Chuck Bower: 24/22, 8/3*.
Blue's biggest concern is the straggler. 24/22 gets in positionto leap with a 6. 8/3* is not only diversionary (important initself since the back checker will be under attack) but could gaina few bonus gammons. Some of White's return hits could be a bitawkward, although hopefully he misses.

Neil Kazaross: 24/22, 8/3*.
I simply cannot resist the obvious 24/22, 8/3x realizing that 16/9and 24/22 16/11 are good options. I think the straight forward brute force approach takes advantage of our 3 point board to win a bit more gammons.

George Klitsas: 24/22, 16/11.
For me, there are only two conceivable moves, namely 24/22 8/3* and 24/22 16/11. I really don't have an idea about which is the best. I will vote for the positional 24/22 16/11, strongly attracted by the duplication of 44 and the triplication (!) of 43 for White. The influence of the position of the cube is also a mystery for me here.

Snowie: 24/22, 16/11.
My main goal is to extricate the back checker. There is no need to exposeanother blot to a direct shot. White has only 11 checkers up front, sohe doesn't have the neccessary forces to carry out an attack.

Marty Storer: 16/9.
Similar theme as in the first problem: Magriel's safe-versus-boldcriteria favor safety. It isn't too urgent to play 24/22 for a directway out; White's threats to advance or extend the prime aren't huge.

Bob Stringer: 16/9.
I keep going back and forth on this one. Hitting is worth consideringto make it safer to move up with 24/22 in the hope of leaping out witha 6. However, hitting isn't necessary, since I have a good racinglead. If White doesn't immediately hit in return, I still have toworry about covering my 3 point. The important thing is to get thelast checker out of White's home board, and until I run the checker issafest on the ace point. 16/9 looks really bland, but in the end Ithink the burden's on White to come up with something.

Casper van der Tak: 24/22, 16/11.
I see a racing lead, a back checker, and a prime that needs to be jumped. I play 24/22. I need to find a 5. 8/3* leaves 13 shots, too much for taking away half the roll. 13/8 does not serve any purpose and leaves additional shots. 16/11 it is. 16/9 may be close, since it does not leave shots up front and prepares for a safer jump at a later stage in the game. But then White may have brought ammunition around, making stepping up more dangerous.

Kit Woolsey: 24/22, 8/3*.
I have the stronger inner board, but White has the better blockade.I don't want to let White play his full roll here, since bad thingsmay happen. Getting ready to escape the back checker is vital, andby hitting I prevent White from attacking efficiently as well as startinga new inner board point which I can use.

Chris Yep: 24/22, 16/11.
8/3* strips away Blue's last spare up front. Blitzing may not be good anyway since White has an advanced anchor and any checker that White hits will be sent back behind White's 4-prime. 24/22 16/11 looks thematic. It prepares the back man to escape next turn if not attacked. With the 5, 16/11 is better than 13/8 (not listed) since it exposes fewer blots. In addition some of White's hitting numbers (e.g. 4-3 and 4-4) are duplicated (4-3 to make the 18 point, 4-4 to quickly make the board).

Summary: In a difficult decision, the panel preferred the quietplay which advanced the back checker over the loose hit or the safest play.As far as I can tell, any of these approaches may be best.

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Blue

Problem #2   Play          Votes   Score24/22, 16/11       4      10024/22, 8/3*        3       9016/9               2       8016/11, 13/11       0       4016/11, 8/6         0       4016/14, 8/3*        0       40