsey: 8/7*, 7/1.
I think I have to hit and cover, if only to keep open my chances for makinga defensive anchor and preventing White from doing any damage next roll.I need time to put this position together. Hitting on the bar pointcuts down on his return shots. I don't care if he is able to anchor onmy two point.

Chris yep: 13/7*, 7/6.
Breaking the 8 point to hit looks reasonable. However, this ruins Blue's outfield structure, usually making moves from the midpoint awkward in the future. Also, while covering the ace point blot (8/7*/1 or 8/2*/1) is an improvement for Blue, it is only a small improvement since White has already secured an advanced anchor.
Running (20/13) also looks reasonable. However, Blue is still subject to a double direct shot and with his poor development is not likely to be able to play safely in the near future. With White having a better board, there is value in obtaining an advanced anchor despite Blue's significant racing lead. To protect his advanced slot, I believe Blue should hit. The best way to hit, in my opinion, is 13/7*/6, preserving the 8 point and duplicating 1s. Putting a 6th checker on the 6 point isn't nice, but the alternatives look worse.

Summary: Times have changed. 10 years ago no self-respecting expertwould have considered making the ace point in what figures to be a longpositional battle. Today, with the help of the bots, we have realized thatit is better to make the ace point than to leave a blot dangling there.

   Play                    Votes   Score8/7*, 7/1                 5      10013/7*, 7/6                2       7013/7*, 10/9               1       608/2*, 2/1                 1       6020/13                     0       4013/7*, 8/7                0       4010/3                      0       408/7*, 8/2*                0       40

Problem 2

130








176

0123456bar789101112

0123456bar789101112
White



money game




Blue

Chuck Bower: 13/8, 13/7.
Blue is way behind in the race and should keep a strong defenseuntil he can do some hitting. That means keeping both checkers onthe 16-point and at least one on the 24-point. 13/8 seems clear, andthen the 6 is either 24/18 or 13/7. White is severely stripped whichusually means Blue shouldn't spread out targets which could allowWhite to diversify while Blue is on the bar. That argues against24/18. In addition, with ownership of the 16-point, the 13-pointis less valuable for outfield control, freeing those four checkersas builders. 13/7 helps clear that unneccessary point. If Whitehits, that's bad, but Blue will still have a lot of play. 13/7, 13/8.

Doug Doub: 13/8,13/7.
We are way behind in the race, so we should try toavoid moves that aim toward racing. 16-10,16-11 would give us plenty ofbuilders for the bar point, but I am not willing to give up ourdefensive 16pt. It provides good coverage of our outer board, and makesthings awkward for White on his side of the outfield. Slotting our barpoint has a big upside when it works, and is not a disaster if we gethit. I would not really mind giving up our midpoint in this position,with the 16pt as a substitute.

Ray Fogerlund: 13/8, 13/7.
Slot away! If hit I cover all quadrants of the boardand White is horribly stripped... If missed, I build a prime and White is horribly stripped! I didn't look at the other plays, don't be afraid to win.

Hal Heinrich: 13/8, 13/7.
There are two real candidates here -- playing two menfrom either the midpoint or the sixteen point. The normal approach is to break the sixteen point -- becauseslotting the bar point allows White to hit and escapesimultaneously. In this position, Blue is hurt less bythat scenario because White's position is stripped andstacked, while Blue doesn't really mind the timing adjustment. Keeping the sixteen point maintains thepressure White's rear points -- and making the sevenpoint give Blue a lot of immediate game-winning sequences.

George Klitsas: 24/13.
24/18 13/8, reinforcing the eight point, is tempting and thematic in a way, since Blue is 35 pips behind after moving and as a principle would welcome complications. Still, I will stick to the solid 24/13, thinking that the cases in which the �rich� play gains are fewer than the ones Blue is successfully attacked by White. Another interesting play based on Blue's race deficit is 13/7 13/8 trying for a four point prime, not my choice though.

Rob Maier: 24/13.
Blue has a position with "defense in depth". In other words, if White gets the straggler safe, past our midpoint, then they still have to get past our outpost on the sixteen point, after which there is still the ace point to contend with. Of course, as is often the case here, it is inconvenient to hold all the defensive assets. We can bring two checkers down with 13/7, 13/8, but White can expedite his escape by hitting the blot. One point I definitely won't be giving up here is the sixteen point. With the cube in the middle, the ace point anchor is not likely to give us much extra, as we will often be cubed out before it could prove to be useful. Splitting to the bar seems unwise here. The reasons that normally make it attractive do not exist here. We don't need the bar point for defense, the sixteen point is fine for that purpose. We also, don't need any further contact, we have plenty as it is. Splitting to the bar gives White a couple jokers that they aren't entitled to. Between the twochoices that remain, 24/13 and 13/7, 13/8, I prefer the former in this instance. If we were already holding the cube, perhaps bringing two down would be better, but I don't think it is with the cube in the middle.

Snowie: 16/11, 16/10.
I am behind in the race, so a racing plan is not correct. My number onepriority is to contain White's back checker, and I need all the ammunitionI can muster to do this job. After my play White will find it very difficultto extricate his back man. If he does, I still have the defensive ace pointin reserve.

Kit Woolsey: 13/8, 13/7.
I need to build up my board fast, and this is the way to do it. ContainingWhite's back checker has a high priority, but if this checker gets away Iwant to retain all my defensive anchors. I am so far behind in the racethat getting hit is not a big deal.

Chris yep: 13/8, 13/7.
Blue is substantially behind in the race, while White has a big stack on his 6 point and several stripped points. Blue is far enough behind in the race that he should probably not move his back men. There are several reasons for this. First, because of White's inflexible position (including the already made 3 point), Blue isn't in much danger of being trapped behind a prime in the near future. Second, usually Blue would make a move like 24/18 13/8 in the hopes of making the 18-point anchor. In the event that White hits the slotted 18 point, at least Blue has a fair number of return shots. Here however, Blue doesn't want to make the 18 point. Blue is so far behind in the race that he would like to stay as far back as possible, to prevent White from slotting the 4 and 5 points. Furthermore, even if the race were closer, the 18 point is not as valuable as it usually is since Blue has already made the 16 point. I also don't like 24/13. Blue has plenty of timing and is not in much danger of being primed, so I think he can afford to tie up two of his men to sit back and wait on White's ace point. With White's current inflexible position, it looks right to keep the 16 point to keep pressure on White's 11 point and midpoint. I believe Blue should slot his bar point with 13/8 13/7. A hit doesn't hurt Blue much since he is already substantially behind in the race and can use another back man to provoke contact with White. If missed, Blue has 1s, 6s, and 9s to cover. Also stripping the midpoint is not as much of a liability as usual since if Blue breaks his midpoint to cover next turn the 16 point can serve as a substitute midpoint.

Summary: The majority of the panel recognized that when behind inthe race it isn't a good idea to race, and held onto the anchor while tryingto develop the offense. Snowie's unique approach of breaking the 16 point is asurprise, and well worth another look.

   Play                    Votes   Score13/8, 13/7                6      10024/13                     2       7016/11, 16/10              1       6024/18, 13/8               0       4016/5                      0       4016/10, 13/8               0       40

Problem 3

140








144

0123456bar789101112

0123456bar789101112
White



money game




Blue

Chuck Bower: 23/18, 13/9.
Conventional wisdom says to attack one opponent back, but block two. That argues against the loose hitting plays. Running 23/14 not only gives White 24 immediate shots, but a tough cleanup if he misses. Pointing on White's head (on Blue's acepoint) could work, but 13/9 looks natural--covering a blot, building a valuable blocking point, and unstacking the heavy midpoint. Now we just need to choose the five--23/18 or 13/8.
With the race even, losing 7 pips with a hit looks a lot better than losing 17. In addition, if White hits on the barpoint, he won't be building his board, and may be using a 3 to hit instead of grabbing the anchor. If White does hit (which is almost certain), Blue will probably get quite a few return shots where return hitting solidifies a race lead. If White is unlucky enough to miss, Blue will be almosthome with his last checker. I like 23/18, 13/9. When it works, Blue takes a solid lead. When it fails, he's still close to even.

Doug Doub: 23/18, 13/9.
I am not going to make the one point here. Ilack the ammunition to make it very likely for a blitz to be successful,and White does not appear to have any great offensive threats that Iwant to stop him from carrying out. So, I move 13-9 with the four, andthen think about the five.
9-4* is certainly a strong candidate. It prevents White from makingthe best defensive anchor, and puts us in position to make the pointourselves if White misses. Still, he has eighteen return shots thatwould cause us to lose a great deal. Our 9pt is a very good point here,and it is costly to break it. The race is even, not suggesting eitherplay over the other. I decided to play 23-18 with the five, primarilybecause one of our advantages is having only one man back. 9-4* givesWhite an excellent chance of neutralizing that. It also figures to beworth a bit that the three that he needs to hit without breaking apoint, is the same number that he would anchor with.

Ray Fogerlund: 13/4*.
Ends this game if I am missed, and I get missed half of thetime. What can be better than that? Second choice is pointing on the ace point, which wins when White is unable to anchor up, mostly...

Hal Heinrich: 6/1*, 5/1.
Pointing on your opponent in your inner board is usuallyone of the best things that can happen to you -- this isno exception.

George Klitsas: 13/4*.
The natural play (13/4*) gets the nod in my opinion. Other moves are either passive (almost all numbers work for White) or anti-positional, like hitting on the ace-point or making it.

Rob Maier: 6/1*, 5/1.
Some sort of attack seems warranted. Blue is a little short on ammunition, but I think it likely that simply pointing on the ace is correct. All blitzes start with that first fan. The purer plays don't seem to do a whole lot, except leave more shots.

Snowie: 13/4*.
Simple game -- fight for my four point. White's game is a mess, but ifhe gets that advanced anchor he will neutralize my advantage. Big potentialgains if my play works, and if I get hit back I still have the blot onWhite's ace point to shoot at.

Kit Woolsey: 6/1*, 5/1.
Ugly, but it gets the job done. The third inner board point is big, as isputting White on the bar and leaving him few serious return shots. Ifhe gets the anchor I'll still have a solid advantage; otherwise I will bein good position to launch an attack.

Chris Yep: 13/4*.
Blue only has one back man compared to two White back men, with the race roughly even. However Blue has a slightly stronger board and White is threatening to either make an advanced anchor or build next turn. Also White has a blot in his inner board. I believe Blue should hit. There are four reasonable ways to hit, but it looks right to fight for the 4 point. 9/4* 5/1* looks too loose, since it only leaves a builder on the 6 point. If Blue had one or two more men in his outer board, he would have better blitz chances and 9/4* 5/1* might be right. However, since he doesn't have enough men in range, I prefer the simple 13/4*.

Summary: In a close vote, purity won out over the blitzing approach.I can see that the ammunition is short for a blitz, but the loose hit doesleave a lot of return shots that Blue won't like to see.

   Play                    Votes   Score13/4*                     4      1006/1*, 5/1                 3       9023/18, 13/9               2       8023/14                     0       4013/9, 13/8                0       4013/9, 6/1*                0       409/4*, 5/1*                0       40

Problem 4

138








139

0123456bar789101112

0123456bar789101112
White



money game




Blue

Chuck Bower: 22/16, 6/5*.
Blue's game was in a bad way before this roll, but this is one of his best. Sixes don't grow on trees, so 22/16 looks obvious. No matterhow Blue plays the one, he is going to be behind, but 6/5* gives him agood chance to take control if White misses (which happens 16/36). 23/22looks like "playing not to lose." 6/5* is "playing to win."

Doug Doub: 22/16, 6/5*.
The six is obvious, and there are only twoserious candidates for the ace, 23-22 and 6-5*. As much as we do notwant to get involved in a blot hitting contest, I think that our 5pt istoo important not to go after, especially when we can do so using thatstack on our 6pt. 23-16 looks as if it is playing to avoid losing. Though that could be right, I think that it is normally better to make aplay to win, despite the risks.

Ray Fogerlund: 23/22, 13/7.
Cant try for too much here. Getting hit is a loser. My game is not too bad if I don't get hit, and it is pretty good if White can't make the 5 anchor... I must play meekly (as if I have an untenable position) and hope for a little luck this turn. I can take the cube from here, I think.

Hal Heinrich: 23/16.
Blue is in bad shape here -- running with the back manis a straight-forward attempt to win by conventionalmeans. It may be the case that Blue's position is so badthat Blue should tighten up with 23/22 13/7. Making theanchor feels like a plan that is trying not to lose --and those are usually inferior to active winning tries.

George Klitsas: 22/16, 6/5*.
I like 22/16 6/5*, trying for a five-prime of my own. 23/16 is a consideration (my second choice, actually) given the duplication of fours [there is a partial duplication of fours in 22/16 6/5* as well ] but if one looks closely, about two-thirds of White's numbers hit on his nine or three points.

Rob Maier: 23/16.
The only six is to jump the prime, Kit must have been in a playful mood to include other options. If we hit with the ace, that checker is sent back 20 times immediately. Add to that the six rolls which hit loose on White's deuce, and then consider that Blue still has to cover if the blot does survive, and the whole enterprise seems kind of futile. After the simple 23/16, White has fewer opportunities to send the checker back, and Blue can think optimistically about getting the second checker out next roll.

Snowie: 22/16, 6/5*.
Forget about making the anchor -- that just leads to a losing position.I need time, and I need my five point. If I get lucky and win the battleup front my back checker will survive on its own. If I don't leap theprime now my position will soon collapse.

Kit Woolsey: 22/16, 6/5*.
I play to win rather than playing not to lose. Huge gains if I get awaywith this play and win the fight for my five point, and if it doesn't workI won't be all that much worse off than I was before. Quietly makingthe anchor leads to an inferior holding game.

Chris Yep: 23/16.
23/22 7/1* doesn't escape anyone and leaves Blue's position in a mess. Blue may end up with 3, 4, or more checkers stuck behind White's 5-prime. If Blue wishes to attack, 22/16 6/5* looks much better since it unstacks the heavy 6 point and doesn't break the bar point. However, even this move gives White 20 return shots. 23/16 looks thematically best to me. Additionally, as a bonus, it duplicates some of White's 4s.

Summary: The panel was nearly unanimous that sixes don't grow on trees,and that Blue had to get one checker out of there. The aggressive loosehit, with so much to gain if it works, not surprisingly got the most support.

   Play                    Votes   Score22/16, 6/5*               5      10023/16                     3       8023/22, 13/7               1       6023/22, 7/1*               0       40

Problem 5

103








136

0123456bar789101112

0123456bar789101112
White



money game




Blue

Chuck Bower: 7/1(2)*.
This position is a good illustration of the contrast between strategy(long term assets) and tactics (short term ploys). 8/7(2), 7/4(2) isstrategic--making a strong board which will last to the end of the game.Unfortunately, by leaving White five immediate escape rolls and (worse)nine point-on-head numbers, the end of the game may come way too soon.
7/1*(2) is a tactical maneuver. No roll will allow White to escapethis turn, and even better, no number allows White to make his 5-pointon Blue's head. White will either stay on the bar or give Blue aminimum of 13 return shots.
All other candidatess fall into one of these categories with none havingeither the strategic strength of building the board nor the tacticaladvantage of pointing on White's head. For me, the key is Blue'svulnerability on the 20-point. I may regret it a few rolls from now,but I'm not giving White 14 immediate game winners. I'm pickingthe tactical 7/1*(2).

Doug Doub: 10/4, 8/5(2).
The first two threes are easy (8-5). The othersare not so automatic. Filling in the 4pt with 7-4(2) is certainly apossibility. However, if we do so, it is going to be very difficult forus to ever make our bar point, and probably at least two turns before wecould attack on the ace point. In the meantime, White might be able torun out with a six, or attack us on his 5pt. 10-4 goes after the fullprime in a very direct way. Not all of our covering sixes complete theprime, even if we are left alone (61,63, and 33 would not), but quite afew numbers would. Aside from giving us a very direct route to a win,slotting the 4pt duplicates White's hitting threes with numbers thatattack on his 5pt, thus giving him fewer good rolls. It looks like ourbest chance of winning to me.

Ray Fogerlund: 8/5(2), 7/4(2).
I hope White doesn't point on me or run with abig 6. But hey, I have lost better games than this one. I am close to a cube if she rolls a 5 or a 4 without a 6.

Hal Heinrich: 10/4, 8/5(2).
Making the five point is clear -- it dups threes andforces many of White's plays to go past White's fivepoint. Slotting the three point is pretty cheap becauseWhite's threes are so strong anyway. Blue may be able towin with the cube simply by threatening to complete theprime.

George Klitsas: 10/4, 8/5(2).
I prefer the long-term value of the five point inner prime [8/5(2) 7/4(2)] to most other conceivable plays, like the similar 10/4(2) or the dissimilar �tempo-gaining� play 7/1*(2)...except for 10/4 8/5(2) !. In the past, I have voted for plays that were not even included as candidates and it's the time to admit that I could easily miss this fine play at the table, not because I would reject it, but because I might not see it as a candidate in the first place. From the moment that one sees the play, though, it won't take much time to decide. White is left virtually with only one good number, namely three's (compared to sixes and combinations of 1,2 and 3 as in 8/5(2) 7/4(2) for example) and Blue is well behind in the race so his only plan looks like aiming for a prime. I vote with both my hands for 10/4 8/5(2).

Rob Maier: 8/5(2), 7/4(2).
Hitting doesn't seem like the right idea, we might be able to gain in the race, but even when White fans, they get to hold their structure, and we would still have to get our checkers out. Better to keep them behind a prime. We want to five point for sure. The question is, how many checkers do we move to the four point? Slotting it is no good. As it is, we'd need a perfecta to cover next time. We would probably just end up lifting it, which would take it out of play to finish the prime. Holding on to the bar with 10/7(2), 8/5(2) looks ok, seemingly duplicating threes and making it harder for White to escape. A closer look shows that there is no duplication, except for 3-3, which would become a super-joker. White still points with 3-1 and 3-2, and runs with the other 3's. In addition to the pointing numbers, White has six rolls to get away clean. If we play 8/5(2), 7/4(2), White only has five numbers which get away, and White's 3-3 is no longer fatal. Making the four point also puts morepressure on White for the remainder of the game. He can no longer hope to escape if he gets hit in the future.

Snowie: 10/4, 8/5(2).
I have only 12 checkers up front to work with, which means they all mustgo where they belong. That indicates this bold slotting play. Simplymaking the two inner board points is not sufficient, since White willbe able to escape with a six and I won't be ready to do anything about itfor quite a while. As for pointing on him on the ace point, yuck! I justdon't have the ammunition for the blitzing approach.

Kit Woolsey: 10/7(2), 8/5(2).
Keeping sixes blocked seems vital here -- I can't let White escape in oneroll. A slotting play risks getting hit which would be very bad, sinceI am short enough on ammunition anyway. My play prepares to go after thefour point after I can bring around some more ammunition. Blitzing bymaking the ace point leaves too many gaps which I can't fill.

Chris Yep: 10/4, 8/5(2).
Blue has two main threats that he has to guard against. If White can either escape his back man or make his 5 point on Blue's head, Blue usually loses. In the case of White escaping his back man, White will cash the game. But even in the case of White pointing on Blue's head, White is probably at least close to a double, depending on how Blue played his 3-3.
To guard against White escaping his back man it seems natural for Blue to build a (broken) 5-prime with 8/5(2). 10/4(2) is also possible, but it doesn't give him much prospects for completing a full prime in the future; also the 8 point doesn't work well with the already made 2 point. After this, 7/4(2) improves Blue's prime, but only from a broken 5-prime to a solid 5-prime -- White still needs a single number to escape. However, it gives Blue a 5-point board, which could be important in the future. It looks like the top two moves are the aggressive 10/4 8/5(2) and 8/5(2) 7/4(2). Attacking looks too dangerous. Due to Blue's stripped position and men trapped on the other side of the board, Blue isn't likely to complete the closeout. Thus, from Blue's point of view, White's back man is fine where it is, behind a partial prime. Between 10/4 8/5(2) and 8/5(2) 7/4(2) I have a slight preference for 10/4 8/5(2), due to the duplication of 3s, a number which White can often use productively on the other side of the board. It exposes two new blots, but in compensation it gives Blue a more direct route to completing the full prime.

Summary: The panel's direction was clear -- go all out for the prime.Makes a lot of sense, I must admit.

   Play                    Votes   Score10/4, 8/5(2)              5      1008/5(2), 7/4(2)            2       7010/7(2), 8/5(2)           1       607/1(2)*                   1       6010/4(2)                   0       408/5(2), 7/1*              0       40

Problem 6

138








116

0123456bar789101112

0123456bar789101112
White



money game




Blue

Chuck Bower: 11/9, 6/2.
Timing is definitely in White's favor, and this roll didn't help Blue muchin that category. Besides improving his prime, White would like to eitherhop one checker over the prime or anchor at the edge. Plays which allowWhite the option of doing either of these don't look right. That narrowsthe choice down to three plays: knocking White back from the edge (9/3* or 7/3*/1*) or closing the 6-prime (11/9, 6/2). Breaking the 7-point andgoing from a 5 point prime to a 4-pointer doesn't look right. If Whiterolls a 1, Blue probably won't have time to remake the 7-point. Picking between the other two moves is difficult.
9/3* still keeps alive the option of making a 6-prime, but Blue's subsequent 3's will be duplicated and the timing move (24/21) should get the nod then. Thus covering the 3-point AND keeping the 8-point won't be easy. In his classic ADVANCED BACKGAMMON, Bill Robertie says that one great thing about a full prime is that when it breaks, a 5-prime remains. 6/2 is definitely a negative, but the solid 6-prime more than compentsates. For this reason I give 11/9, 6/2 the edge.

Doug Doub: 11/9, 6/2.
Make a full prime and then claim, right? Not here,though we certainly are the favorite, White holds the cube, so we haveto play this one to the end. White has a pretty sound formation of hisown, and things good get awkward if he either hits or anchors. 7-3*-1*,going for the blitz is a very plausible alternative. We have enoughoffense in place to have a very good chance of being successful. However, we lose greatly if we are hit back. 9-3* does not cost so muchwhen we get hit, since we would still have five in a row, but it leavesWhite a playable game if he either hits or anchors. At least with 11-9,6-2, we start with six in a row, so that we still have a very strongformation if we are forced to break a point. It is far from clear tome, but I'll give the full prime a chance here.

Ray Fogerlund: 7/3*, 3/1*.
Lots of ammunition available so maybe it is time foran unusual play. Breaking a 5 prime to attack all out. If hit I may remake my prime... if not, LOOK OUT! Escape will come at my leisure later. One feature worth noting is that after being hit, my checkers on the bar and 24 points are, (effectively), split. Therefore it will be easier to manouver one to the 21 point launching pad. The play on my side of the board will be straightforward enough. Other plays sort of wait around and allow White to choose which area of the board to improve her position at. Deny her this luxury.

Hal Heinrich: 7/3*, 3/1*.
Blue is running out of time to escape the back man. Thisis not a time for half measures -- attack and go for thegammon or lose trying. This position has reached theboiling point -- Blue must recognize this and actaccordingly.

George Klitsas: 9/3*.
Unusual (in the meaning "out of our patterns") is 7/3* 3/1*. I rate 11/9 6/2 as short-sighted since in all probability the full prime will not last long, even if we forget about the blot on the two-point. Plays that aim to a five prime with spares on it (11/7 9/7 or 9/5 6/4 ) are not bad, still my preference is for the bold 9/3*. White will have to roll first a three and then probably a six, a two and another six (unless Blue collapses earlier). If missed, Blue will have a chance to complete a strong full prime from the 3 to the 8 point gaining from this very fact precious timing [pips].

Rob Maier: 9/3*.
Just make the prime, right? Well, not exactly. The problem is, even if White doesn't improve his own blockade next turn, Blue is a big underdog to get out without cracking. Meanwhile, if White anchors on our three point, we lose our attacking options, which would incidentally stop White from improving his position. Since we will almost certainly wish to attack later, we had better start now. Double-hitting threatens to completely shut White down and close him out. Hopefully, the back checker will find its way out while White stays on the bar. When it backfires, Blue will be extremely lucky if he can put his position back together. Hitting loose, with 9/3*, leaves only a few extra shots, and maintains the barricade, and leaves no extra blots. Of course, it also leaves the same problems as before, getting the back checker out before cracking, and giving White the opportunity to anchor. All things considered, I'm inclined to keep the blockade, and just hit once. The threat of turning a solidposition into swiss cheese just turns me off.

Snowie: 7/3*, 3/1*.
I've got the bigger board, but he has more time. This means attack, andthat's what I do. Gammons count double last time I checked the scoringtable, and my double hit is going to produce a lot of gammons. Morepassive plays simply don't get the job done.

Kit Woolsey: 9/5, 6/4.
Making the prime won't work -- White has better timing. Since Whiteisn't threatening much, I don't think it is necessary to do anythingdrastic. My play prepares me for an attack next roll if White doesn'tmake the anchor. If White does get the anchor, I still have the betterposition. Since White's board is strong, I don't believe I shouldrisk having another checker sent back.

Chris Yep: 9/3*.
Completing a full prime (11/9 6/2) or knocking White away from the edge of the prime (9/3* or 7/3*/1*) looks mandatory. However, I don't like 11/9 6/2. It gives White a direct shot to send a second checker back. Also it strips the outside of the prime. Blue needs to be able to advance his prime forward in the event that he can't immediately escape his back man. It looks better to knock White off the 3 point. 9/3* looks the most natural since it keeps the 5-prime. 7/3*/1*, hitting twice but creating two new blots, looks too loose, although it's not clear since there's perfect diversification of key numbers -- after hitting, Blue will need 5s and 6 to cover the ace point blot, 2s and 4s to remake the bar point, and 1s and 3s to move the back checker in position to escape. I'm not sure, but I still think Blue should keep the 5-prime with 9/3*.

Summary: Blitz? Prime? Hit loose? Play quietly? So many differentapproaches available, with votes for all of them. I wonder what the realtruth is here.

   Play                    Votes   Score9/3*                      3      1007/3*, 3/1*                3       9011/9, 6/2                 2       809/5, 6/4                  1       7011/7, 9/7                 0       40

Problem 7

112








111

0123456bar789101112

0123456bar789101112
White



money game




Blue

Chuck Bower: 13/11, 6/3*.
White has a better board, owns the cube, and is even in the race. Bluecould move quietly and HOPE for better things a few rolls down the road,or take action now. In my mind, 6/3* is mandatory. After that thereare three possible 2's: 3/1, 11/9, or 13/11. 3/1 is weak because ifthe game turns into a race, having three checkers on the acepoint ispretty awful. In addition, if White enters Blue will be right backwhere he started, but with even fewer attackers in position.
It's between 11/9 and 13/11. 11/9 leaves White 15 return hits, 2 of whichare double hits, and if missed, Blue will have 32 covering numbers.13/11 leaves White 13 shots (no double-hits) and if missed, Blue cancover with 28 rolls. In addition, if White enters on Blue's 5-point,the 11-point will be good for blocking as well as attacking. I'llgo with two less shots, no double hits, (just) four fewer covers andthe better blocking point--13/11. I would have voted for 11/9 assecond best but see it is not even listed. Hmmm.

Doug Doub: 13/11, 13/10.
We are only 6 pips up after playing this number. White's being on roll makes it more like 2 pips, and our two men on theone point and gap on the 5pt also work against us, as does White's cubeownership. Bottom line, it is very important for us to make itdifficult for White to get his back man out and to bring our men to goodspots in our home board.
One way of slowing White down is to hit, 6-3*-1. It would set himback 3 pips, and he would have 9 numbers that would keep him from movingentirely, including very good rolls of 44 and 64, and his killer 66's. However, taking our only spare off of our 6pt to add a third man to our1pt does very little for either our racing or containment chances. 13-10, 13-11, would give White six shots right now, but we would havetwenty returns, that would more than make up for the ground lost. Our11pt is very good for containment and would give us sixes to fill in our5pt should White get away. It seems that if we do not take a chancehere, it will be too dangerous to do so later.

Ray Fogerlund: 13/8.
Less safe landing spaces for a fleeing White checker. Lotsof builders and less shots than 13/11, 13/10... Yeah, that makes a difference!

Hal Heinrich: 13/8.
Blue doesn't have enough of a racing lead to play safeand try to come home -- Blue must harass White's rearchecker as well. 13/8 accomplishes this well enough bybringing in a builder to attack with, and maintainingoutfield coverage -- while keeping the risk of beinghit at a low level.

George klitsas: 13/8.
In this position Blue will encounter more difficulties than the average bg player thinks, in his effort to bring it home, so Blue must think in advance, knowing that if he plays safe now (the best move from this group is 11/6) he will be in all probability obliged to leave many indirect shots later, when White's board will have become much more dangerous. The real problem is the extent of the risk he is ready to take now, choosing among 13/8, which leaves practically only the indirect 6-2 for White (4-4 that also hits is gin anyway), and the bolder 13/10 13/11, which leaves 6-1, 5-2 and 4-3. I think that Blue's position does not improve too much in that case to justify taking three times the risk - notice that the eight point remains without spare on it. It is rather close, any way, and my preference goes , as said, for 13/8.

Rob Maier: 13/11, 13/10.
This one seems pretty clear. With White's blots on the other side, this is a good opportunity, and perhaps the last opportunity, to take a little liberty in the purist of a better position. The eleven point is good for containment, the checker on the ten point is a new builder, and also a landing spot for clearing the midpoint next time. None of the other nonhitting plays come close. As far as hitting goes, leaving a blot is reckless, and the pick and pass makes it harder to bring the position in, not easier.

Snowie: 13/8.
A quiet compromise. My position needs some structure in order to improve.Bringing in a new builder on the eight point and leaving the checker backon the 11 point gives me perfect balance. This is easily worth the fourshot numbers.

Kit Woolsey: 13/11, 13/10.
This is the time to leave the indirect shots, while White still has a blotin his inner board. Making the 11 point is potentially very valuable, andwith all these builders I will be well-placed to attack next roll.

Chris Yep: 13/8.
With White's three blots on the other side of the board, Blue can afford to give White a few indirect shots. Thus, Blue can probably do better than the "safe" moves (13/11 4/1, 11/6, and 11/8 4/2). Hitting is also a possibility. If Blue chooses to hit, 6/3*/1 is probably best since it gives White zero hit and cover numbers (compared to 7 hit and cover numbers after 13/11 6/3*). It puts a checker out of play on the ace point, but this might not be too critical since he has a good chance to convert the game into a straight race; since White can't make an anchor, White has to constantly decide whether to run out or sit back and risk being pointed on.
Between 13/8 and 13/11 13/10, I prefer 13/8. In addition to giving White one fewer shot, 13/8 puts a spare on the 8 point and doesn't strip the midpoint. This probably outweighs the additional builder that 13/11 13/10 creates for the key points. Between 13/8 and 6/3*/1, I also prefer 13/8. 6/3*/1 leaves Blue with a stripped position and only gains Blue a small amount in the race. 13/8 leaves Blue with good outfield coverage, brings a spare to the 8 point, and still retains attacking chances on Blue's next turn.

Summary: The panel was quite clear about being willing to leave afew indirect shots in order to build quietly. The two top plays aresimilar in theme, and it is not clear which is superior.

   Play                    Votes   Score13/8                      5      10013/11, 13/10              3       8013/11, 6/3*               1       6013/11, 4/1                0       4011/6                      0       4011/8, 4/2                 0       406/3*, 3/1                 0       40

Problem 8

137








130

0123456bar789101112

0123456bar789101112
White



money game




Blue

Chuck Bower: 8/7, 6/5*, 5/4*, 4/3.
Putting two White checkers on the rail is too tempting. After that, createcovers. With possession of the cube, Blue may never have to move off the 23-point!

Doug Doub: 23/22, 6/5*, 5/4*, 4/3.
I could play the simple and sound 23-22(2),8-6, but I feel a bit more adventuresome. Putting two men on the bar isalmost always worth considering. We have just as many inner points asour opponent, and hitting adds value to our 1pt and 2pt. The journeythat our back men have to make would be much more safe if we canneutralize White by putting him on the bar. After making the 3pt, it istempting to create another builder with 8-7. However, it would only add4-1 and 5-1 as covering numbers (we could make the 5pt with 31). White's blockade deserves some respect. Getting to the edge of it isvery important should we roll 65, 55, 54 or 53 next turn. Thenon-covering aces would not be useless, since we could either hit on our5pt or make the 22pt. Of course, that would happen only if we aremissed. Note that White does have 9 numbers that would fan, and another12 numbers that would enter only one man without hitting. We aresupposed to make our points in order, aren't we?

Ray Fogerlund: 23/22(2), 8/6.
Let sleeping dogs lie. It is a wild fantasy towin this game with double hitting, blot increasing plays. 11 is a nice shake to give us a reasonable chance if we wait until a reasonable time to go for the win. Now is NOT that time.

Hal Heinrich: 23/22(2), 8/6.
Blue needs to use this roll to tidy up the position.There's no advantage to attacking White here -- Blue'sposition is too ragged, and White's is too strong. Bluehas a very strong quiet play available -- and should useit.

George Klitsas: 23/22(2), 8/6.
If White elects to attack, the move is for sure 8/7 6/5* 5/4* 4/3, diversifying his builders. If instead, he elects to solidify his position, the move is 23/22(2) 8/6. I have no idea which is better here - one could make even a big mistake either way. If one thinks , though, that the two moves are about equal in game-winning chances, then the position of the cube comes into consideration, which is in favor of the safe play. From a four-point holding game and being slightly ahead in the race, Blue will have lots of opportunities to use the cube in the future. On the other hand, if he plays 8/7 6/5* 5/4* 4/3 and is hit back with a six (now or later) the most he will usually hope for, is to save the gammon. Given that, I vote for 23/22(2) 8/6.

Rob Maier: 23/22(2), 8/6.
The patient play, 23/22(2), 8/6, gives White a chance to clean things up. It is safe, and maintains the racing lead, hopefully we can make use of it. Waiting may also let us attack in a less loose matter, with a better anchor as backup. Attacking plays just seem a little loose, and moving up the anchor is hard to pass up.

Snowie: 23/22(2), 8/6.
No reason to panic here with some silly slashing play. Moving the backcheckers up and bringing the builder to the six point is fine. Whitehasn't escaped yet, and I may be able to attack next turn. In themeantime I can play a quiet holding game, with a slight racing lead.

Kit Woolsey: 8/7, 6/5*, 5/4*, 4/3*.
Admittedly this is a weird looking play. However I have already made twodeep points, which argues for a blitzing approach. My play gives memaximum diversification to cover the blot on the six point or go afterthe five and four points depending on what happens. If my blitz works, myback men should have time to escape later. Other approaches seem toopassive.

Chris Yep: 23/22(2), 8/6.
This has to be the most interesting problem of the quiz. Blue can either play positionally or tactically (or a combination of both), resulting in radically different games. I definitely don't like 23/22 6/5(2)* 3/2, which kills a checker while only moving one man up to the 22 point and only hitting one checker. Of the remaining five moves, I like 23/22(2) 8/6, which moves to the edge of White's prime and preserves Blue's racing lead, while retaining some attacking chances next turn. Of the hitting moves, I believe the best is 23/22 6/5*/4*/3 which hits two checkers and moves a checker up to the 22 point. On the other hand it leaves an inner board blot. On balance, it does three positive things and one negative thing, for a net of two positive things. Note that under this simplistic model, 23/22(2) 8/6 also does two positive things, so perhaps the moves are roughly comparable. For me, the deciding factor was that 23/22(2) 8/6 gives Blue better chances to make a 4 point board in the future.

Summary: The wild attacking plays drew some support, but the majorityof the panel chose to go quietly. The two approaches are very different, andthe is likely to be a big equity difference between them -- but which way?

   Play                    Votes   Score23/22(2), 8/6             6      1008/7, 6/5*, 5/4*, 4/3      2       7023/22, 6/5*, 5/4*, 4/3    1       6023/22(2), 6/5(2)*         0       4023/22, 6/5(2)*, 3/2       0       406/5(2)*, 5/4(2)*          0       40




Vote Summary

                   1                     2                      3                    4                    5                      6                 7                 8Chuck Bower       8/7*, 7/1             13/8, 13/7             23/18, 13/9          22/16, 6/5*          7/1(2)*                11/9, 6/2         13/11, 6/3*       8/7, 6/5*, 5/4*, 4/3Doug Doub         8/7*, 7/1             13/8, 13/7             23/18, 13/9          22/16, 6/5*          10/4, 8/5(2)           11/9, 6/2         13/11, 13/10      23/22, 6/5*, 5/4*, 4/3Ray Fogerlund     8/2*, 2/1             13/8, 13/7             13/4*                23/22, 13/7          8/5(2), 7/4(2)         7/3*, 3/1*        13/8              23/22(2), 8/6Hal Heinrich      8/7*, 7/1             13/8, 13/7             6/1*, 5/1            23/16                10/4, 8/5(2)           7/3*, 3/1*        13/8              23/22(2), 8/6George Klitsas    13/7*, 7/6            24/13                  13/4*                22/16, 6/5*          10/4, 8/5(2)           9/3*              13/8              23/22(2), 8/6Rob Maier         13/7*, 10/9           24/13                  6/1*, 5/1            23/16                8/5(2), 7/4(2)         9/3*              13/11, 13/10      23/22(2), 8/6Snowie            8/7*, 7/1             16/11, 16/10           13/4*                22/16, 6/5*          10/4, 8/5(2)           7/3*, 3/1*        13/8              23/22(2), 8/6Kit Woolsey       8/7*, 7/1             13/8, 13/7             6/1*, 5/1            22/16, 6/5*          10/7(2), 8/5(2)        9/5, 6/4          13/11, 13/10      8/7, 6/5*, 5/4*, 4/3Chris Yep         13/7*, 7/6            13/8, 13/7             13/4*                23/16                10/4, 8/5(2)           9/3*              13/8              23/22(2), 8/6

return to index