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Problem 1
| 150 147 | White money game Blue |
Allen Adams: 13/7*, 8/7.
I've noticed that Snowie likes to attack 2 blots (8/7*, 8/2* and 8/2*, 2/1*) in these types of positions, but that doesn't seem correct here due to lack of ammunition with 4 men of the 13-point. Setting up anchor on the 22-point (22/21, 13/7*) seems too timid, as White's anchor deep on the 2-point gives us some hope if we're hit in the future. If the cube wasn't turned, then 13/7*, 7/6 might be the way to go. Since we've turned the cube, 13/7*, 8/7 continues the presumed attack, setting up a 4-point prime, with the possibility of establishing a 5-point prime and/or attacking on the next roll. Finally, if I was White, 13/7*, 8/7 would be the least favorable move I would like to see Blue make.
Alan Alsop: 13/7*, 8/7.
Obviously hitting on the bar point is the first move. The back men are not a problem, so the main theme is the forward game. Making the bar point, pick and pass, or the double hit are the main contenders. The double hit stretches Blue too much, with little support and being hit doesn't help the position. Pick and pass is safe, but achieves little. My preference is making the bar point. Locking up White.
Chuck Bower: 22/21, 13/7*.
The 8-point is quite valuable here. Transferring to the 7-point looksreasonable, but giving up BOTH seems counterproductive. That rulesout the double hits.
13/7* now appears automatic. The ace comes down to either 22/21 or 8/7.22/21 leaves 14 shots at the barpoint blot, but garners the securityof an advanced anchor. 8/7 leaves quite a few shots (8 at the blot on Blue's 8-point plus several combos at hitting in White's board -- I count 19 of those). Many of the hits after 8/7 result in Blue gettingjuicy returns himself. However, fewer overall shots combined with anadvanced anchor mean White won't have a recube for a long time after22/21, 13/7*. "Progress on both sides of the board" is a common theme, and makes a lot of sense here.
George Klitsas: 13/7*, 8/7.
From the "priming" alternatives, 13/7* 8/7 is better than 13/7* 22/21, because anchoring on White's four point does not compensate for the increased number of return shots by White. I think that it's worth leaving a number of return shots, though, in order to try for the five prime, securing the bar point at the same time. In other words, from the "priming" alternatives, I definitely prefer 13/7* 8/7. From the - so to speak - "blitzing" alternatives, I think that 8/2*/1* is definitely better than 8/7* 8/2*, which gives White the opportunity to anchor immediately with an ace. But even the best "blitzing"" alternative lacks the ammunition needed for such a game plan to succeed and will often backfire. I am pretty sure that 13/7* 8/7 is best here.
Laila Leonhardt: 13/7*, 8/7.
A prime ensures the strongest position throughout the game.Blue wants to avoid White making a quick comeback and ensure that even if heis hit he still has a lot going in the game and is not likely to be recubedin the near future.
Snowie: 13/7*, 8/7.
That solid four-prime is very powerful. White doesn't have much of a board,so I'm not too worried about a counterattack. Right now I want to constructthe strongest positional offense possible, and making teh bar point is theplay which does that. I don't have sufficient ammunition to hitloose inside and break a key outer board point. I must keep what I have andbuild on it slowly.
Marty Storer: 13/7*, 8/7.
I keep seeing echoes of old GOL problems. This isvery similar to one where I made the bar point. (Wishwe had a separate read-only archive of old postings.)Here too I make the bar point; I like the lastingvalue of four-in-a-row with the fifth point slotted,especially against White's lousy board and blockingposition. White's ownership of the cube may seem toargue for some double hit, but after Blue makes thebar point, White is going to have a very long way togo to get to doubling territory. The same isn't truefor blitzing plays, which give White an opportunityfor a bigger turnaround, namely hitting a direct shotagainst a compromised Blue front position. Also, thoughthe blitzing plays have good gammon potential, they seemto lose too much priming equity.
Bob Stringer: 13/7*, 8/7.
The two double hits look like over-reaching. Blue doesn't have quiteenough ammo to pull it off. 7/6 is too safe and inflexible. 22/21would be something to play if the position were just a bit riskierthan it is. Here, making the 7 point gives me a 4 point blockade whileWhite has three men back, with threats to do him even more harm, sothat's the clear choice for me.
Casper van der Tak: 8/7*, 8/2*.
Although Blue is somewhat lacking in material to carry out a blitz, the double hit seems to be indicated. This does not force Blue into a blitz, priming remains a possibility. The gains if White does not hit back are tremendous, and even if hit back Blue has a chance to make the bar point or a high anchor.
Kit Woolsey: 22/21, 13/7*.
The anchor may not look too important right now, but if White starts toget anything going it could come in quite handy. 22/21, 13/7* puts me ina good position to go for the kill if White rolls badly, but makes sure Ikeep my advantage if White rolls well. White has made his two point, sohis plan to get back into the game is a counterattack. Locking up theanchor stops that counterattack before it can start.
Chris Yep: 13/7, 8/7.
The double-hitting plays are probably too loose. It looks like Blue is a little short on attack material to justify breaking the 8 point. Of the remaining plays, 22/21 13/7* makes an advanced anchor, but that is not so critical since White isn't threatening much (especially after having already made the deep 2 point). I believe Blue should play 13/7 8/7. The 7 point is more valuable than the 8 point since it creates a solid 4-prime instead of a broken one. Since Blue has the bigger board, it looks worth it to leave a blot on the 8 point. If Blue had cube access then perhaps the quieter 13/7*/6 is better since it allows Blue to creep in on an efficient double. With the cube owned by White though, I like 13/7 8/7.
Summary: The clear majority went for the long term advantage of thesolid four-prime. Could well be right, but I'm not convinced yet. Lockingup that anchor has to be worth something.
Play Votes Score13/7*, 8/7 8 10022/21, 13/7* 2 708/7*, 8/2* 1 6013/7*, 7/6 0 408/2*, 2/1* 0 40
Problem 2
| 129 146 | White money game Blue |
Allen Adams: 21/18(2), 13/10(2).
Blue is behind with 2 major assets being the anchor on the 4-point and a boxcar's block on the 11-point. White's strength is in its home board and the 5-point anchor in Blue's homeland, and White is trying to cruise home. The double 3's that have been rolled will narrow the pip count upon completion of the move, so Blue would like to make White's stroll home the next few moves more complicated, while retaining some flexibility of its own. 21/15(2) and 13/7(2) doesn't derail White's future moves as much as Blue would like, so let's rule those out. I like moving out of White's home board strength and starting a harassment in the outfield, so the choice is narrowed between 21/18(2), 13/10(2) and 21/18(2), 6/3(2). Unstacking the 6-point seems reasonable, but establishing the anchor on the 3-point doesn't buy Blue much. Taking the asset on the 10-point seems stronger, so I'll go with 21/18(2), 13/10(2).
Alan Alsop: 21/18(2), 13/10(2).
This problem is one of those balancing acts between holding and moving White has to decide where to break from very shortly. Blue wants to contain and move for maximum effect. Although behind in the race, moving out to the bar point would cover the outfield. This would allow Blue to move off the midpoint and block White. Positionally I prefer this move.
Chuck Bower: 21/18(2), 6/3(2).
A couple facts are evident. After playing, Blue will be behindby 5 pips with White on roll. That argues for maintaining contactand preparing for hitting future shots. Secondly, White suffers fromTMP (too many points) leading to awkward plays starting now. 21/18,6/3(2) addresses both themes. 6/3(2) makes a new innerboard point, preparing for the hit. 21/18(2) puts pressure on White's only spare on the 13-point, giving White the unenviable choice of leaving blots outside or messing up his board. "Progress on both sides of the board..." Sounds familiar!
George Klitsas: 21/18(2), 13/10(2).
Moving all the way to the 15 point (21/15(2)), is anti-thematic, since running is the wrong game plan, when behind in the race. The play that makes White's life as difficult as possible, seems to be 21/18(2) 13/10(2) and this is my choice.
Laila Leonhardt: 21/18(2), 6/3(2).
Contact and flexibility.Blue is looking for a position where he can both discourage White from juststarting to clear his points with no fear of getting hit by being preparedfor getting hitting possibilities right away. But Blue also wants to keepthe contact between his back men and the midpoint. The race is very closeand Blue would like to keep the running game as an option, but not commit toit already. Blue has more timing to play chicken with White in the outfieldand should take advantage of that.
Snowie: 21/18(2), 13/10(2).
Outfield coverage is the key here. My play puts pressure on all ofWhite's checkers, making it difficult for him to move. It is vital toavoid being blocked in on White's four point and to confront White'scheckers on the midpoint. I'll have plenty of time to build up myinner board later. Right now, I need to take control of the outfield.
Marty Storer: 21/18(2), 13/10(2).
It seems critical to block White's back checkers, so13/10(2) looks necessary. Then the choice is betweenmaking the 3 point or coming out to the 18 point. Moving to the 18 takes some pressure off White's9-point checkers, but puts more pressure on White'smidpoint. Also importantly, it gives Blue more timeto maneuver safely, improving the board before havingto give up blocking points or make other concessions.
Bob Stringer: 21/18(2), 6/3(2).
Blue desperately needs to start building his board. He's somewhatbehind in the race and would like to hit. What with his much weakerboard, though, hitting is risky. Therefore, 6/3(2) to start the board.21/18(2) to go with it, since 13/10(2) divides the army in half. Afterthis roll Blue isn't all that far behind in the race, and advancingthe anchor prepares to bring everyone around together.
Casper van der Tak: 21/18(2), 6/3(2).
Blue is behind in the race, which argues for retaining as much contact as possible by staying back. But Blue is not that much behind. Timing is also a consideration, Blue wants to keep some spares to play with, while White plays with the spare on the midpoint, and possibly breaks the 9-point. Blue also would like to stay connected. Finally, Blue would like to make another good blocking point or home board point.
Three plays are worth considering: 21/18 (2) 6/3(2), 13/10(2) 6/3(2) and 21/18(2) 13/10(2). Plays with 21/18(2) gain 6 pips in timing; 13/10(2) 6/3(2) contains the most contact. 21/18(2) 6/3 (2) connects Blue forces, and builds another point. Let's make a scorecard:
(1) 21/18 (2) 6/3 (2) - pros full connection, gains timing, builds an additional useful point. Cons: releases some of the contact. 3 useful things, 1 negative: net 2 positive
(2) 21/18(2) 13/10(2) - pros gains timing. Slightly positive: a blocking point while giving up the midpoint, some connection. Cons: releases some contact. 1 useful thing, 2 somewhat useful, 1 negative: net 2 somewhat positive.
(3) 13/10 (2) 6/3(2) - pros retains contact and builds another point. Slightly positive - switches to another slightly more useful point. Cons does not gain timing, loses connection: 2 useful things, 2 negative things, one somewhat useful thing: net 1 somewhat useful thing.
Hence 21/18(2) 6/3(2) seems best, followed by 21/18(2) 13/10(2) and 13/10(2) 6/3(2), in that order.
Kit Woolsey: 13/10(2), 6/3(2).
I see no reason to touch the back checkers. They are fine where they are,putting plenty of pressure on White as well as providing a guaranteedplace to enter if I hit something and get hit back. I am a little behindin the race, so a racing type of plan doesn't seem right. What I wantto do is build the strongest offense I can quickly and pick off a Whitechecker in the next couple of rolls. Making the ten and three points isthe way to do this.
Chris Yep: 21/18(2), 13/10(2).
In spite of White's race lead (5 pips on roll), Blue has an almost even game. Blue can counter White's racing advantage by steering the position toward one where the timing is favorable to him. 21/18(2) is good for this purpose. While the 18 point anchor is often a slightly worse anchor for defense, the gains from moving up are significant in this position. By moving to the 18 point, Blue puts direct pressure on White's midpoint. In many variations White will be unable to clear his midpoint and will have to keep two checkers frozen there. For the other half of Blue's move, I like 13/10(2) over 6/3(2). First, if Blue doesn't move 13/10(2) now, he may not be able to safely move these midpoint checkers in the future. Thus, 13/10(2) saves 6 pips of valuable timing. Secondly, 13/10(2) creates a broken 4-prime by blocking 5s, in particular 5-5. This is useful since with a race lead, White would greatly like to clear his anchor in one roll. Thirdly the blot on Blue's 2 point is a nuisance. If Blue plays 6/3(2), he will have 4s and 6s to cover the blot next turn, but if he rolls a 4 he will have to use his last spare to do so. Instead it looks better to make the 10 point, creating a nice structure in front of White's anchor. I believe the extra spares on the 6 point are important since they bear on the more important 4 and 5 points.
Summary: Every except yours truly voted to shift the anchor out tothe enemy bar point, with the majority going for the outside blocking pointas opposed to building the inner board. I can understand the value ofputting pressure on White's midpoint, but I'm far from convinced. Blue isbehind in the race, and holding anchor in White's inner board both putsmaximum pressure on White's checkers on the nine point and retains betterchances of hitting a late shot. Considering that this can be combined withmaking two good points, is 13/10(2), 6/3(2) really so wrong?
Play Votes Score21/18(2), 13/10(2) 6 10021/18(2), 6/3(2) 4 8013/10(2), 6/3(2) 1 6021/15(2) 0 4013/7(2) 0 40
Problem 3
| 146 169 | White money game Blue |
Allen Adams: 24/20, 11/5.
Blue is way behind, but White hasn't started its home board. Cleaning up blots is not a priority, so 11/5, 10/6 is out. 24/18, 10/6 trades blot positions without much payoff, so it is out. 13/7, 11/7 does try to pin in White's lone blot, but trades the security of the 13-point for the back men to potentially use in the future - It doesn't seem like a good trade. 24/18, 6/2* tries to mix things up, but leaves blots all over the place - Too much cleanup in hopes of a flunk or two by White. 11/5, 6/2* stymies White and brings additional ammunition to cover, however, the 4 back men are still sitting there. 24/20, 10/4 starts getting the back men moving, but leaves a blot to cover on the 4 point for at least one roll - The reward/risk payoff doesn't seem there. 24/14 gets a back piece moving, but is the risk of getting hit versus the potential of using it to establish an outfield asset on the next roll worth it? 24/20, 11/5 seems like a good choice of getting the back men moving while bringing anotherasset in line for the home board, so I'll select that move.
Alan Alsop: 24/14.
My first thought is to hit on the 2 point. But I am in two minds now. Well behind in the race what about the alternatives. Moving out from White's board is on but not from the 5 point, as this is always a great strength. Partly moving out to the bar point, but what of the 4. Carrying on or moving into Blue's home board. A number of ways to achieve problems for White. Hitting and bringing the men all the way round will take a bit of effort. Too much I think so I will go for running all the way. Leaving White with the next problem.
Chuck Bower: 11/5, 6/2*.
If I've only learned one new axiom from getting beat up in theseGoL quizes, it is "one back, attack!" I challenge you to find asingle quiz problem where this didn't lead to either the best, or quite close to the best play. (Well, OK, problem 1 last month.But find another. I dare yuh!)
White can stay on the bar or roll awkwardly, playing into Blue'sstrong board and double anchor. If White hits, Blue has littleto fear. Looks like a win-win proposition to me. The alternativesgive White a lot of freedom he doesn't deserve.
George Klitsas: 24/14.
Hitting on the two point is quite wrong. The key in this position is to control the outfield and the best move towards that direction is simply 24/14. Deuces are duplicated for White (for example 4-2) and some rolls, like 5-1, are really awkward, falling into Blue's hands.
Laila Leonhardt: 13/7, 11/7.
In spite of having 4 checkers back in White's home board he is not introuble. It will be a long time before White can get close to doubling aslong as Blue hangs on to his advanced anchor on the 20 point.Blue is not afraid of getting hit on the midpoint, the checker would justserve as more flexibility so Blue should focus on what will win the game forhim, the Prime.The better the prime the harder it will be for White to get safely home. Hewill have to play more and more safely to avoid his blots getting hit so hewon't get trapped behind Blue's prime.
Snowie: 24/14.
I am definitely not planning to play any kind of back game. I must make itas difficult as possible for White to spring his back checker. My plan isto build up a blockade in the outfield and slowly close in for the kill.I need every checker I can get in range to carry out this plan, and24/14 is the play which gives me one more checker to work with.
Marty Storer: 24/14.
Other plays give up too much for too little gain. Hitting takes a checker prematurely deep; making thebar loses the midpoint and doesn't threaten much.The double slot 10/4 11/7, another blocking attemptmainly, leaves White 20 hitting numbers as well assome 6's to escape, and I think that's too much toleave. Blue needs more builders in range to makeblocking the right plan. So, 24/14 covers outfieldterritory, adding a builder-hitter to the swarm,threatening to increase the pressure by making the8 point. Blue doesn't fear being hit on his 14 pointwith a 2, and giving up the 24 point isn't much of aconcession. The checker on the 14 point gives morereturn shots if White hits on the 10 or 11.
Bob Stringer: 24/20, 11/5.
The plays which include 24/18 put a checker on a point that Whitewants to make. There's a fair chance that White will be leaving ashot, and I don't like giving him a direct shot to throw me offbalance in trying to hit him back. It's far too early to think offalling into a backgame, and both the midpoint and the anchor on the20 point have to stay, so it makes sense to get one of the men on the24 point going. I don't like 10/4; it just seems to be trying to hard,and life is not good if that man is hit. Although I personally don'tcare for all the blots that 24/14 leaves lying around, it does bringanother man into play, and so I wouldn't complain if someone insistedon it. However, 11/5 looks reasonable, since it aims another builderat the 4 point and makes life more dangerous for White's last backman. So, 24/20 to bring another useful man into the action, and 11/5for offense and to decrease the number of White's indirect shots.
Casper van der Tak: 24/14.
Attacking against one checker back is often the indicated game plan. Also, hitting against a single checker is often indicated when that checker threatens to escape. Here, the choice is difficult, because Blue has many checkers back, and lacks the material to complete the attack. Over the board, I'd be inclined to attack (11/5 6/2*). If it works, I can cover and make forward progress by moving of the acepoint and maybe take the lead in the race; if I get hit back, I can play some type of holding or back game, using the two anchors that I have.
Thinking some more about it, I believe the hit is too committal and overstretches Blue's position, and that Blue is better of playing 24/14. This is an additional builder for the 8 point, activates a checker, and achieves better outfield control should White escape (with or without a hit).
Kit Woolsey: 24/14.
Outfield control is the name of this position. I want to make it asdifficult as possible for White to escape his back checker withoutcompromising my own position in any way. Flooding the outfield with24/14 does this quite effectively. Even if White hits one of the blotson my 10 or 11 point, I will have a ton of return shots. If White isunable to escape or hit something, I can attack next roll or the roll afterwhen I have more ammunition in place.
Chris Yep: 24/14.
Blue has a bigger board, so hitting loose should be considered. However in my opinion it's too committal and Blue lacks the ammunition to make it work effectively. Another candidate is to simply make the bar point. The downside, however, is the loss of the midpoint, which is very significant with Blue having 4 back men. I prefer 24/14. The second checker on the 24 point is not doing much good, so moving it to cover the outfield is an efficient use of Blue's checkers. At the same time, it provides another builder for the 8 and 9 points and provides protection for the 10 and 11 point blots.
Summary: In a position where there are various possible approaches,the panel was quite strong in their opinion that outfield control was whatthis position is about. That second checker isn't needed on the 24 point.It has to get out into the fight.
Play Votes Score24/14 7 10024/20, 11/5 2 7013/7, 11/7 1 6011/5, 6/2* 1 6024/18, 10/6 0 4024/18, 6/2* 0 4024/20, 10/4 0 4011/5, 10/6 0 40
Problem 4
| 148 159 | White money game Blue |
Allen Adams: 6/4(2), 3/1(2)*.
The decision for this move is to determine which assets one wants to build upon. Although 24/20(2) locks up White's 5-point, it leaves Blue 3 pips behind in a racing type of situation. 24/22(2), 6/4(2) gets the back men moving, but seems inferior to the assets gained by 13/11(2), 6/4(2); Move 24/22, 13/11, 6/4(2) is a middle ground compromise between the 2 aforementioned moves, but the uncovered blots that are left invites an attack which would thwart Blue attempt to contain White's back checker. So the decision is between 13/11(2), 6/4(2) and 6/4(2), 3/1(2)*. I believe there are 2 major reasons for picking 6/4(2), 3/1(2)* - 1) If White flunks, White's other blot has a minor chance of also being hit; and 2) Hitting White does not allow White to establish another anchor in its home board, unless doubles are rolled. Blue should seize the opportunity presented and send White to the bar with 6/4(2), 3/1(2)*.
Alan Alsop: 13/11(2), 6/4(2).
White is hoping to make home points and escape his last man. It's a question of Blue's priorities in what he achieves with this roll. I think there are only two main moves here. Move up to White's 5 point or make the 4 point and bring down two men and make the 13 point. White stands a very good chance of making a point next throw. But does this justify bringing up the back men, not yet. I believe it is more important and effective to stop White running especially with this number.
Chuck Bower: 13/11(2), 6/4(2).
At matchscores where Blue can't afford to allow White establish gammon threats, 24/20(2) looks attractive. At money play that appears too conservative. Arriving at that conclusion makes 6/4(2) automatic.I think the follow-through is either 24/22(2) or 13/11(2). SinceBlue is (slightly) behind in the race, White has one back, and Whitehas little offense so far, I like 13/11(2). Yes, TMP was White'sachilles heal in problem 2, but unstacking the midpoint and makingthe valuable 11-point seems worth that shortcoming, especially sincezero spares on the 6-point indicate making the 5-point soon is veryunlikely.
George Klitsas: 24/22, 13/11, 6/4(2).
A case could be made for 6/4(2) 3/1*(2) in this early position, in which White has probably erred, bringing two down with a 5-3, instead of making his three point. I don't think, though, that Blue should deviate from his usual approach in similar positions, which is to make his four point, and bring one down (13/11). The last two does not make big difference. I believe that splitting the back checkers (24/22) is slightly better in this position (loses heavily if White rolls 5-5, but, otherwise, controls much better White's outfield) than making the eleven point. Needless to say, my solution is 6/4(2) 13/11 24/22.
Laila Leonhardt: 24/22, 13/11, 6/4(2).
Create and anticipate.Having the stronger board forces the opponent to chose between risky orsafer plays. By creating more builders, Blue becomes much more flexible bothfor hitting White and for creating anchor or prime.White is forced into counter priming or even attacking if he fails to roll apoint making number, and Blue with the stronger homeboard welcomes a hittingcompetition
Snowie: 6/4(2), 3/1(2)*.
Attack a single back checker rather than try to prime it, right? Thisposition is a good example of that theme. By shifting I put White on thebar against my three-point board, prevent White from using his buildersto create any new points, and keep open the possibility of picking upWhite's other blot if White should stay on the bar. The shift doesn'tlook pretty, but this isn't a beauty contest -- it it a war.
Marty Storer: 13/11(2), 6/4(2).
Another echo of an old GOL problem! Two, actually,one from an online match. Here as in the OLMposition, the roll is 22 and the choice is 24/20(2)versus some other strong play. I would narrow thisdown to 24/20(2) versus 13/11(2) 6/4(2). Making the22 and 4 points is OK, but a bit inflexible; switchingto the 1 point (what Walter Trice calls an "offsideblitzing play") is too antipositional given the lackof builders for followup. White's builders are poisedfor blocking, and making the 20 point counters thatabout as well as Blue can ever expect. On the otherhand, making the 4 and 11 points improves the frontposition rapidly and puts most pressure on White'sstraggler, increasing the value of hits and thusmaking it easier for Blue to split aggressively nexttime. Both plays have thematic attractions, but Ihave a slight preference for the 4 and 11 points. White is only a slight favorite to make his 4, 5 or 7point next time, so Blue need not rush to advance theback checkers. I'm stubborn; the themes were similarin the OLM problem (discussed by Alex Zamanian and me,among others), but 24/20(2) came out better.
Bob Stringer: 24/20(2).
When I started playing backgammon I often played double 2's this waywhen I should have been thinking of offense or of making twoimprovements instead of one. Now, I probably tend not to move the backmen enough. In the present position, I'm forcing myself to do it sinceone of White's men has escaped and he's now threatening to beginbuilding his board. I'm not entirely sure about this play, but leavingthe two men on the 24 seems like it invites White to start closing thedoor on them. 24/22(2) combined with something else has no appeal,because the 3 point is not a fun place to defend from and it doesn'tput enough pressure on White's outfield.
Casper van der Tak: 6/4(2), 3/1*(2).
Against one checker back, attacking is often indicated. Here, an additional consideration is White's builder/blot on the 10 point. If Blue does not shift (my second choice is 13/11 (2) 6/4(2)), this blot becomes a builder, whereas if Blue shifts, it remains a vulnerable blot. Hence the suggested play, which gains a lot on White's dancing numbers and 62, and also gains after what otherwise would have been point-making numbers for White.
Kit Woolsey: 13/11(2), 6/4(2).
Making these two offensive points leaves me with a very potent position.My back checkers aren't in danger of being trapped, so there is nourgency about moving them. I don't believe I have enough ammunition upfront to justify the blitzing shift of 6/4(2), 3/1(2)*.
Chris Yep: 13/11(2), 6/4(2).
All 5 candidate moves look strong to me. For example, clearly 24/20(2) gives Blue an equal game. Although I am less than 100% certain about the other 4 moves, they also look to give Blue an approximately equal game: Blue's better board (or anchor) compensates for White's race lead and fewer back men. Blue has two conflicting goals in this position. Since White has escaped a back man, it is now more desirable for Blue to move off the 24 point, in order to increase his chance of hitting a 2nd White checker. On the other hand, since White only has one back man, Blue has an incentive to attack this checker (i.e. 6/4(2) 3/1*(2)). Alternatively Blue can postpone the attack and concentrate on offense with 13/11(2) 6/4(2), the most common way to play 2-2 in the early stages of the game. This is my preference in fact. 6/4(2) prepares the board for a later hit. With the other half of the roll, 13/11(2) looks superior to 24/22(2) and 24/22 13/11. 13/11(2) and 24/22(2) are usually close in the early stages of the game when White is undeveloped. Here however, 6/4(2) strips Blue's 6 point, so it is a little more critical for Blue to develop his offense (in this case to provide builders for the 5 point) with 13/11(2).
Summary: The panel concluded that offense is the key, and the popularchoice was the natural play of making the four and 11 points. The interestingshifting play doesn't appeal to me at all. Does Blue really have theammunition to follow up this approach? I think not.
Play Votes Score13/11(2), 6/4(2) 5 1006/4(2), 3/1(2)* 3 8024/22, 13/11, 6/4(2) 2 7024/20(2) 1 6024/22(2), 6/4(2) 0 40
Problem 5
| 144 151 | White money game Blue |
Allen Adams: 13/8, 11/10.
The major influencer's for this problem are: 1) White's clearly superior position; 2) The doubling cube already at 2; and 3) The pip count will be almost equal after this move. Although moves [13/7*], [11/10, 6/1*], and [8/7*, 6/1*] put White on the bar, being hit back will be expensive and bring a good chance of Blue being gammoned. 10/5, 6/5 allows Blue to establish the important 5-point, but leaves a blot on the 11-point, in addition to a weaker 2-anchor home board versus 3-anchor home board that White has. The quiet play of 13/8, 11/10 still leaves Blue in a weaker position than White, but the pip count is almost equal and forces White to continue to make good decisions for the next few rolls.
Alan Alsop: 13/8, 11/10.
Competing with White's board with too many blots around is generally not sound. Making the 5point is always good but this still leaves a blot. I think a steady play is called for here and lets see what happens next.
Chuck Bower: 13/8, 11/10.
Let's review some "safe vs. bold" principles. Opp has 3 homeboardpoints to our one and we have a lone checker back. Race is close(not clearly favoring either 'safe' or 'bold', although a leaner towards 'safe'). We own the cube. White is not threatening to build a 6-prime for a while. I think I'll consolidate and leave no tempting blots: 11/10 and 13/8 is simplest, but hopefully most effective.
George Klitsas: 13/8, 11/10.
Holding the cube, Blue has no reason to play in such a way that will lead to either side been overkilled - Blue wants to keep the cube alive. Even with the cube in the center, I would not play wide open here, with many Blue checkers strewn around. I would play a solid game, making the five point (my second choice) or the slightly better 13/8 11/10, leaving no more blots, which is my first choice here.
Laila Leonhardt: 13/8, 11/10.
This time White has the strongest board and is taking the offensive positionknowing that Blue will have difficulties recovering after a blot exchange.Blue is in no immediate threat. If White anchors on Blue's bar point, Bluewill have time to focus on building his board and hang around waiting for anopportunity to either hit White or simply escape with the back checker.
Snowie: 13/8, 11/10.
Making the five point would be nice, but the direct shot that leaves istoo much of a concession. Any kind of hit is out of the question -- allfactors point toward a safe play. 13/8, 11/10 is comfortable enough for now.
Marty Storer: 13/8, 11/10.
Hitting, once or twice, is very antithematic given theslight advantage in back checkers, Blue's lack ofanchor, and White's much stronger board. So thechoice is between making the 5 point and playing safewith 13/8 11/10. The 5 point is valuable, but becauseWhite then has 26 ways to hit or anchor, and becausemaking the 5 point still doesn't equalize boardstrength, I prefer the weenie play of 13/8 11/10. Blue maintains some pressure against White's backcheckers with the help of the somewhat-restraining 10point. That, in conjunction with the close race andincreased safety, locks up the weenie play for me.
Bob Stringer: 13/8, 11/10.
A three-point versus a one-point board means that it's time forcaution. The double hit and 13/7* both have way too much potential fordisaster, and 6/1* puts a man where I don't need him. Making the 5point is plausible since it starts to equalize the boards, but sincethe race is pretty much even and White's board is still the stronger,I don't care to leave a direct shot.
Casper van der Tak: 13/8, 11/10.
It is either this or 10/5 6/5, 8/7* 6/1* is clearly bad, since Blue is outboarded. Since the costs of being hit seems large and the number of hits is substantial, I would consolidate, and play with one checker back. Next on the agenda would be to jump the checker of build some additional points without leaving shots.
Kit Woolsey: 13/8, 11/10.
White has the stronger board and I have only one man back, so I would ratheravoid leaving any shots for a roll if I can do so conveniently. 13/8, 11/10is safe and comfortable. Maybe something good will happen next turn.
Chris Yep: 13/8, 11/10.
The race is close, Blue has escaped a back man, and White has the bigger board. Thematically Blue should make a safe play. In this case the safe play is 13/8 11/10. 13/8 11/10 creates a useful spare for the 8 point and makes the 10 point to give Blue a nice outside structure. More importantly it leaves no shots. The lure of the double hit or making the 5 point is not enough to offset the safety of 13/8 11/10 in my opinion. Since 13/8 11/10 significantly improves Blue's front structure while leaving no shots, I believe it is Blue's best move.
Summary: Nobody was seduced into making the five point or any ofthe various hitting plays. The bold play vs. safe play criterion were toostrong, and the vote for the safe play was unanimous.
Play Votes Score13/8, 11/10 11 10013/7* 0 4011/10, 6/1* 0 4010/5, 6/5 0 408/7*, 6/1* 0 40
Problem 6
| 142 164 | White money game Blue |
Allen Adams: 24/20, 13/10.
Blue is behind in the race and needs to hit at some point. White's position seems more solid, although both sides have 3-anchor home boards, so Blue is very much still in the game. White is currently vulnerable, but will likely become less so during the next exchange if not hit during this move. Blue's biggest problem is the 2 men on the 24-point. So the immediate question is whether to 1) Take advantage of White's current instability and attack or 2) Get the back men moving and wait. 13/6 doesn't do either of these, so it can't be right. 20/13 does prevent Blue from being hit, but doesn't do much for getting the 24-point moving. 13/10, 8/4* helps with the ammunition to carry out an attack, but leaves Blue very exposed if hit. 8/5, 8/4* reduces the exposure, but leaves needed ammunition on the other side of the board. Although 24/20, 13/10 doesn't seem exciting, it provides a solid anchor on White's 5-point and gets a man moving off of the 13 point. Blue still needs to hit in the future, butWhite's clean advance is not guaranteed from this point on due to the anchor on White's 5-point.
Alan Alsop: 24/20, 13/10.
The 20 point is begging to be made and nothing else comes close with the use of the four. White's blots are tempting Blue to attack. Will this leave Blue in a better position, only if White flunks and Blue covers. Then Blue has to gather his men and bring them round competing with White's home board. I think not, unfortunately the only logical three is leaving the blot. So be it.
Chuck Bower: 8/5, 8/4*.
24/20 is tempting, as always, but where's the 3? In problem 5 I felt it worthwhile to check the "safe vs. bold" criteria, and that looks like a good starting point here. Equal boards tell us little. However,Blue has an anchor and White doesn't ==> BOLD. Blue is way behindin the race which is another 'bold' indicator. The centered cubewhile behind in the game also points towards a bold move. Why allowWhite to feather his way towards an efficient cube?
OK, which bold play is better, fairly bold (8/5, 8/4*) or all-outbold (8/4*, 13/10)? The more conservative 8/5, 8/4* leaves White16 return hits and one blot. After White's 20 misses, Blue coverswith only 1's and 9's -- a total of 16 rolls. That is, Blue willmake the 4-point next turn less than 25% of the time. With theagressive 8/4*, 13/10, White hits with 22 rolls, four of which aredouble hits. Of the 14 complete misses, Blue covers the 4-pointwith 25-27 rolls (say 365/1296 or 28%), and when White misses the bloton Blue's 4-point but hits one of the others (7/36) Blue covers8/36) for an extra 55/1296 or 4% more times. Is 32% comparedto 24% making the 4-point worth the extra risk?
Finally let's look at the cube. White's fan after the bold playlooks like a strong double and a probable pass while after the guarded move White's take looks reasonable, though not juicy.When things go White's way, Blue's 25% fans give White a marginaldouble after 8/5, 8/4* but a very efficient looking cube after8/4*, 13/10. Since things go White's way more often than not, thisscenario should be the tiebreaker. It's far from overwhelming but the cube location seems to favor the less agressive hitting play. 8/5, 8/4* is my final answer.
George Klitsas: 13/10, 8/4*.
How bad can be a play that wins outright in 25% of all games? Not at all bad, one could say. This is the case with this instructive problem. If Blue plays passively (the worst move is 20/13, I think, isolating his back checkers), his position will slowly-slowly deteriorate until he faces an optimal double. I don't know if 13/6 (another passive move) is much better. I am sure that anchoring and bringing one down (24/20 13/10) is better than any of those alternatives already discussed. But, best of all, is the wide-open move that tries to seize the initiative, 13/10 8/4* (and not 8/4* 8/5). White might or might not have a double from the bar (personally, I think White has not a double - Blue has at worst an ace point game) but, if White flanks (and this happens in one of every four games), Blue has a tremendous double, which is at worst optimal, if not a pass (White is caught without an anchor and threatened by a close-out), in my opinion. I vote for 13/10 8/4*.
Laila Leonhardt: 13/10, 8/4*.
Money game, cube not turned yetIt's a do or die position. White dances, you cubeWhite hits you get cubedAnd then a few in-between games that can go both ways.When making a Money play move like this all you really have to decide is.If White doubles from the bar do you take?And last for the favorable decision--is there a chance that with theaggressive play White is not going to cube at all?If that's a yes and all other moves leaves you with a feeling of beingcornered, waiting for a lucky roll to get back in the game, then go gutsy.
Snowie: 24/20, 13/10.
When you have a made asset, it is seldom right to break it unless you havethe ammunition to push forward. In this position I am short on ammunition,so I'm not breaking my eight point to hit loose. The advanced anchor isa big improvement, and I can live with being hit. Look at it this way: IfI were to ignore White's checkers, where would I put my men. On the 20 andten points, of course.
Marty Storer: 24/20, 13/10.
The 20 point is so very useful that in order to makeit Blue should risk even a double shot at a fourth manback. My second choice would be 13/6; hitting playsseem to give up too much, and running loses the slotfor the 20 point.
Bob Stringer: 24/20, 13/10.
I almost picked 8/5, 8/4*, but it makes my palms sweat too much. Ialso hate leaving a double shot with the chosen play, but if Whitehits on the 20 point, things can get too hairy. To be sure, White hasa similar worry about being hit on my 4 point, but the difference isthat I have less ammo in the vicinity. It looks like discretion is thebetter part of valor in this position.
Casper van der Tak: 24/20, 13/10.
24/20 makes a very valuable anchor, and 13/10 is the only reasonable 3 to go with it. Among the non-hitting play, it is the clear choice - 20/13 leaves two checkers stranded. How about hitting? Either 8/4* 8/5 or 13/10 8/4* are possible. They are great if they work (White dances), but more often than not they do not work (White hits back), and then they are not great. Making the golden point will keep Blue in the game for a long time, and seems clearly indicated here.
Kit Woolsey: 24/20, 13/10.
I am thin on attack material, so the hitting plays which involve breakingthe eight point don't feel right. Even if I don't get hit back there is still have a lot ofwork to be done, and if I am hit back my game falls apart. Locking up the20 point has to be very valuable in all variations. It is too bad aboutthe double-shot at the blot on the ten point, but with my defense in placeI can stand being hit. And sometimes double-shots are missed.
Chris Yep: 24/20, 13/10.
With each side having three back men and no advanced anchor, the 20 point and the 4 point are the key points in the game at the moment. 13/6 is too passive since it doesn't fight for either point. 20/13 tries another approach, by getting out of the way of a possible White attack, but it gives White his whole roll and strands Blue's two back men. I definitely believe that Blue should either attack or make the 20 point. I prefer making the 20 point. The problem with attacking is that Blue can't do it conveniently. He either has to go all out (13/10 8/4*) which loses a lot of gammons when it fails, or he has to play 8/5 8/4* which breaks the 8 point and releases pressure on the 7 point. I believe a better approach is to secure the 20 point. Blue won't like getting hit, but since he's already significantly behind in the race (down 15 pips with White on roll), the race setback won't be huge. Making the 20 point is important because with 10 men in attacking range, White has the potential for a strong attack. Making the 20 point neutralizes White's attacking threat. White will probably make an advanced anchor or hit, but he probably won't be able to do both. Blue will likely be able to get a very playable game out of this position.
Summary: Assets are assets. The majority of the panel agreed, buildingup the pressure slowly rather than breaking the eight point in what is likelya premature attack.
Play Votes Score24/20, 13/10 8 10013/10, 8/4* 2 708/5, 8/4* 1 6020/13 0 4013/6 0 40
Problem 7
| 123 122 | White money game Blue |
Allen Adams: 9/6, 9/3.
This is pretty much a racing position, as the pip count is close. There really is no reason to leave a blot, as White will likely have an interesting decision on its roll to contend with. Therefore, 14/11, 14/8 and 13/4 aren't necessary at the moment. 8/2, 4/1 keeps the asset on the 9-point, but this asset will likely not come into play and it also leaves Blue's home board a mess if an opportunity to hit White occurs within the next couple of rolls. 9/6, 9/3 keeps the pressure on White to make a racing type of position, as well as keep pressure on White to maintain the 5-point anchor in Blue's home board.
Alan Alsop: 9/6, 9/3.
White can afford to wait a little longer than Blue as he Maintains Blue's 5 point. Blue has no sanctuary to fall back on even though White has a blot on his 5 point. Probably soon to be covered. Any move from the midpoint area will leave a blot or two. Is it time to move or not. The trouble as always is will I be hit and if hit how soon will I get back in. Blue could loose the game on pay now or pay later. I think I will pay later.
Chuck Bower: 9/6, 9/3.
"You can pay me now..., or pay me later." 1) Is White's position improving? Yes, but for how long? 2) Is Blue's position getting worse? A little, but Blue can play a couple of rolls. 3) If Blue leaves a blot this turn and gets away with it, will he likely be home free? No. So, two 'sortas' and one strong 'no'. The rule is: you need two strong 'yeses' in order to pay now, and that just isn't the case here. White is going to be giving up his midpoint or crashing his board soon, so if Blue is destined to blot he should wait for one of those occurences.
George Klitsas: 9/6, 9/3.
The race is close and leaving unnecessary blots is out of the question. Between the remaining alternatives, 9/6 9/3 looks clearly better than 8/2 4/1. Better flexibility, less race wastage, no inner blots.
Laila Leonhardt: 9/6, 9/3.
tie break-Leaving a shot now could end the game for Blue.There are no duplications to take advantage of, only risk.But if you look at White's position you will find he too is running out oftime and soon will have to break his points.Blue is a small favorite in the race, so play it safe, wait for a betterchance to clear or run and maybe even getting a shot on a White checker.
Snowie: 9/6, 9/3.
Running isn't right. I lose a lot of ground if I am hit, and if I am missedI still have plenty of work to do. The nine point isn't vital to myposition. That beautiful spare on the six point will come in very handywhatever turn the game takes.
Marty Storer: 9/6, 9/3.
Blue doesn't gain by paying now; the race is tooclose. The other pay-later play, 8/2 4/1, is tooinflexible for me with its outside strippage, andtoo damaging inside. White may have problems keepinghis midpoint, so Blue wants to maintain a decent boardin order to help restrain White's back checkers.
Bob Stringer: 9/6, 9/3.
White has a 3 point board and is threatening to make it 4, and so it'sno time to leave a direct shot. 8/2, 4/1 messes up the inner boardjust when things could be coming to a head in an even race, and so9/6, 9/3 is all that's left.
Casper van der Tak: 9/6, 9/3.
Blue is doing quite well in the race. Therefore, he should not be focusing on blocking White's anchor, since White is not going to run anyway. The main value of the 9-point is as a landing point, for Blue to use when clearing the rear points. Also, there is not a big need for Blue to volunteer anything with 14/8 14/11 or (worse) 13/4. The gains from these plays if they work is not great, while the loss if they do not work is large. So far, it looks like either 8/2 4/1 or 9/3 9/6.
Another aspect of the position is timing. White will play with his spares on the 8-point, after that, the midpoint will have to give. After White's midpoint is gone, it will be a lot safer for Blue to clear the 14-point and the midpoint. However, Blue cannot hold everything while White is playing with his checkers on the 8 point. Suppose Blue plays 8/2 4/1, and White makes the 5 -point and brings in a checker from the eight next. Now what? Blue will be forced to break one of his points, and it is not clear that he can do so comfortably. 9/3 9/6 retains the board, and gives Blue some spares to play with while waiting for White to break the midpoint. That enhances Blue's timing and seems to be the indicated approach here.
Kit Woolsey: 9/6, 9/3.
There is no reason to leave a shot now. The race is so close that if Iam not hit I still am not close to a claim. I don't like breaking thenine point, but it isn't fatal. The resulting position with the valuablespare on the six point is quite playable, leaving me some badly neededflexibility.
Chris Yep: 9/6, 9/3.
Should Blue pay now or pay later? White's position rates to improve over the next few rolls. This indicates paying now. However, Blue may never have to pay (with a direct shot) since White is also short on time. If Blue plays 9/6 9/3 he will have spares on the 3 and 6 points and 3 checkers on the 8 point that he can use while he waits to move off his "double midpoint." White is favored to have to break his midpoint (else crash down to a lower board) before Blue has to move off his two midpoints. Since this is the case, I don't believe Blue should volunteer a direct shot in this position. A final argument for playing safely is that since the race is currently very close, getting hit would be costly for Blue. I prefer 9/6 9/3 to 8/2 4/1. 9/6 9/3 loses the 9 point, but is smoother (8/2 4/1 leaves all stripped point) and does less damage to the board.
Summary: Our second unanimous vote this set. The panel knew not topay now when if paying now works there is still work to be done, and thepanel recognized the importance of maintaining flexibility rather thanholding a stripped position.
Play Votes Score9/6, 9/3 11 10014/11, 14/8 0 4013/4 0 408/2, 4/1 0 40
Problem 8
| 100 110 | White money game Blue |
Allen Adams: 24/15.
After the move, the pip count will be similar. Additionally, White has 4 and 5 point 'holes' in its home board, so the likelihood of a gammon seems to be small. The decision is pretty much whether Blue wants to run for it and hope for a favorable race if not hit by White on the next roll. I'm feeling spunky, so I'll choose the running play of 24/15. 24/20, 6/1 is a compromise of sprinting, but leaving the blot on the 20-point seems to ask for bad things to happen rather than stopping White from potential future moves.
Alan Alsop: 7/3, 6/1.
White has to throw well to bring his men home without hiccups. Only slightly behind in the race it would still be wrong for Blue to run and allow White the freedom. Moving off the mid point would also be wrong. The only viable alternative is slotting to make home points. A 4point board is still a strong threat initially.
Chuck Bower: 24/15.
Blue definitely has a nicer board, and will likely have a cash ifhe can hit. OTOH, how likely is that? White has some awkward rolls,but some nice one's, too. Even if White plays awkwardly, how longis Blue willing to wait around? Blue has a lot of race equity whichwill begin to erode soon if he goes all out for contact. After thisroll White leads by 1 pip with the roll (effectively 5 pips), butBlue definitely has better race structure, which nearly evens therace.
24/20, 6/1 maintains some contact but prepares to depart. 24/15 iswielding the whip. For me, it comes down to these two finalists. The interesting thing about 24/20, 6/1 is that it might actuallyburn the 'contact' bridge. White is going to be stepping lightlyunless he gets a killer point-on-head (PoH) or maybe pick-and-pass roll. So at best all Blue ends up doing is forcing White to play awkwardly for a couple of rolls. The downside is that White gets more chances to roll the devastating PoH's. After 24/15, Blue immediately gets the race he's looking for almost 2/3 of the time. After 24/20, 6/1, Blue gets loose less than half the time -- after White fails to PoH and Blue gets either a 7 or an unblocked 9+.
The cube also seems to point at plain running. Hits have very high volatility and often blow way past an efficient cube-turn, whereas races have a tendency to ease into a nice double. That's it for me. Put on the blinders; I can see the finish line ahead!
George Klitsas: 7/3, 6/1.
Moving all the way to the 15 point (24/15) is like accepting one's fate (being behind in the race and vulnerable to some hits, Blue is a clear underdog, winning less than 40% of the games). Moving on to the 20 point (24/20 6/1) is only illusively better. White points on with 3-3, 1-1 and 4-4 and has also some pick and pass rolls (3-2 and 1-2) which are small numbers for racing. This move is actually worse than 24/15. Blue must stay back. The real problem (but of little equity difference, given that Blue stays back) is how to shuffle his other checkers waiting for White to leave a shot or pile his checkers in order to avoid that shot, which leads to severe race wastage. I think it's very close between 7/3 6/1 and 13/9 13/8. I prefer the first, based on general principles (keep the midpoint), although in this position the midpoint seems comparatively of little importance. I vote for 7/3 6/1.
Laila Leonhardt: 13/9, 13/8.
White has timing on both his outside points and is only looking for a safeway to bring checkers home.Blue's advantage here is his strong board and an even race.Blue should focus on his 2 winning chances, Hitting White (this could evenbe a gammon win) or getting into a race with WhiteBut taking 2 checkers down from the midpoint Blue is keeping control ofWhite's outfield and home board making it harder for White to safely get homeand in same time creating 2 more builders for the 3 point and for a smoothdistributed bear in.Running all the way out would be a mistake. It leaves Blue with only onestrategy, Race of not hit and trouble and behind in race if hit
Snowie: 7/3, 6/1.
I'm behind in the race, so I'm not racing. You can't make points withoutstarting them, so let's start them now. I'm probably not going to getany kind of shot next turn, and even if I have to hit with two innerboard blots that isn't so bad at all. My goal is to build a complete boardas quickly as possible, and slotting both inner board points is the way todo this.
Marty Storer: 7/3, 6/1.
Nothing seems to make sense but this double slot orthe half-leap of 24/20 6/1. In many similarpositions, coming up is the best way to gain shotequity. Here, White is stripped enough on his 13 and8 points that Blue apparently gets maximum shot equityby staying back. If Blue comes up, White can playbehind him and even improve his board, increasing thepressure on the Blue straggler; this is less easy todo if Blue is on White's 1 point. Though Blueprobably gets maximum race equity by coming up, thatdoesn't look like enough; he's behind, so it's thematicto avoid a race if reasonably possible. 7/3 6/1 buildsthe board quickly, improving it with any 6, 5, 4, 3 or2 next time. (What's left, double 1? That improves,too.) The double slot is definitely the "When behindin the race, don't race" play, and staying back doesn'tlook too dangerous, or even too wasteful of race equity.I think it has to be right.
Bob Stringer: 24/20, 6/1.
Running is not a completely terrible option, since the race is prettyclose, but the combination of being slightly behind and giving White adirect shot puts me off. 24/20 doesn't look as dangerous as itnormally would, since the points that White made are deep in hisboard. It will be dangerous for White to hit loose on the 20, and ifhe doesn't make that point, it may be a bit award for him -- he mightbe forced to play even more men too deep into his board. If not thisplay, then I'd leave the man on the 24 and start building my boardfurther; 7/3, 6/1 looks best, since it's the fastest.
Casper van der Tak: 7/3, 6/1.
Blue is doing quite well here, since White's position is so awkward. Blue has considerable shot equity, and considerable racing equity. The first question: should Blue stay, escape partially (24/20, and play the 5 elsewhere), or escape all the way? The key is: even if the escape succeeds, Blue will be behind in the race. Meanwhile, if Blue is hit (after 24/15), White will also bring down builders, and Blue loses both shot and racing equity. Escaping partially is better, but also make life easier for White, since White can now dump checkers behind Blue if rolls are awkward. Staying put is clear.
How to stay put? As usual, prepare to complete the board as soon as possible. 7/3 6/1 slots the remaining points, and builds the biggest board the fastest. Normally, that is the technical correct play, and that also seems to be the case here.
Kit Woolsey: 13/9, 13/8.
There doesn't appear to be much future in advancing the back checker.I am a little behind in the race, and the checker is fine where it is --reasonably safe from attack and able to escape in the future butcovering White's inner and outer board effectively. 7/3, 6/1 is thenatural building play, but I am nervous about leaving two inner boardblots right now. I may be getting an indirect shot next turn, and Iwould rather not have those blots if I hit something. I don't needthe midpoint too much, and I will probably be forced to leave it soonanyway, so this looks like a good time to do so.
Chris Yep: 13/9, 13/8.
Should Blue run or stay? Blue is behind by a few pips (White has a 1 pip lead on roll, but will probably end up with slightly more wastage before the bearoff begins). I'm not sure but I believe I would stay. White currently only has a few numbers which point on Blue. At the same time, with White's open 4, 5, and 7 points, Blue will likely have additional opportunities to run in the outfield. Since the race is close, by staying back Blue may cause White to play awkwardly, which may hurt White in the race. Blue has several different waiting moves, but I prefer 13/9 13/8. This is best for the race. The loss of the midpoint is probably not serious. It provides a landing spot if Blue rolls 6-5, but Blue would have had to break the midpoint soon anyway. Also White is unlikely to come down to one checker on the midpoint next turn. 13/9 13/8 gives Blue 4 builders for the 3 point. Other plays are not as good in my opinion. For example 24/20 6/1 doesn't stay back far enough to hinder White's bear-in. 7/3 7/2 is bad for the race and puts an extra builder deep on the 2 point. 7/3 6/1 starts the 3 point, but leaves two inner board blots. If Blue hits a fly shot in the outfield next turn, he'll regret this double slot. Finally 6/1 5/1 not only breaks the board but also is bad for the race. As mentioned above, keeping the midpoint is not that valuable in this position.
Summary: Most of the panel recognized the futility of moving theback checker. The popular choice was to slot the inner board points quickly.This is usually what I like to do, but I'm not so sure here. That indirectshot may be coming very quickly.
Play Votes Score7/3, 6/1 5 10013/9, 13/8 3 8024/15 2 7024/20, 6/1 1 607/3, 7/2 0 406/1, 5/1 0 40
1 2 3 4 5 6 7 8Allen Adams 13/7*, 8/7 21/18(2), 13/10(2) 24/20, 11/5 6/4(2), 3/1(2)* 13/8, 11/10 24/20, 13/10 9/6, 9/3 24/15Alan Alsop 13/7*, 8/7 21/18(2), 13/10(2) 24/14 13/11(2), 6/4(2) 13/8, 11/10 24/20, 13/10 9/6, 9/3 7/3, 6/1Chuck Bower 22/21, 13/7* 21/18(2), 6/3(2) 11/5, 6/2* 13/11(2), 6/4(2) 13/8, 11/10 8/5, 8/4* 9/6, 9/3 24/15George Klitsas 13/7*, 8/7 21/18(2), 13/10(2) 24/14 24/22, 13/11, 6/4(2) 13/8, 11/10 13/10, 8/4* 9/6, 9/3 7/3, 6/1Laila Leonhardt 13/7*, 8/7 21/18(2), 6/3(2) 13/7, 11/7 24/22, 13/11, 6/4(2) 13/8, 11/10 13/10, 8/4* 9/6, 9/3 13/9, 13/8Snowie 13/7*, 8/7 21/18(2), 13/10(2) 24/14 6/4(2), 3/1(2)* 13/8, 11/10 24/20, 13/10 9/6, 9/3 7/3, 6/1Marty Storer 13/7*, 8/7 21/18(2), 13/10(2) 24/14 13/11(2), 6/4(2) 13/8, 11/10 24/20, 13/10 9/6, 9/3 7/3, 6/1Bob Stringer 13/7*, 8/7 21/18(2), 6/3(2) 24/20, 11/5 24/20(2) 13/8, 11/10 24/20, 13/10 9/6, 9/3 24/20, 6/1Casper van der Tak 8/7*, 8/2* 21/18(2), 6/3(2) 24/14 6/4(2), 3/1*(2) 13/8, 11/10 24/20, 13/10 9/6, 9/3 7/3, 6/1Kit Woolsey 22/21, 13/7* 13/10(2), 6/3(2) 24/14 13/11(2), 6/4(2) 13/8, 11/10 24/20, 13/10 9/6, 9/3 13/9, 13/8Chris Yep 13/7*, 8/7 21/18(2), 13/10(2) 24/14 13/11(2), 6/4(2) 13/8, 11/10 24/20, 13/10 9/6, 9/3 13/9, 13/8