return to index



Quiz Solutions


Readers Answers


Problem 1

133








170

0123456bar789101112

0123456bar789101112
White



money game




Blue

Chuck Bower: B/23, 8/7*.
Bar/23 is the start. A single on the 24-point does not appear to be anasset, and the deuce doesn't play well elsewhere to boot. Safing up onthe 22-point doesn't take full advantage of the roll. Blue doesn't wantto waste that pip when starting the 4-point with the ace is an option.In addition, there is hassle value by remaining spread out on Blue'sside.The real choice seems to be between 5/4 and 8/7*. It's a tough decisionfor me.The 8-point is definitely an asset so giving it up should not be donelightly. Still, hitting has its usual advantages. After the hit, fournumbers fan and the next worst roll is 51, forcing another blot. OTOH,eleven numbers return hit in Blue's outfield, while several more (12,14,32, and the deadly 22) hit on White's side. Is the hit worth it? I'vegone back and forth on this, but the deciding factor is that if Bluehitsand things go well for White (for example, return hitting), Blue shouldstill have a lot of game remaining. Heads I gain and tails I'm stillalive.

Steve Clark: B/22.
I don't particularly like any of the plays which involve slotting the 3 or4 points. I think it is more important to get the checker from the bar upto the 22 point where it can escape better and cannot be hit. Rather thequestion to me is whether or not to hit on bar point. This is a very bigplay. I would leave 3 loose blots against a strong 3 point board. At thesame time I have very good potential for going foreward if I hit and Whiterolls badly. If I play safe, White will have to struggle to get aroundwithout being hit. In the meantime I will have pleanty of flexibility toimprove my board. I would be more inclined to hit in positions where myfuture chances are poorer. Here, however, I will play b-22.

Hal Heinrich: B/22.
White's men won't have any easy time coming home thruthe wide, open outfield. Consequently, Blue can focuson building a board with decent chances of hitting ashot later. Hitting now allows White too many returnswith gammon possibilities. Slotting something now leaves White the option of attacking the rear blot.Here Blue should lock up the position and concentrateon the chosen game plan.

George Klitsas: B/22.
This checker belongs to the 22 point. Blue is going to have many direct and indirect shots in the future, while White will be trying to disengage from the mid and the 15 point(s) and he would much prefer to hit without breaking his back anchor. Slotting is not urgent and breaking the eight point in order to hit (8/7*), in all probability, is rather going to harm his slim chances in the race than result in a serious progress.

Rob Maier: B/22.
White has a better board, and long way to go to get home, and no easy way to getthere. All of this argues for a bit of conservatism here.

Achim Mueller: B/22.
I don't like the hit with B-23, 8-7*. With B-22 Blue has control over both outfields and a nice spare checker on the 22-point.

Snowie: B/23, 5/4.
I'm not yet ready to contain a hit checker, so I'm not going to break myeight point and leave a lot of blots. Entering on the 23 point has theadvantage of providing maximum coverage of White's outer board, as well asstarting the four point in the most efficient manner. White is going tohave a difficult time bringing this one home safely.

Marty Storer: B/23, 5/4.
Hitting is too loose, so the choices are bar/22, bar/23 5/4, andbar/24 6/4. The only reason to consider bar/24 6/4 is the duplicationof White's escaping 5's and 3's to attack on his 1 point. That doesn'tlook like an important consideration. Bar/23 5/4 controls more outfieldwhile also starting the 4 point and keeping the inside spare in betterposition, so it ought to be better than bar/24 6/4.
The next thing to consider is whether it's too dangerous to have ablot on the 23 point. The long-term shot equity from the 22 pointmay be sufficient, and bar/22 prevents accidents. However, it providesless outfield coverage, and it delays board-building. I think bar/23 5/4should be a bit stronger than bar/22.

Bob Stringer: B/22.
The 22 point looks like the correct place for the third back checker,so I put it there now. If a shot turns up in White's outfield, thethird checker is ready so I don't have to break the anchor.
5/3 is hideous -- make points in order. I don't care for 8/7* becausethere aren't enough Blue checkers in the vicinity to contain White,and so all it accomplishes is it gives up the 8 point. Slotting the 4point doesn't look too bad, but since White is headed for his outfieldsoon, I'd like to have the third back man in place on the 22 pointnow.

Casper van der Tak: B/23, 8/7*.
A great problem with many aspects: Should Blue hit or not? If Blue does not hit, should (s)he slot the 4. And if the slot is chosen, how to go about? Let's tackle these in reverse order.
If you chose to slot, I believe B/23 5/4 is a very small fraction better than B/24 6/4. Of course, B/23 5/4 keeps that very valuable spare on the 6, the values of which have been sung by Kit often enough. B/24 6/4, provides better coverage of the inner board, whereas B/23 5/4 provides more shots agains any blots in the outfield White choses to leave. And then again, the checker on the 23 is slightly more vulnerable than on the 24. Difficult to weight these pros and cons, but I like B/23 5/4 a tiny little bit better than B/24 6/4.
Now, how about the decision to slot? B/22 has the advantage of clarifying Blues defensive position, and enabling Blue to hit next turn without leaving costly return shots. On the other hand, the slot prepares to build the board as quickly as possible, and given the status of the race Blue needs a board to be able to contain any checkers Blue hits. Again, I believe the plays are very close. I have a slight preference for B/23 5/4 - although I might play B/22 at the board if I'm tired, since play will be simpler.
Now, how about the decision to hit or not? I do not believe hitting is going to be popular. After all, it gives up a point and creates two blots while White has the better board. It ups the gammon danger. I might be alone on this one, but I believe that hitting is best. Hitting prevents White at least one turn from escaping, and because White's prime is not strong Blue retains the prospect of winning going forward. The downside when hit back is not that big, since White does not have the 8-point. Blue's defensive posture after hit and return hit is going to be a lot better than it would be if White would have the 8-point.
A final consideration is cube ownership. Hitting increases Blue's winning chances, but at the same time increases the number of gammons lost. Without access to the cube, hitting would be too big, I think, but with access to the cube the higher winning chances of the hit imply that Blue will more often be able to use the cube - and it is going to be an efficient cube in most variations. This factor is sufficient to tip the scales in favor of the hit, in my opinion.

Kit Woolsey: B/23, 8/7*.
Winning frontwards is still in the picutre. I have my five point made andsome potential for more points, so I might as well hit and try to containWhite's back checker. If I get hit back, I might fall into some kind ofa backgame. This combination approach looks better than committing towinning from the defensive three point.

Chris Yep: B/23, 5/4.
It looks better for Blue to enter on the 24 or 23 point (rather than b/22). White's front position is not yet overly threatening and by coming in on the 24 or 23 point, Blue will have better (indirect) coverage of the outfield as well as more chances to make the 17 or 18 point. B/23 8/7* is possible, but since Blue has to break his 8 point to hit, White isn't threatening much, and Blue lacks the ammo to continue the attack, it looks better for Blue to slot something instead. Since Blue only has 8 men on his side of the board, he needs to use them carefully. I definitely believe Blue should slot the 4 point. B/23 5/4 and b/24 6/4 are probably pretty close, but I have a slight preference for b/23 5/4 since it keeps a spare on the 6 point.

Summary: Conservatism wins out in the panel voting. I don't see it.Why play a racing type of game when so far behind in the race? B/22 justdoesn't seem to be the play to win.

   Play                    Votes   ScoreB/22                      6      100B/23, 8/7*                3       80B/23, 5/4                 3       80B/24, 6/4                 0       40B/24, 5/3                 0       40

Problem 2

117








128

0123456bar789101112

0123456bar789101112
White



money game




Blue

Chuck Bower: 6/4, 6/2*.
The three most important things in backgammon? Assets, assets, assets.(Well, OK, the race lead is also nice. :) I'm definitely not giving upthe5-prime, Blue's greatest asset. How about Blue's second greatest asset--the 20-point? Behind in the race, not that either. By process ofelimination, the only remaining play is 6/4, 6/2*. If White return hitsBlue will be shooting at the blot on his acepoint.

Steve Clark: 20/14.
8-4, 6-4 would be more attractive if we were threatening to make a 6 pointprime. Unfurtunately all we are threatening is to remake a 5 prime.How about the bizzaro play of 6-2, 6-4? Hmm, this play has someattractions. We get to keep my main assests, White's 5 point and a 5prime. Here we might be able to make a 6 bagger. I guess that the rest ofthe position is too disjointed for this move to be completely attractive.Even so it could be right.
Another possibility is 20-14. This play duplicates deuces (Sort of,anyway). It keeps my 5 point prime together while starting to escape.White will not be a favorite to make his own prime. Even if he rolls well,I will have many good rolls coming back. I will make this play.

Hal Heinrich: 9/7, 9/5.
It's tempting to keep the five-prime and play 20/14.The duplicated deuces and the blot on White's ace pointcertainly encourage breaking the anchor -- but it's notenough. White is ahead in the race and in good attackingformation. If White's attack succeeds, there should be time to escape the back man. If it fails, White ratesto have enough time to anchor because Blue's prime isnot advanced. Making the four point locks up that juicyfour point. The power of White's escaping numbers, thedifficulty of following up that play, and the position of the cube force us to reject making the four point.Which leads us to breaking the nine point -- it's notgreat, but it is the best available play.

George Klitsas: 8/4, 6/4.
White's blockade is much more embarrassing than the average player thinks, so Blue must use his front checkers with maximum economy (efficiency). He must quickly obtain a strong front position in order to concentrate in liberating his back checkers afterwards. The simplest move, in this direction, is making the four point (8/4 6/4) , using efficiently a spare from the six point. White might roll a six, but Blue might hit back on White's ace point. If White does not roll a six, Blue will have a chance to make a strong five prime with an ace, or attack with other rolls. The suggested move looks to me superior to the other alternatives, even in cube-terms. If White rolls that six and Blue fails to hit back, White will have usually lost his market by far (meaning redouble and big pass).

Rob Maier: 20/14.
It's time to go. White's board is not yet developed, breaking the prime isunthinkable, and I'm not gonna think about 6/4 6/2*.

Achim Mueller: 9/5, 6/4.
Time to play aggressively. Blue unstacks his overloaded 6-point and gains a lot, if White doesn't hit.

Snowie: 6/4, 6/2*.
My five prime is my main asset, so I'm not giving it up lightly. Runningfrom the anchor now is too dangerous -- White has ammunition, and if heattacks successfully he will probably have time to extricate his back checker.My play is the natural play. It unstacks the heavy six point and threatensto complete a full prime. If I am hit it is not so bad. White doesn't havemuch of a board, and there is that appetizing checker on White's ace pointto shoot at.

Marty Storer: 9/5, 6/4.
Running is a consideration, with White's outside blocking points strippedand a blot on the 1 point. But leaving two blots is risky; White canoften whip up strong threats against one checker even if Blue sends backa second White checker.
Rolling the prime forward is also a good plan. If Blue can make his 4point, his strong board starts to become a serious threat. If Blue cancontain White's back man, he should be able to escape from the 20 point.
I don't like 8/4 6/4, because 6's allow simultaneous hit and escape.I don't like 9/5 9/7, because chances for improvement seem too small towarrant breaking the five-prime. That leaves 9/5 6/4 and 6/2* 6/4, bothof which slot the 4 point and pose a serious threat to make it.
Either of these might be right. White's 1-point blot argues for somekind of big play. I went with 9/5 6/4 to give fewer shots and avoidputting a checker deep onto the 2 point.

Bob Stringer: 6/4, 6/2*.
I kept trying to think of reasons to make one of the other plays, butalways came back to this one. The reason for it is pretty simple: holdboth the anchor and the 5 point prime. The boards are of equalstrength and White has that blot on the ace point, so getting hitisn't a big disaster. The reason for the second thoughts is that whenI have a 5 point prime and my opponent isn't at its edge, lettingsleeping dogs lie seems like a good policy. However, bringing two mendown mixes it up in a way that could lead to some quick points beingmade in my inner board, while White doesn't have time to improve hisposition. There are risks, but since I'm behind in the race, they'reworth taking.
I emphatically dislike 20/14, since that seems like a good way to getone or both of my back men stuffed behind a 5 prime. 9/7, 6/2* lookslike the worst of both worlds -- the prime drops down to four, and theman on the 2 is completely out of place. The remaining plays just feelto blah -- they whittle my prime down to four, while leaving the 6point stacked up. And so I come back to 6/4, 6/2*.

Casper van der Tak: 9/5, 6/4.
Another toughy, and again I can imagine being alone on this one. Blue has a number of assets: a 5-prime with White behind it, and an advanced anchor. Blue has taken the advice that you can not have enough spares on the 6 quite literally, and all his spares are very inflexibly stacked on the 6. White has a racing lead and a number of useful outfield points. And White owns the cube.
How can Blue bring the position home? One attempt is to run from the anchor, and rely on the strength of the prime. The problem with that approach is that White will attack, and at some point will move up to the edge of the prime. Blue will get pummelled around a bit - has some possibilities for retaliation. 20/14 is not weak, but also not particularly strong.
Other attempts then.
8/4 6/4 keep the anchor and aims to roll the prime home, while opeining the possibilities for a blitz. Unfortunately, White's hits are very strong and often lead to quite efficient cubes.
6/2 6/4* aim to keep everything. This may work, but follow up is pretty hard, I think. The checker on the 2 is either hit or out of play. Not my style.
9/7 9/5. This creates spares to roll the prime forward or launch an attack, but seems to soft.
9/5 6/4!! The more I look at it, the more I like it. If missed, this play is by far the easiest to follow up and to create a rolling prime. On hitting 2's White does not (in most cases) jump the prime, and Blue may get a crack at the checker on the ace. Even after 61 or 62, White does not escape without giving Blue a direct shot. This is a pretty and dynamic play.

Kit Woolsey: 9/7, 9/5.
Something has to give. Leaving the anchor looks too dangerous. Unstackingthe six point leaves too much work to do. Making the four point givesWhite a quick escape. I believe it best to break the nine point. Thislimits White's escaping numbers, and I will have good builder distributionwith which to advance my blockade next roll.

Chris Yep: 8/4, 6/4.
20/14 looks reasonable since it maintains the 5-prime. However it probably gives White too much attacking potential. Although Blue has a 5-prime, he only has a 2 point board, so White will freely attack. For example, if White rolls one of his many pointing numbers, he will clearly make the 5 point on Blue's head despite his ace point blot. If Blue could completely escape one checker by running, then running might be right. Even then, it's not clear. The 20 point anchor is still an important asset, so I believe Blue does better to keep it.
The strength of Blue's position lies in his 5-prime. At the same time, all of his spares are on the 6 point, making it difficult to advance his prime. If Blue doesn't make the 4 point now, it may be difficult to make later. I prefer making the 4 point now with 8/4 6/4. This smoothes out the position. It gives White an escape route with 6s, but at least Blue will usually get a return shot at White's ace point blot. If White remains trapped, Blue has a lot of rolls which either attack, make the 3 point, or remake the 5-prime (with 1s) next turn.

Summary: Priming position often present the most interestingproblems. The scattering of votes here indicates that there is noclear path to victory. Any of the approaches may work well, and it willtake quite a bit of analysis to determine what the best play really is.

   Play                    Votes   Score6/4, 6/2*                 3      1009/5, 6/4                  3       9020/14                     2       809/7, 9/5                  2       808/4, 6/4                  2       809/7, 6/2*                 0       40

Problem 3

123








148

0123456bar789101112

0123456bar789101112
White



money game




Blue

Chuck Bower: 13/11, 13/10.
Hitting when behind 2-4 in homeboard points looks ill-advised. 10/5appearstop-heavy. The choice for me comes down to 24/21, 10/8 and 13/11,13/10.Once again, timing is a consideration. If Blue stays put on the24-point,will he be able to get away later? My tendency is to panic in thesekindsof positions with 24/21. Here I feel Blue should concentrate on thehomesideand try to improve the prime. The 10-point is valuable in its own rightandthose checkers are builders for the even more valuable 4-point.Furthermore,Blue may even be able to make the 9-point with those last threecheckers.The optimist plays to his strength. The pessimist worries aboutweaknesses.Optimists make better backgammon players.

Steve Clark: 10/8, 6/3*.
The first question when facing a busted prime is whether to split into themiddle of the prime. The risks are obvious but there are limitedopportunities to escape and this might be our best chance. Even so, I willnot do it here. White's board is too threatening; besides I have somethingelse in mind.
At first I was studying the relative merits of 10-5 versus 13-10, 13-11,but then I notaice 6-3, 10-8. I belive this should be the best play. Weneed to extend our prime forward so hitting is good. We are well behind inthe race so that we do not lose some racing chances when we are hit.Finally, if we are hit, we will have an improved chance of making andadvanced point in White's board. This is something I had not fullyrealized before but I think this is an important concept in this type ofposition. I might be going overboard with my new idea, but I will play6-3, 10-8.

Hal Heinrich: 13/11, 13/10.
Breaking the anchor is too risky -- White has the biggerboard and is up in the race. Hitting twice is wrongbecause Blue is not in a position to blitz. Making theeleven point and aiming for a priming battle is Blue'sbest chance.

George Klitsas: 13/11, 13/10.
I think that 24/21 10/8 is suicidal - White has the much stronger board and hits with almost any number. I vote for 13/11 13/10, locking the ten point and trying for a prime vs prime game, where Blue has the timing advantage. My second choice would be 10/8 6/3*.

Rob Maier: 10/8, 6/3*.
Usually I'm a big fan of getting the back checkers moving, but I've finally beengammoned too many times and am changing my ways. The single hit leaves White 8mildly embarrassing rolls, and I think that will have to do for the time being.

Achim Mueller: 10/8, 6/3*.
No need to give up the anchor with 24-21. If White doesn't hit back this game tends to lead into a battle prime with better structure and slightly better timing for Blue.

Snowie: 10/8, 6/3*.
Once again, breaking the anchor is too dangerous. I don't want White toescape, so hitting loose is important. The double-hit would put a checkerout of play and make it more difficult to contain White's back checkers.If I get away with my play I will have a chance to extend my blockade, whileif I am hit back the timing adjustment may work out in my favor.

Marty Storer: 10/8, 6/3*.
Difficult!Splitting the back checkers is out of the question; that just givesWhite extra attacking chances when he has a bigger board. This isessentially a priming game. Blue has some attacking chances againstWhite's blots, but his main asset is his four-prime.
Hitting two is reasonable, but Blue will have to dismantle his primeto continue the attack. Even if he isn't hit right away, he figuresto leave more shots, and being hit after his prime has broken is verybad. The double hit doesn't seem indicated.
Blue can play 13/10 13/11, hoping to improve his blocking position,but I don't like to release pressure on White's midpoint. Theblocking threats given by 13/10 13/11 don't seem so great.
Blue can also try slotting the 4 point. He has 10/7 6/4, as wellas 13/10 6/4. These plays are somewhat appealing, but I thinkthey're too big; lots of shots either way, plus numbers for Whitethat escape or anchor on his 22. Gammonless, I might try 13/10 6/4,but not here.
The only choices left are now 10/5 and 6/3* 10/8.
10/5 leaves no shots, but it's somewhat inflexible. White may escape,or he may anchor, and 10/5 doesn't do anything to stop White fromachieving those goals. 6/3* 10/8 leaves 17 shots, but puts one ofthe spares on the 6 point in a better position, as well as givingWhite a few awkward numbers (51, 52, 61 and 62 play quit a bit worsefrom the bar than after 10/5). 6/3* 10/8 also gives a better chanceto improve the blocking position against two back checkers. Also,in priming games it's important to put your checkers where theybelong. I think Blue should bite the bullet and hit.

Bob Stringer: 10/5.
I'd like White to roll something other than a 6, in the hope that hehas to break the midpoint and hasten the day that he starts to crunch.10/8, 6/3* is the only alternative that I like. On the surface itmight be questioned because I have the timing, and hitting mightsquander it. However, I have the timing only if White doesn't get a 6on his next roll. And if I hit, then suddenly he doesn't want a 6.
So it's a close call for me. I go with 10/5 since the odds are Whitedoesn't roll a 6.

Casper van der Tak: 10/8, 6/3*.
Let's push White back a bit, and let's hope that White enters inflexibly. I do not want White to escape or anchor here. 10/5 is possible but a bit passive.

Kit Woolsey: 10/8, 6/3*.
Advancing a back checker is just asking to get blitzed with White's strongerboard. However, if I sit and do nothing White will probably be able toescape or make an advanced anchor and then how will I win? My best chanceis to knock White off my three point. If I get away with it, I have a realchance to win the priming battle. If I get hit back, at least I willmaintain my timing and White will be forced to find a way over myblockade.

Chris Yep: 13/11, 13/10.
Attacking looks wrong because Blue is out-boarded 4 to 2. Stepping up (24/21 10/8) exposes Blue to a possible attack. The gains (Blue will often escape a back checker) when White doesn't attack don't appear to be worth it since Blue already enjoys a timing advantage. Blue's racing deficit and White's broken prime argue for a priming approach. The best move for this appears to be 13/11 13/10.

Summary: The majority of the panel recognized the importance of preventing Whitefrom anchoring or escaping, and was willing to hit loose on the threepoint despite White's stronger board. A good thematic play which looksquite reasonable.

   Play                    Votes   Score10/8, 6/3*                7      10013/11, 13/10              4       8010/5                      1       6024/21, 10/8               0       4010/7, 6/4                 0       406/3*, 3/1*                0       40

Problem 4

86








124

0123456bar789101112

0123456bar789101112
White



money game




Blue

Chuck Bower: 20/17, 15/10.
Blue has two chances to win this game: A) hit a blot left on White's11-point,or B) hit a shot after Blue clears the 11-point. The play consistentwith BOTHof these options is 20/17 (hassle White's 11-point) and 15/10. Bluemustkeep the 23-point for part B. A lone checker on the 20-point isdangerous anduses 3 pips of timing. Leaving a single checker on the 23-point isn'tlikely to work because White will probably get several chances topoint-on-heador pick-and-pass. Throw in the fact that if Blue's timing forces him toleaveonly two checkers back, both on the 23-point is going to win more gamesthanboth on the 20-point, even making up for extra gammon losses.

Steve Clark: 20/17, 15/10.
I am sure that I would play 20-17, 15-10. We really want to stay back onthe 23 point to maximize our hitting potential. It is my experience thatif I play 23-20, my rear blot is very weak and will be attacked at themost inconvenient times. This is also true of a blot on the 20 point.White well have many good rolls to hit that blot and make his board. Ablot on the 17 point will provide maximum interference with White's nextcouple of rolls while reducing his good rolls which hit and cover his ownblots.

Hal Heinrich: 20/17, 15/10.
Blue's board is a huge asset -- and Blue will need itconsidering Blue's huge racing deficit. Stepping up tothe seventeen point gets off the hot spot -- White would love to make the five point! It keeps an eye onWhite's rear men and maintains some timing for the homeboard.

George Klitsas: 20/17, 15/10.
A tough problem and a theme that occurs rather infrequently, still frequently enough to attract one's attention. Another problem that I would rather trust a bot's 1-ply evaluation than my own judgment. Anyway, the real choice seems to be between 23/20 15/10 and 20/17 15/10. I vote for staying back (20/17 15/10), hoping to play a deuce point game (tho the timing is suspect), if anything else fails. White has immediate problems, after my move. Even his best rolls (like a 3-5) leave six indirect hits from the bar for Blue.

Rob Maier: 20/12.
Leaving a checker on the twenty point is just asking to be jokered. If not,White covers the ace point, and we will wish to move next roll, both to avoidbeing pointed on, and because we may have to in order to preserve the board. Best is to leave immediately.

Achim Mueller: 20/17, 15/10.
I guess, this is the move that gains the most shot equity. White has an ugly hole at his 5-point. If White hits, Blue gets a lot of nice return shots.

Snowie: 20/17, 15/10.
When behind in the race, don't race. I am way behind in the race, so I'mstaying back on White's two point. Getting off the 20 point looks likea good idea -- I don't want to be pointed on there. My play keepspressure on White's rear point as well as cleverly duplicating histhrees he needs to make the ace point. His next play may not be so easy.

Marty Storer: 20/17, 15/10.
This seemed like the easiest problem of the bunch. In fact it seemssimilar to a position posted a long time ago on GOL. Blue can't affordto abandon his deep anchor, which provides a lot of shot equity. Blueshould try to maximize shot equity over the entire game, not try fora shot at the 11 point which will be useful only over the next coupleof rolls, that is if White doesn't attack the blot left behind.
Therefore moving off the 20 point seems right, to avoid numbers thatpoint on the head, or hit and pass to White's 1 point. Since the17 point is in direct range of the anchor, 15/10 20/17 is betterthan 15/12.

Bob Stringer: 20/17, 15/10.
I need a shot, so the anchor stays on the 2 point. If I get a shot, Ineed to contain White, and so the prime stays. I prefer 20/17 over20/12 in order to put the pressure on White to roll well.

Casper van der Tak: 23/20, 15/10.
No great insights of offer here. This play tries to make it difficult for White to clear the 11 point. It also seems to protect against gammons. It is a pity to give up the 23-anchor, but other plays either release pressure on the 11-point or leave a shot, which seems more costly

Kit Woolsey: 20/17, 15/10.
I need to hit a shot, and I have a better chance to get a shot by hangingback on the 23 point than by advancing my anchor. I need to keep myboard in one piece at all costs. It would be bad if White pointed on meon the five point -- even if I hit back on his ace point, I would havefar the worst of it. Best is to get off the five point with 20/17, 15/10.This keeps the pressure on White's back checkers for a roll, so Whitewon't be able to make his five point so easily. White will have toroll perfectly to hit and cover, and even if that happens I will havecome return shots plus a very playable two-point game.

Chris Yep: 23/20, 15/10.
15/7 looks wrong. If White can make his 5 point he will do so, otherwise he will usually make his 1 pt. and try again next turn. If Blue wants to give himself the structure of having 3 back men, he should make the 20 point and leave the blot on the 23 point. This way if his blot is pointed on, he at least has the chance of re-entering and getting a direct shot as White tries to clear his 11 point. Thus there don't appear to be any advantages to leaving a blot on the 20 point -- either Blue should make the 20 point now, or he should abandon it by running into the outfield.
20/15 4/1 doesn't appeal to me since it breaks up Blue's board, while not providing any more contact than 20/12 or 20/17 15/10. Note that Blue will have to immediately break the 15 point next turn anyway.
Between 20/12 and 20/17 15/10, probably 20/17 15/10 is a little better because it duplicates 3s while keeping more contact. The real question is whether Blue should move up to the 20 point (23/20 15/10) or whether he should stay back and play a 23-point holding game. If Blue moves up he directly pressures White's 11 point. His 23 point blot then becomes a target, although Blue does have a 5 point board for defensive value. Finally, if Blue can't roll a 3 or 6 soon (to free his 23 point checker), he may have to crash his board on his 2nd roll. Despite these drawbacks, I prefer 23/20 15/10. While Blue's timing is suspect, if he settles for a 23 point holding game, all he may get is indirect shots.

Summary: The panel was very clear about the theme of holding theback anchor keeping overall pressure on White. I am quite convinced thatthis is the correct play.

   Play                    Votes   Score20/17, 15/10              9      10023/20, 15/10              2       7020/12                     1       6020/15, 4/1                0       4015/7                      0       40

Problem 5

98








124

0123456bar789101112

0123456bar789101112
White



money game




Blue

Chuck Bower: 13/8.
I'm guessing 99% of all players would move 13/8 over-the-board. I'mfiguringthat's not the best move or this wouldn't be a quiz problem. Still, Ican'tin good conscience choose an alternative. Forget the morals; I justcan'tfind enough merit in any other play! Blue has some blocking power, soeventhough he wants a board, 8/3 trades in something and gives White allthose shots.The hitting plays make an attempt at stopping White from building, butevenWhite's fans leave Blue struggling to cover. And then there are allthoseshots.... I'm curious to see how others justify their choices. I'mstickingwith the stick-in-the-mud play.

Steve Clark: 13/8.
6-4, 6-3, hey, no problem. Well, maybe a little. Of the conventionalanswers, only 13-8 attracts. That play tries to hold the fort. Maybe Whitewill roll a klunk. Maybe we will roll the magic quad 8's and blow him offthe board.
You know when you get a problem like this that someone, or possibly someidiotic computer program, liked 6-4, 6-3. Would I consider such a play atthe table? Well, maybe. It does hit while leaving only one blot for Whiteto aim at. With this play play we are pretty much wrecking our position inorder to keep White from rolling a nice combination while we have one morechance to escape. Are we desperate enough to make such a play? Well,maybe. Could it really be right? Well, could be. Would I make this play.Well, nah. It looks to me like we are giving up too much for a not verypromising hit. I will play 13-8.

Hal Heinrich: 6/4*, 6/3.
Man! This is one ugly tactical play! And it could easilybe wrong by a big margin. Given the strength and gammon potential of White's potential blitz, not to mention White's chances after just running away, Blue can try anattack as underdog.

George Klitsas: 8/6, 8/5.
From the constructive plays, 8/6 8/5 looks clearly best. The only serious four that the eight point was blocking, was 44. Blue creates a much more flexible and dynamic position than the one that would result by playing 13/8, instead. Remains the super-attacking play 9/4* to be evaluated. I would not be surprised (much) if it came up as the winner (presumably by a bot), still it's too rich for my blood and I will stick to 8/6 8/5.

Rob Maier: 6/4*, 6/3.
Please don't tell Abbas. I just can't stand to leave White alone on this one. If my partner wanted to play 13/8, I'd go along with that.

Achim Mueller: 13/8.
Torn between the more sensational 6-3, 6-4* and the smoothly 13-8. The position of the cube convinced me to play 13-8.

Snowie: 6/4*, 6/3.
White has a ton of threats on both sides of the board. Almost anythinghe rolls will either make a new point or escape the back checker. I simplycan't afford to give him his full roll. My switching play may look weird,but since I have made my ace point I can't expect to win a priming game andall inner board points are pretty much equal. If I can just keep Whiteon the bar for a roll or two I may be able to escape my back checker andget back into this game. Quieter plays are simply playing not to lose.I am playing to win.

Marty Storer: 6/4*, 6/3.
This and the next problem were the most difficult for me. But itseems that Blue has to try to win. 9/4*, exposing three more blotsand leaving a double direct shot, is too risky. Once we reject 9/4*,we have to choose between 6/3 6/4* and a safe play, 13/8 or 8/5 8/6.I don't think the safe plays are much different; 8/5 8/6 gives moreattacking chances against a blot on the 4 point, but it gives Whitea few more ways to escape than does 13/8.
If we leave White alone, he has 10 ways to make the 1 point on ourhead, and a bunch of others to escape or to make the 5 or 3 point.We can easily be gammoned if White attacks one checker; also, ifwe attack when he has a better board, we lose a lot when he hitsback. So tactical considerations argue for the hit. At least afterhitting White has 9 rolls to fan, which is a huge swing in our favor.He has 12 ways to hit back (13 counting 66), but even then we havesome slime equity if we anchor.
Since we're behind in the race, we can't rely on racing chances; wehave to attack sometime, and I think we should strike now, or else wemay never move again.

Bob Stringer: 13/8.
6/4*, 6/3 is beyond my comprehension. That doesn't mean it's bad; itjust means I don't understand it. 13/8 is the only play that keeps allmy points in place. It just waits for a better roll next time.

Casper van der Tak: 13/8.
There are two plays to consider: 6/4* 6/3 and 13/8. 6/4* 6/3 is quite ugly, but motivate tactically to prevent White from escaping or improving the position. I find it a bit too ugly, and I go for the more quiet 13/8, but 6/4* 6/3 might well be right.

Kit Woolsey: 13/8.
This is no time to be fancy. White has some threats, but even if hecarries one of them out it isn't necessarily fatal. The simple 13/8maintains my blockade without risk. Maybe something better will comeup on my next roll. In the meantime, this play cuts down on thegammon danger while still keeping attack possibilities open.

Chris Yep: 6/4*, 6/3.
In my opinion the top two moves are 13/8 and 6/4* 6/3 (9/4* is too loose). Blue should either maintain his 4-prime or attack to take away half of White's roll. Blue's big racing deficit and equal board strength argue for the attacking play. As a small bonus, the swings on 3-3 and 5-5 are huge.

Summary: A split between two entirely different approaches. Breaking the six pointis a very big play, putting a lot of eggs into a leaky basket and taking afair gammon risk at the same time. I find it hard to believe that itworks often enough to justify the risk.

   Play                    Votes   Score13/8                      6      1006/4*, 6/3                 5       908/6, 8/5                  1       609/4*                      0       408/3                       0       40

Problem 6

185








163

0123456bar789101112

0123456bar789101112
White



money game




Blue

Chuck Bower: 24/22, 5/4(2)*.
Blue is not in such great shape that he can ignore the anchor. White'sboardis just as strong. After 24/22, shifting with 5/4*(2) knock's White offBlue's21-point, making an advanced anchor more difficult to secure. 8/7(2) istempting, but White gets either an advanced anchor or evens the race byrollinga 6. This is still an early 2-way battle in my book, so I'm stickingwith theprinciples that apply in that kind of situation.

Steve Clark: 24/22, 5/4(2)*.
All the rollouts I ever made show that 5-4(2) hitting is better than 6-4hitting loose. After that I would make the 22 point. Of course I then willhave stacked all my checkers up in a few neat little piles. Remember thatdoubles play a lot better if you have stacked up your checkers-oroccasionally a lot worse.

Hal Heinrich: 24/21, 22/21.
Blue has given up the cube in a long, positional struggle -- the key word being positional. Owning anadvanced anchor enables Blue to pursue home board objectives more aggressively. Making the twenty-two andfour points is reasonable -- after all, it knocks Whiteoff the advanced twenty-one point and aims at the bloton the seventeen point. But getting another man sentback doesn't hurt White much -- if at all. Getting Whiteoff the twenty-one point opens up the twenty point at a time when Blue doesn't have enough men working on thatpoint. Here Blue should play very positional -- makingthe advanced anchor and keeping the five point.

George Klitsas: 24/21, 22/21.
I don't like the idea of switching to the four point. Blue's bar point is crucial and a move like 8/7(3) 24/23, duplicating two's and three's, is tempting, but I will go with the solid 24/21 22/21 - White's best rolls are the ones that make my bar point, and there is not many of them .

Rob Maier: 6/4*, 4/2*.
Go for the gusto. Whenever the blot survives, we have sixes to cover and fivesto hit a new blot, and need not too much luck to confine several checkers to theace point. The down side just is down all that far if we get hit.

Achim Mueller: 6/4*, 4/2*.
Blue prevents White from getting another anchor and he still has another shot at the other side of the board. The double hit also may gain time to unstack the midpoint leading to new ammunition for the barpoint and 4-point.

Snowie: 24/22, 5/4(2)*.
It is almost always right to make plays which improve your position onboth sides of the board in complex positions such as this one. My playdoes just that -- putting White on the bar, knocking him off my fourpoint, and making the important defensive anchor. In addition, I leaveno blots for White to shoot at. I lose my five point, but maybe I'llbe able to win the battle for that point later. If I don't hit now,I will almost surely lose the battle for my four point.

Marty Storer: 6/4*, 4/2*.
Another difficult problem. White owns the cube and he'll be in thegame for a long time. It's very important to stop him from gettingan advanced anchor or otherwise improving at leisure. Thus I don'tlike making the 21 point, even though that leaves the prettieststructure. It's too easy for White to improve by making his 21 point,18 point, or 8 point. Some hitting play seems indicated.
There are three reasonable hitting plays to choose from. Hittingboth blots is a bit antipositional, but it isn't done to try toblitz. It's more to gain time to stop White from making positionalimprovements. It also may gain time to add valuable outfieldbuilders. Blue is shooting at a third blot; hitting it may alsoprovide valuable time to improve.
Then there are 24/22(2) 5/4*(2) and 24/22(2) 6/4*. After the loosehit, Blue makes his 4 point (or his 3 point with 51) a little lessthan 30% right away, and a couple of more percent when White missesthe shot next time. That's a significant chance to gain, but Whitehits the blot immediately with 20 numbers. Shifting to the 4 pointleaves no blots, but trades the 5 point for the 4 point, which hasa lot less long-term value.
White's cube ownership swayed me to hit twice. The occasionalvariation where Blue gains enough time to improve his blockingthreats weighs more heavily than usual when White owns the cube.With access to the cube, Blue should probably play 24/22(2) 5/4*(2),but I don't think that's quite right here.

Bob Stringer: 6/4*, 4/2*
The double hit is the most effective way to prevent White from makingthe 4 point. It also stops him from making his 8 point, and it gainstime to bring down some more ammo.
24/22, 6/4* also kicks White off the 4 point, but it strikes me askind of futile, what with all of White's return shots. 24/22, 5/4(2)*is decent, but I'd like to keep the structure more compact. Making the21 point doesn't look bad either, but I think this position calls foroffense.

Casper van der Tak: 24/21, 22/21.
There are several plays of considerable merit here.
One of them is 6/4*/2*, which is very ugly, but denies White a roll to make an advanced anchor or the 8-point. This is a strong tactically oriented play, which focuses not on improving Blue's position, but on preventing White to improve White's position. The drawback is that being hit back will cost Blue in the race, that the checker on the 2 is out of play, and that losing the spare on the 6 is quite ugly.
Another play is 24/22 5/4* (2). This makes it more difficult for White to establish an advanced anchor. At the same time it duplicates White 5s (for covering the 8, and for coming in on the golden point. The big disadvantage is that Blue vacates the 5 point, which comes available to White in the near future. Blue will be fighting for this point, but is outgunned.
Yet another play is 24/22 6/4*. I do not believe that is strong - too many return hits which are costly in the race, and not enough covers and builders to continue the fight.
I prefer 24/21 22/21, which does not focus on preventing White to improve his position, but is best for Blue's own position. Blue keeps the spare on the 6, ensures he gets one of the best advanced anchors available, and keeps the 5-point. This play provides the strongest long-term formation to build on. Given the large amount of contact that remains, that is what I would aim for. White will probably make and advanced anchor, but Blue is likely to remain with a stronger block and the advantage in the race.

The attacking plays are probably all fine, but it's difficult for me to imagine playing anything other than 24/21 22/21. Blue has only two back men and a big (26 pips) race lead. I believe it's best for Blue to make the safe play, and try to convert to a race against White's probable holding game. With only 8 checkers up front, Blue doesn't have enough ammo to attack (besides, White already has one anchor and has chances to make another). Of the attacking plays, 24/22 5/4(2)* is relatively "safe" but it trades the 5 point for the 4 point. With White having 4 men back, I believe Blue does better keeping a more compact semi-prime. If Blue later wins the battle for his bar point he will then have a solid 4-prime against 4 White checkers, leading to a very solid position.

Kit Woolsey: 24/22, 5/4(2)*.
I don't want White making my four point, so let's knock him off of there.On the other side of the board, making an anchor has to be good. The lossof my five point hurts, but the other gains appear to make it worthwhile.

Chris Yep: 24/21, 22/21.
The attacking plays are probably all fine, but it's difficult for me to imagine playing anything other than 24/21 22/21. Blue has only two back men and a big (26 pips) race lead. I believe it's best for Blue to make the safe play, and try to convert to a race against White's probable holding game. With only 8 checkers up front, Blue doesn't have enough ammo to attack (besides, White already has one anchor and has chances to make another). Of the attacking plays, 24/22 5/4(2)* is relatively "safe" but it trades the 5 point for the 4 point. With White having 4 men back, I believe Blue does better keeping a more compact semi-prime. If Blue later wins the battle for his bar point he will then have a solid 4-prime against 4 White checkers, leading to a very solid position.

Summary: A complete three-way split between offense, defense, anda combination of both. With no clear direction indicated, the play whichworks to improve on both sides of the board still seems best to me.

   Play                    Votes   Score24/22, 5/4(2)*            4      10024/21, 22/21              4       906/4*, 4/2*                4       9024/22, 6/4*               0       4024/23, 22/21, 5/4(2)*     0       4024/23, 8/7(3)             0       408/6, 5/4(2)*              0       408/7(2), 5/4(2)*           0       40

Problem 7

163








157

0123456bar789101112

0123456bar789101112
White



money game




Blue

Chuck Bower: 24/18, 11/8.
Note that White has done nothing from the get-go except advance hisanchortwo spaces. Blue needs to remain agressive until White threatens. 11/8getsa builder into better position and 24/18 covers both White's homsidefieldswith only minor risk. If White chooses to duke-it-out, Blue is readywitha better board. As a final note, the duplication of sixes makes thisplayeven more attractive than first appearance.

Steve Clark: 24/18, 11/8.
11-5, 9-6 seems to fit here. This is a nice safe play; it leaves somedistribution for making points in our next couple of turns. But actually itdoes not appeal very much. We have the stronger board while White has anadvanced anchor with poor distribution. This combination indicates that weshould be willing to take some risks to make an advanced anchor of our own.Suppose we play 24-21. No this does not really work, we leave too manyshots. How about 24-18? 9-6 only leaves fair distribution on our part.11-8, duplicating 6's looks a lot better. Our distribution will be a lotbetter and neither blot will be particularly attractive to hit. Duplicationas a concept is somewhat overrated, but I think it really sounds cool to beable to say, "24-18, 11-8, dup's 6's." It sounds so wise.

Hal Heinrich: 24/18, 11/8.
This is a tough play. Blue has a nice opening edge --a better board, race, and distribution. But this rolldoesn't help. It's usually wrong to allow your opponentto hit and escape in the early going, but here the alternative is to overstack the six point. Blue can bestcarry out leaving the blot on the nine point byadvancing a back man to the eighteen point -- which dupssixes. And by converting the blot on the eleven pointinto a builder on the eight point.

George Klitsas: 24/18, 11/8.
I am between 24/18 11/8 and 24/18 9/6. It would be very nice for Blue to eventually make his nine point, so he might as well leave it slotted (notice the duplication of sixes involved), putting a useful spare on the eight point at the same move. My solution is 24/18 11/8.

Rob Maier: 24/18, 9/6.
Split the back checkers and safety the front one. Doesn't seem to be much toit.

Achim Mueller: 24/18, 11/8.
A nice duplication of sixes here. Blue also strengthens his 8-point, a point that is very often heavily underestimated.

Snowie: 24/18, 11/8.
Once again, the play which works on both sides of the board is the winner.The spare on the eight point is valuable, and the split makes it difficult forWhite to find good rolls. In addition, gotta love that clever duplicationof sixes.

Marty Storer: 24/21, 11/5.
This seems fairly easy. I only seriously considered this play and24/18 9/6. Other plays are too loose or too stodgy for me. Bluedoesn't really have any way to put more pressure on White exceptto move a back checker. Since I can't abide the inflexibility of9/6, and since Blue's position is tactically strong, I want toincrease control of White's outfield while maintaining a decentthreat of forward improvement. The best way to do this seems tobe 11/5 24/21, which also gives a useful 3 to anchor. If Whitedoesn't hit something, Blue can make the valuable 9 point, 7 point,or 4 point; if he abandons his anchor to hit, he's quite vulnerableto attack.

Bob Stringer: 24/18, 11/8.
Crummy roll. I don't want to make it worse by leaving too many blotslying around, so 13/10 is out. Likewise, 24/21, 24/18 looks like it'sjust asking to be pummeled. 24/15 is momentarily attractive, butthat's 3 blots and 2 direct shots. 9/6, stacking up the 6 point andvacating a point I'd like to make cannot be good. 24/21, 11/5 is notbad, but I prefer 24/18, 11/8 for two reasons: it duplicates 6's andputs the spare on the 8 instead of the 5 point.

Casper van der Tak: 24/18, 11/8.
White has an advanced anchor, so Blue should do someting with the back checkers. Running all the way is too loose, so it is going to be a split. 24/18 is indicated, splitting to the better anchor. 11/8 clears up a blot, creates a spare on the 8, and 6s are duplicated. Blue hopes to cover the blot on the 9 next turn. 24/18 9/6 is second choice, but too stodgy.

Kit Woolsey: 24/18, 11/8.
The only way to get the checker on the nine point safe is to pile itonto the six point, and I don't think I can stomach that this early inthe game. As long as I am going to leave a six-shot, I might as wellduplicate the sixes with 24/18, 11/8. This puts most of my checkerswhere they belong.

Chris Yep: 24/18, 11/8.
24/15 gives White too many hitting numbers. On the other hand, 11/5 9/6 is too passive. Normal opening theory calls for splitting to an advanced anchor when it's convenient to do so in the early stages. With White already having a medium anchor, it's even more important for Blue to establish his own advanced anchor before he gets trapped in an inferior holding game. 24/21 24/18 and 24/18 13/10 leave too many blots and give White too many hitting numbers. 24/21 11/5 is possible, but I believe that Blue is better served with a spare on the 8 then on the 5 since an 8 point spare can be used to make either the bar point or 5 point. It's not clear whether the checker on the 9 point is an asset or a liability. If White doesn't roll a 6, Blue may be able to make the 9 point, creating a broken 4-prime in front of White's anchor. Furthermore, if Blue lifts (9/6), he gives himself the ugly structure of 5 checkers on the 6 point; at least one of these spares is then wasted. Since 6s are duplicated anyway if Blue leaves the blot on the 9 point, I prefer 24/18 11/8, which definitely improves Blue's front position by putting a spare on the 8 point.

Summary: With apparently many reasonable choices, the panel unerringlyhoned in on the natural developing play which puts checkers in the rightplaces and duplicates sixes as a bonus. This appears to be a standout choice.

   Play                    Votes   Score24/18, 11/8              10      10024/18, 9/6                1       6024/21, 11/5               1       6024/15                     0       4024/21, 24/18              0       4024/18, 13/10              0       4011/5, 9/6                 0       40

Problem 8

121








172

0123456bar789101112

0123456bar789101112
White



money game




Blue

Chuck Bower: 8/5.
White has a very awkward position and Blue should take advantage ofthat.Plays which leave two blots give White easy ways out of his awkwardsituation. 6/3* and 20/18, 6/5 give White good threes he otherwise willhave trouble playing. 8/5 starts the point Blue really needs and leavesonly one blot for White to scoop up with a lucky roll.

Steve Clark: 6/3*.
What I really want to play is 20-18, unstacking the 20 point as best I can.Unfortunately the accompanying ace play leaves White with a cornucopia ofgood rolls.
None of the other plays which leave 2 blots are attractive either. I reallydo not want to see how many of my checkers can fit on that 20 point. Thisleaves me with 6-3, hitting or 8-5. I judge them to be fairly close but Iwill hit because I feel the urge to unstack at least one of my big piles.There is always some merit in hitting when we are behind in the race and ouropponent has advanced his last checker.

Hal Heinrich: 20/18, 6/5.
Blue is well advised to play stodgy in this kind ofposition -- aggressive slotting or attacking plays leadto far more gammons than the resulting wins justify. Onthe other hand, playing 'not to lose' is an overlycautious philosophy. Here Blue has to expose somethinganyway -- and White's home board, while much better thanBlue's, is only a three point board with a hard-to-coverblot. One of Blue's best roads to success is to win thepriming battle and force White to overrun the position.At least that's the strategic rationale for this tactical overplay.

George Klitsas: 8/5.
I am between 9/7 8/7 and 8/5. It's true that 8/5 slots the better point, but in order to make it, Blue will have usually to break the eight or nine point. There doesn't seem to be any significant difference between the two plays in equity terms, one could well toss a coin. At the last moment I will listen to the saying "the five point is the five point" and vote for 8/5.

Rob Maier: 6/3*.
Awkward. We certainly want to leave only one blot. Making the bar point willbe good if we don't get hit and can make the nine point again next, but we arestill stuck with finding ways to improve. 6/3* is more flexible, and starts aninner board point. We need to improve our board so we can be effective in laterskirmishes.

Achim Mueller: 6/3*.
When in doubt, hit! I don't see any other good moves here. Leaving two blots seems not to be good (White has a 3-point board), slotting the 5-point or making the bar point doesn't look very flexible.

Snowie: 8/5.
The five point is first on my list of points to make, so why notstart it? I have to leave some shot, so let's go after the best pointif I am not hit. Holding the blocking nine point is vital, because Idon't want to give White a chance to escape with one roll.

Marty Storer: 20/18, 6/5.
My number-two play was 6/4 8/7, which gives chances to whip up amini-block in short order. But such a mini-block doesn't seemvaluable enough to justify the risk of a double shot now andprobably more shots later. I don't like 6/3*, which seems tohave little promise except to give some chances to hit on the24 point. It seems important to get the stack of back checkersmoving. Might as well put two checkers where they belong, orat least in better positions than they now occupy. 20/18 6/5gives reasonable chances to make either the 18 point or the 5point, both of which are valuable.

Bob Stringer: 20/18, 6/5.
What with White's seriously stronger board, I can't see the wild stuff-- 6/5, 6/4 and 8/7, 6/4. 8/5 starts the 5 point, but then my onlybuilders are on the 6 point. White isn't exactly locked up right now,but 9/7, 8/7 gives up the point that blocks 6's. And 6/3* loosens upmy structure too much. Since I'm way behind in the race, I don't mindtaking risks in order to make some points and improve the position,and so 20/18, 6/5 is the play.

Casper van der Tak: 20/18, 6/5.
Two long stacks, let's reduce each of them and put these spare to work. It is as simple as that. Change White's blot on the ace in a point, and something more quiet would be called for (8/5 or 6/3*), but here Blue can still afford to make pure plays, which Blue wantss, trailing this much in the race.

Kit Woolsey: 9/7, 8/7.
Something has to give. I might as well make the most solid blockade. Thiswill be more advantageous for the future.

Chris Yep: 8/5.
Since Blue is outboarded 3 to 1, it's probably not a good idea to attack (6/3*), Blue has to leave a direct shot no matter what play he makes, but White is not threatening anything and Blue doesn't particularly want to make the 3 point anyway. If White didn't have a 3 point board or if Blue had two more checkers in attack range, then 6/3* look reasonable. With only 9 checkers up front and an attack unlikely to succeed, I think Blue should play more positionally with 8/5. 8/5 keeps 6s blocked and slots the most important point on the board at the moment. If Blue is hit he at least has a return shot and if missed he has chances to make his 5 point and convert to either a priming or an attacking game. 20/18 6/5 is another possibility since it leaves Blue with a more flexible position up front, but I believe that it gives White too many hitting numbers (including 5 double-hit numbers). Furthermore if White hits the 18 point blot, Blue will have significantly fewer numbers to make his 5 point next turn (since 1s and 3s are duplicated to both enter and cover). Thus I prefer the simple 8/5.

Summary: The panel agreed that slotting the five point was theroute to take; the question was whether or not to expose another checker.I agree in retrospect that slotting the five point is quite attractive.Leaving two blots seems a bit rich. If I had to choose again, I would nowgo with 8/5.

   Play                    Votes   Score20/18, 6/5                4      1008/5                       4       906/3*                      3       909/7, 8/7                  1       608/7, 6/4                  0       406/5, 6/4                  0       40




Vote Summary

                    1                     2                      3                    4                    5                      6                 7                   8Chuck Bower        B/23, 8/7*            6/4, 6/2*              13/11, 13/10         20/17, 15/10         13/8                   24/22, 5/4(2)*    24/18, 11/8         8/5Steve Clark        B/22                  20/14                  10/8, 6/3*           20/17, 15/10         13/8                   24/22, 5/4(2)*    24/18, 11/8         6/3*Hal Heinrich       B/22                  9/7, 9/5               13/11, 13/10         20/17, 15/10         6/4*, 6/3              24/21, 22/21      24/18, 11/8         20/18, 6/5George Klitsas     B/22                  8/4, 6/4               13/11, 13/10         20/17, 15/10         8/6, 8/5               24/21, 22/21      24/18, 11/8         8/5Rob Maier          B/22                  20/14                  10/8, 6/3*           20/12                6/4*, 6/3              6/4*, 4/2*        24/18, 9/6          6/3*Achim Mueller      B/22                  9/5, 6/4               10/8, 6/3*           20/17, 15/10         13/8                   6/4*, 4/2*        24/18, 11/8         6/3*Snowie             B/23, 5/4             6/4, 6/2*              10/8, 6/3*           20/17, 15/10         6/4*, 6/3              24/22, 5/4(2)*    24/18, 11/8         8/5Marty Storer       B/23, 5/4             9/5, 6/4               10/8, 6/3*           20/17, 15/10         6/4*, 6/3              6/4*, 4/2*        24/21, 11/5         20/18, 6/5Bob Stringer       B/22                  6/4, 6/2*              10/5                 20/17, 15/10         13/8                   6/4*, 4/2*        24/18, 11/8         20/18, 6/5Casper van der Tak B/23, 8/7*            9/5, 6/4               10/8, 6/3*           23/20, 15/10         13/8                   24/21, 22/21      24/18, 11/8         20/18, 6/5Kit Woolsey        B/23, 8/7*            9/7, 9/5               10/8, 6/3*           20/17, 15/10         13/8                   24/22, 5/4(2)*    24/18, 11/8         9/7, 8/7Chris Yep          B/23, 5/4             8/4, 6/4               13/11, 13/10         23/20, 15/10         6/4*, 6/3              24/21, 22/21      24/18, 11/8         8/5

return to index