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Quiz Solutions


Readers Answers


Problem 1

141








148

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White



money game




Blue

Petter Bengtsson: 23/22, 11/7.
Blue doesn't have enough timing to play a 23-pointholding game. He must play 23/22 with the ace preparingto either leap the prime or make the 22-point.After that 11/7 is the only sensible four.

Chuck Bower: 23/22, 11/7.
Only one four looks appetizing: 11/7. After that, three plays with the 1have merit. Locking up the anchor (24/23) probably saves some gammons, but alsogives White's 5-prime even more legitimacy. 6/5 gives Blue the best chance oflengthening his 4-prime next roll. 23/22 tries for an anchor which probablywon't get primed AND gives Blue some escaping chances. The downside is that itchallenges White to hit loose and start a point he REALLY wants to make.
Timing is a concept which has proved difficult for me to grasp. Here I maybe off-base, but creating a 6 (if missed) is pulling me off thefence. In addition, even though White will want to hit loose on his 3-point (Blue's 22-point), his checkers are awkwardly placed to accomplish that. If Blue's spare were on his 6-point, I'd probably feel differently, but here I prefer 23/22.

Steve Clark: 23/22, 11/7.
At the table I would be reaching for 11/7, 23/22 without giving it muchthought. We want to get up to the edge of White's prime and 11/7 is the onlypractical 4. I don't like hitting very much. White's back checkers are where Iwant them already. I don't want to push them forward nor do I want to haveanother man back. 6/5 is quite useful but I really want to get up to the 22point.
What about 24/23? This makes no attempt to escape but it gives me a spot toplay from. In many situations where White was more organized to attack, then24/23 would deserve more consideration. However in this position, the onlyreally loose checkers White has are all on his 8 point. It seems right to meto be brave while White is trying to organize himself a little better.

Malcolm Davis: 23/22, 11/7.
Would not make the 23 point - timing somehow or other looks too bad. Hope not toget hit with a 5, or hit back if I do get hit. It would be great to make the 22 point. Hitting2 checkers seems like the wrong idea, as effecting a closeout while escaping 2 checkers is pretty ambitious. Moving to the 22 point seems essential, and hitting loose on the 2 point has some merit, but I will stick with playing the 4 to the 7 point.

Ray Fogerlund: 23/22, 11/7.
Step up and tidy up... The action at the edge oftheprime may be volatile, so I don't need additional loose blots scatteredaround. My second choice would be to stay back and diversify the builder onthe 6 point with the ace, but stepping up seems my most urgent priority.

Hal Heinrich: 23/22, 11/7.
Not a difficult problem -- Blue is ahead in the race and so at a disadvantage in the priming struggle. This means that 23/22 is anautomatic candidate. After that 11/7 is natural -- 6/2* just risksgetting more men hopelessly mired behind White's prime without any clear compensation. Looking at the other plays we can see that none ofthem address Blue's needs as effectively. If White had sufficient attackers in place, anchoring would be right -- as it is stepping up is mandatory.

Ron Karr: 11/7, 6/5.
Tough one. Make the anchor for security? That minimizes chances of gettinggammoned, but also makes it difficult to win. I'll be at adisadvantage in the priming battle, and the timing won't be so good fora deuce-point game. Come up to the 22? That will give me some chanceto make a better anchor, but it also risks getting clobbered. Hitting6/2* would protect against this, but can it be right to put a checkerout of play to hit White's already primed blot? So the flexible playseems best. My back checkers are not too vulnerable yet, and thismaximizes chances to extend the prime or attack. I may be able toanchor or escape later on.

George Klitsas: 23/22, 11/7.
Anchoring on the 23 point is not the right idea, I think - the back checkers are in danger of being primed, not blitzed. Blue should see this position as a prime vs prime battle and reject the hitting plays involving 6/2*, as well - a third Blue checker sent back, behind White�s five prime would be a catastrophe. Plausible is 11/7 6/5, but even better looks 11/7 23/22. Blue is preventing White from slotting his ten point and at the same time is ready to leap with a six (anchoring on the 22 point with a two is also an improvement), gaining timing. All these good things in my mind easily outweight the extra builder created by 6/5 so I vote for 23/22 11/7.

Rob Maier: 23/22, 11/7.
The first in a series of difficult problems. Attacking or slotting theback of the prime both seem like the wrong idea, so 11/7 is the four.There are conflicting priorities for the ace, but coming up to the 22point stands out. Escaping a checker would improve Blue's game quite abit, as would making that anchor.

Snowie: 23/22, 11/7.
Getting to the edge of the prime is a must. I'm going to get strangledif I don't get one checker out or anchor on his three point. After that,11/7 seems natural and safe. I would rather not have any more checkers stuckbehind that blockade.

Kit Woolsey: 23/22, 11/7.
Getting to the edge of the prime is vital. Blue is not in position to wina priming battle by staying back. The rest of the roll has to be playedas safely as possible.

Chris Yep: 23/22, 11/7.
Blitzing with 6/2*/1* looks much too risky -- the blitz is unlikely to succeed and any checkers that White hits will have to re-enter behind White's 5-prime. Having committed himself to a priming game with roughly equal timing, I believe Blue's best ace is 23/22, moving up to the edge of White's prime before White brings in more builders to bear on his inner board. I believe 24/23 is too passive. In most cases White will eventually make White's 3 point before Blue does, locking Blue behind a full prime. Getting in position to leap with 6s is important since the timing figures to be close. With the 4 I prefer the simple 11/7 preparing for a prime vs. prime game.

Summary: The panel's vote left little doubt that Blue has to get to the edge of theprime in order to survive. Looks right to me.

   Play                    Votes   Score23/22, 11/7              11      10011/7, 6/5                 1       6024/23, 13/9               0       4024/23, 11/7               0       4024/23, 6/2*               0       4023/22, 6/2*               0       406/2*, 2/1*                0       40

Problem 2

136








135

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White



money game




Blue

Petter Bengtsson: 13/9.
Compared to Problem 1 Blue's timing is much betterwith only one man back. He should not step up to the21-point where he can be attacked. 13/9 gives himone more builder for the 8-point and 4-point.

Chuck Bower: 13/9.
Our second prime-vs.-prime decision of this young quiz. And I'm making a 180turn on this one. Blue seems to have the timing, and White's checkers are efficientlylocated for pouncing. 24/21 just doesn't seem to be necessary, nor prudent here.
After playing 13/10, three ones have merit: 24/23, 10/9, and 5/4. It lookslike Blue has time to make the 4-point less riskilly, so I'm rejecting the slot.24/23 freezes White's 8-point but only leaves Blue three useful builders for the 4-point and two for the 8-point. 10/9 positions four builders for the 4-pointand three for the 8-point, giving Blue approximately twice as many chances to makeone of these points next turn compared to 24/23.
With Blue appearing to have a timing edge, I like the patient play which leavesBlue good chances of improving his prime: 13/9.

Steve Clark: 24/23, 13/10.
In contrast to problem 1, we do not particularly want to come to the edge ofthis prime. White will be happy to use his checkers from any of his pointsfrom the 6 point outwards to point on me. Further White has few rolls whichavoid coming forward in an awkward fashion. One big way for him to avoid thisawkwardness is to point on me on the 4 point.
Well then, what about alternatives? I would not slot the 5 point. We are nothard pressed to make this point and his aces do not play well elsewhere. Iwould rather that his ace rolls stay bad. I would not break down my 10 point.It only blocks 7's at the moment but who knows where White's checkers will bein a few rolls. I would not play 5/2. Keep your men in front of White unlessyou are really under pressure to do otherwise.
This pretty much leaves 13/10 as the 3. If we continue on the the 9 point,this would increase our diversification nicely, but I see an even moreattractive ace, 24/23. I am far enough from White's prime that he will notwant to hit me. What White will really want to do with many of his rolls ismake his 4 point. By coming up to the 23, I make his rolls such as 4-2 playmuch worse. I like this play.

Malcolm Davis: 24/23, 13/10.
Moving up to freeze the stripped 8 point and playing the 3 to the 10 point lookspretty good. It could be right to play to the 21 point, but I don't think so. Anything without an ace makes the 4 point. Making my 9 point is obviously highly desirable - making my 4 point would would also be helpful. The race is practically even. I prefer to exercise a little patience here and hope to escape my lone remaining back-checker or manage to make a counter prime. I especially don't want to play behind my opponent's anchor, so 5/2 is ruled out. If I get attacked on the 2 point, I may very well survive.

Ray Fogerlund: 13/9.
I would stay back and concentrate my forces on the frontlines.Stepping up in these type of positions gives White an effective alternative,ie: the attack. I will not be allowed to escape I will have to break out,either from the roof or from the ace point... If I stay on the ace point, Iwill not have to deal with the attack, so, it is actually easier to get outfrom there, in a way! Mostly though, White's position will not flow inflawlessly in all probability. It would be a shame therefore to giveher a viable option when she rolls an otherwise difficult number to handleby providing a target to shoot at. Build a powerful frontal position withwhich to win, and be alert to a joker like 36 that lets you escape.

Hal Heinrich: 13/9.
In contrast to the previous problem, Blue's chances in the primingbattle are much better -- not only is the race closer, but Blue has onefewer men back. So stepping up to the edge of the prime is not as urgent. In addition, White's prime may have trouble moving forward, soBlue should not ease White's task by moving onto the 'hot' spot at theedge of the prime. 13/9 develops Blue's home position effectively andat minimal risk -- 5-5 is crushing for White regardless. 24/23, 13/10is reasonable as it makes it risky for White to make the four point bybreaking the eight. All in all, 13/9 seems to meet the requirements ofthe position.

Ron Karr: 24/23, 13/10.
I want to escape, but 24/21 gives White too many good attacking numbers. Ithink I just have to hope that White can't make a 6-prime & cleanlyroll it forward and/or that his back checkers can't escape my blockade.13/10 gives me another builder for the 8 point, while 24/23 putspressure on White's 8 point.

George Klitsas: 24/21, 13/12.
Blue can't afford the luxury of dumping (5/2) or overloading (6/5). The positioning of every single checker is of utmost importance as he tries to extend his blockade. Following these thoughts, I think that 24/21 13/12 is the play. Going �under the gun� is partially kind of an illusion. Although it�s true that by staying back or advancing to the 23 point Blue freezes White�s bar or eight points, White is in a position to make often his four point using the rest of his checkers. Also, by advancing to the 21 point, Blue has a number of return-shots if pointed on (for example with a 6-3) and, even if he flunks or enters without hitting, his timing often improves (to be frank, only the timing, not his overall position!). Strangely enough, there is at least a White roll that plays worse for him after 24/21 13/12 than after any other play by Blue, namely 6-6! From the other side, splitting with 13/12 and creating two new (vulnerable!?) blots is also an illusion. Any of those blots could be used in makingthecrucial eight point (with a roll of 4-2 for example) and the immediate White rolls that hit them (5-4 and 5-5) are good for White anyway. The vulnerability of those two blots will not count much, if at all, when White rolls well, for Blue will simply pass a double.

Rob Maier: 13/9.
This play gives us the most chances to improve our prime. I have sometemptation to move up to the 23 point with ace, to freeze the checkers onWhite's eight point, but I don't think the gains there are worth the pointmaking numbers we give up on our side of the board.

Snowie: 24/23, 13/10.
Moving up to the 21 point is just asking to be pointed on. However thatinch up to the 23 point freezes the checkers on his stripped eight point,and that might make a difference.

Kit Woolsey: 24/23, 13/10.
Blue has enough checkers in the outfield to play with that he doesn't needto escape the back checker immediately. Moving up to the 21 point just givesWhite something to shoot at. However the inch up to the 23 point has theeffect of freezing White's checkers on the eight point, which may hinderWhite in his attempts to advance the prime.

Chris Yep: 13/9.
Another prime vs. prime game. This time, while the race is almost even, Blue only has one man back while White still has two men back. On the other hand, White owns Blue's 3 point which means Blue's prime can't advance past Blue's 4 point. Overall it's unclear who has the better timing. 24/21, moving to the edge of White's prime, might be right. However, it gives White a chance to attack on the point he really wants. Moving up to the 21 point also makes White's men on the 7 point active builders for the 4 point, whereas if Blue stays back these men are frozen (except if White rolls 6-6). When White attacks, if Blue stays on the bar too long White might be able to run one or both of his back men to safety without opposition. These variations aren't very good for Blue. As White attacks, he won't worry too much about getting stuck behind a prime since while Blue has a 5-prime, it is a broken 5-prime instead of a solid 5-prime and White has a semi-advanced anchor. More importantly, Blue can't form an anchor of his own, so White can keep the attack going. At the moment, White still has plenty of moves on his side of the board so if his attack is successful he'll have several turns to escape a man through the escape valve on Blue's 8 point.
I believe Blue's best course of action is to leave the back man where it is and work on his own prime. White's prime is stripped in the back and awkward enough that he will likely leave a series of indirect shots as he tries to advance it further. If Blue can make his 9 point then he will have a 3 point board and White will need two 5s to escape. This will represent a big improvement in Blue's game. The best move to accomplish this is 13/9, creating 4 active builders (including the checkers on the 10 point) for the 4 point and 3 builders for the 8 point. A spare on the 9 point can also be used to attack the 3 point if White decides to leave his anchor. In addition, 13/9 retains the 10 point which still provides a small amount of blocking power by blocking against 1-6 and 2-5 (although if White rolls 2-5 on his next turn he will use it to make his 4 point), as well as providing the 5th blocking point if White makes his own 4 point and then rolls 1-1 before Blue can make his own 4 point. The immediate 5-5 shot that it leaves is not important since 5-5 is already a winner or close to a winner for White with cube access. Among the other moves, 10/7 10/9 leaves the 10 point and reduces the number of builders for the 8 point. 24/23 13/10 reduces the number of active builders for both the 4 and 8 points while only making a small improvement on the other side of the board: 24/23 freezes White's checkers on White's 8 point, but this really only gains when White rolls 4-2 (with 5-3 White should play 22/14). 6/5 is wrong because it reduces the number of builders for the 4 point (and 3 point) for no apparent gain. Finally, 13/10 13/12 gives up the 5-4 shot while also reducing the number of builders for the 3, 4, and 8 points.

Summary: The panel recognized that it isn't necessary to get to theedge of the prime here since the timing isn't so bad. Freezing the checkerson the stripped eight point still looks right to me.

   Play                    Votes   Score13/9                      6      10024/23, 13/10              5       9024/21, 13/12              1       6024/21, 6/5                0       4024/23, 5/2                0       4013/10, 13/12              0       4013/10, 6/5                0       4010/7, 10/9                0       40

Problem 3

166








156

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White



money game




Blue

Petter Bengtsson: 22/14*, 14/10, 13/9.
Hitting a second checker increases Blue's gammon chances.After that Blue should bring down builders for the closeout.Splitting the back men can wait.

Chuck Bower: 22/14*, 14/10, 13/9.
On a 1-10 blitz scale, where does this problem rank? I see three plays whichare tempting, and the best may not even be among these! At any match score whereBlue can't use the gammon, I would give serious consideration to 22/14*, 24/20(2).At money play I think this would sacrifice too many gammon wins.
The "total closeout" play is 22/14*, 9/1*. Maybe this is right at match scoreswhere Blue gets extra vig for gammons, like -2,-1 Crawford. But at money play, isthat putting too many eggs in the gammon basket?
22/14*, 14/10, 13/9 puts two on the rail and gives an excellent distribution ofbuilders for the 3-, 5-, and 7-points. My feeling is that this play provides a nicemixture of aggressiveness and insurance against disaster.

Steve Clark: 24/20, 13/5, 9/5.
It is so easy to organize the hit on the 14 point. 22/14, then 13/9 looks goodand 14/10 brings another builder into range. Backgammon is such an easy game.Two blots on the bar and bunch of builders for the next points to be made.What about the hit on the ace point? Nope too few builders are then availablefor the critical higher points. Do we need to more a guy from the 24 point?Nope, the builders for the 5 and 3 points are more important.
Oh, what about making the 5 point? 13/5, 9/5, 24/20. We would then have awinning board and White would have nothing but a rock in her shoe. In the pastcouple of months we have seen positions where it was right to hit twice ratherthan making another inner board point. By contrast here we gain a lot bymaking the 5 point. Two blots in the air are nice but one blot up against areally strong board is usually better. I will play 13/5, 9/5, 24/20. BG issuch an easy game.

Malcolm Davis: 24/20(2), 22/14*.
The simple play looks ok to me. Making the 5 point and splitting to the 20point is also pretty good. 24/20, 13/9, 22/14* just looks a little too loose. Hitting on the onepoint is the wrong idea - maybe next roll, if I get a fan with both checkers.

Ray Fogerlund: 24/20(2), 22/14*.
The cube is already gone, so a littleinsuranceis nice. I make White's 5 point and hit a second checker, poised to attackWhite wherever she might enter. The anchor will help me to limit hercounterplay when she eventually anchors on the ace point, which looks like alikely outcome.

Hal Heinrich: 24/20, 13/5, 9/5.
Why is this a problem? Hmm -- is it because hitting a second man increases Blue's gammon chances? If making the five point with 24/20isn't best, I've got some studying to do!

Ron Karr: 24/20, 13/5, 9/5.
Sure looks right to make the 5 point here; it'll be a strong asset for therest of the game. It'd be nice to send another checker back, but aftermaking the 5 point, I'll have good chances to hit it anyway, or hitsomething else, because it'll be difficult for White to play safely.

George Klitsas: 24/20, 13/5, 9/5.
I acknowledge (as I should) the value of the five point - no exceptions (ok, a few). Arguments are good, but made, real points are even better. My play is 13/5 9/5 24/20. Let me narrate as shortly as I can (the heroes of the story would have criticized me already) an episode from ancient Greece. Spartans were famous for their laconism. So Pyrros, King of Epirus, sent a letter to Agesilaos, King of Sparta, saying �If I come to Sparta I will beat you, if you resist I will crash you, if I come to Laconia I will subdue you, etc.�. The Spartans answered: �If�. In this problem, one might hit the third checker (22/14*) and complete his move with something like 14/10 24/20, with an argument like �if White enters somewhere, Blue will be in a position to make the five or three point on his head, or at least hit loose�. I say: �If�.

Rob Maier: 22/14*, 14/10, 13/9.
This is the obvious play, and I can't see a good reason to make anotherone. Hitting loose on the ace point seems like an overextension.

Snowie: 22/14*, 14/10, 13/9.
The back men can wait. Right now, the name of the game is hit White's blotsand get builders into position for new points. This is the way to do it.

Kit Woolsey: 24/20, 22/14*, 13/9.
Hitting White's outfield blot looks more important than making the fivepoint. This hit guarantees Blue a lasting advantage. After that makingthe nine point is natural, and moving up to the 20 point with the fourthfour looks better than anything else.

Chris Yep: 24/20, 13/5, 9/5.
If Blue decides to hit, I think he should only hit on the 14 point. Hitting two with 22/14* 9/1* seems a bit too much with only 9 checkers in the attack zone. The plays involving just the single hit give Blue a lot more ammunition to fight for the more important 3 and 5 points. If Blue's attack were more likely to succeed the fighting for the 1 point would be right, but at the moment Blue is a long way from a closeout.
Of the single-hit plays, I don't have a strong preference. 22/14*/10 13/9 is the most aggressive, bringing 11 checkers into the attack zone. 22/14*/10 24/20 only brings 10 checkers into the attack zone, but slots the 20 point which is important in case the attack fails. On the other hand it pays off to the 1-1 joker (and to a lesser extent the 3-3 joker). 22/14* 24/20(2) makes the anchor but only brings 9 checkers into the attack zone. I have a slight preference for going all out for the attack and ignoring the back men since White has no offense. If the attack fails, Blue will usually still be able to secure a decent anchor. Thus I have a slight preference for 22/14*/10 13/9.
Of the plays which make the 5 point, 8/4 looks the weakest. It provides another builder for the ace point, but I believe Blue can do even better with 24/20 or 22/18 which give Blue a direct shot at a third White checker if White stays on the bar. Between 24/20 and 22/18 I prefer 24/20. With a much better board, Blue should play for maximum contact. 24/20 increases Blue's chance of hitting a third checker. 24/20 gives up the 1-1 joker, but the 1-1 joker is almost as big after 22/18.
Between 22/14*/10 13/9* and 24/20 13/5 9/5 I like 24/20 13/5 9/5 which locks up the 5 point and puts pressure on White's outfield blot, retaining blitzing chances. Blue will often hit the third checker anyway. If not, at least he'll have a strong 4 point board and probably an advanced anchor. White will likely have to play passively for quite awhile and may still get a 3rd or 4th checker sent back.

Summary: The vote was very close between making the five point andpicking up the outfield blot. Either play could well be right.

   Play                    Votes   Score24/20, 13/5, 9/5          5      10022/14*, 14/10, 13/9       4       9024/20(2), 22/14*          2       7024/20, 22/14*, 13/9       1       6024/20, 22/14*, 14/10      0       4022/14*, 9/1*              0       4022/18, 13/5, 9/5          0       4013/5, 9/5, 8/4            0       40

Problem 4

134








128

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White



money game




Blue

Petter Bengtsson: 13/2.
The safe play (7/1 7/2) is too ugly for me. 13/2 is betterthan 13/7 13/8 since it gives White fewer rolls that bothhits and escapes.

Chuck Bower: 21/10.
Pulling up anchor is often a tough choice. Here Blue has a small race lead.That alone is insufficient reason to seek deeper waters. But look at the alternatives:leaving direct shots in the outfield(s), giving up the midpoint, or turning a 4-pointprime into a 3-pointer and facing a similar tough decision in a roll or two. Buythe Fram filter and "pay me now". 21/10.

Steve Clark: 7/1, 6/1.
None of the choices here are very attractive. Our opponent has better timing,which often means nothing more than that we are ahead in the race. If we play7/1, 7/2, we probably will have to break our position soon but with a weakerposition. In the meantime our nasty opponent seems to have a couple of turnsduring which he will be able to play safely. 13/7 13/8 just invites ouropponent to hit us and get away safely. And if I miss him, I will haveabandoned my outfield presence. If my opponent played from the 21 point inthis position (with either one or both checkers) I would be thrilled so Ipersonally could not make that play. Finally 13/2 just means that we will haveto give up the outfield next roll, unless we are hit there in the meantime.
Up to this point I had not noticed 7/1, 6/1, but there is much to be said forit. It does make another inner board point. Extra inner board points arevaluable. It means that I am shooting bigger bullets in any blot hittingsituation. Furthermore If he misses me, I will have a little flexibility nextroll. I am not thrilled with this play but it does look better than any of thealternatives.

Malcolm Davis: 21/15, 21/16.
I really don't have a clue. My first instinct was to play 13/2, but maybe I amfar enough ahead in the race to try this. And it could easily be right to play 21/10. I certainly don't want to get pointed-on, or even be hit loose if I don't hit back. At least with most hitting numbers, bringing both checkers out makes opponent give up outfield control. Of course, getting both checkers hit is a disaster, but I will stick with my original play - maybe I will learn something when I analyse this one.

Ray Fogerlund: 13/7, 13/8.
I have no idea what is the right play, so I wouldholdthe anchor and bring down builders in front of White's anchor. I would hopethat she is not able to hit, because it looks like she could gain a decisiveadvantage in the resulting confusion.

Hal Heinrich: 7/1, 7/2.
I would definitely hang onto the midpoint here. Abandoning the anchor gains too little to justify the risk -- besides White might roll someawkward numbers this shake. Blue may as well start the deep points andsee what develops.

Ron Karr: 13/2.
The timing is going against Blue, but I don't think breaking the anchor is called foryet. Neither is breaking my bar point. A blot on the midpoint stillprovides outfield control, and if it gets hit I may be able torecirculate it and keep my 4-prime.

George Klitsas: 21/15, 21/16.
Blue must break his anchor on the 21 point - the timing is bad for him since he will be well ahead in the race after moving [pip count 117:134]. So the two different plays that break the midpoint (both leaving shots), or the childish 7/1 7/2 are out of the question. Our real task is to choose between 21/10 and 21/15 21/16. I think that 21/15 21/16 is better. Barring the four killing rolls (4-3 and 3-1) along with 6-6, 4-4 and 3-3, which are excellent rolls as well, White will hit at most one blot, at the cost of losing the midpoint (outfield control). The other play, 21/10 does not look quite as good. White will hit from the three point with 6-1 and 5-2, will make the four point on Blue�s head with a bunch of rolls and will hit loose with rolls like 6-3 and rolls containing single twos, threes and fours. Even if White rolls something like a 6-5, unable to hit even lose, he will play 13/7 13/8 and then Blue is not finished and must roll a six or a five to escape. In fact there is a bias in my solutiondueto my general knowledge that coming out with both checkers is a common theme in similar positions - this could introduce a kind of bias on my arguments, as well!

Rob Maier: 13/2.
Even leading in the race, it feels wrong to break the anchor in thisposition. Between this place and bringing two checkers down, leaving theblot on the midpoint puts a little more pressure on White when he doesn'thit, and is more likely to leave both checkers behind our prime when weare.

Snowie: 13/7, 13/8.
Running off the anchor is way too risky, and I can't afford to break mynice blockade. That means leaving the midpoint, and 13/8, 13/7 lookslike the smoothest play.

Kit Woolsey: 13/7, 13/8.
Running one or two back checkers looks needlessly risky, since Blue isat the edge of the prime and will probably be able to run later if necessary.Blue definitely can't afford to break up his blockade -- that is his mainasset. Bringing the builders down is a natural play, and figures to workout well if White doesn't hit and still leaves a playable position if Whitedoes hit.

Chris Yep: 13/2.
Usually when the race is close and both sides have comparable boards it's wrong to run off an advanced anchor, exposing the remaining checker to attack, if one still has reasonable alternatives. This position doesn't appear to be an exception. Of the three remaining moves, 7/1 7/2 is underrated by most players. It leaves no shots and retains the midpoint. However, it also strands the midpoint and gives up the 4-prime. Blue will often have to leave one or more shots anyway when he tries to clear his midpoint. Also, the importance of outfield presence is largely an illusion in this position since both players will usually be abandoning their midpoints in the next few moves. Between 13/7 13/8 and 13/2, 13/7 13/8 gives up three fewer shots than 13/2 (10 shots vs. 13 shots, not counting 5-5 in either tally since it's usually a winner in either case), but if White rolls a 5 he both hits and escapes which seems a little too much for Blue to risk especially since many of the numbers which hit back (2s, 3s, and 4s) are duplicated since Blue will need 1s, 2s, and 4s to re-enter. I like the compromise play of 13/2 which keeps the 4-prime intact and doesn't strand any midpoint checkers. If not hit next turn, Blue will have a very playable game.

Summary: On a difficult problem, the panel chose to hold the fortrather than breaking the anchor or losing part of the blockade. Both of thetop two choices look quite reasonable.

   Play                    Votes   Score13/2                      4      10013/7, 13/8                3       9021/15, 21/16              2       8021/10                     1       707/1, 7/2                  1       707/1, 6/1                  1       60

Problem 5

145








153

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White



money game




Blue

Petter Bengtsson: 22/4*, 14/8.
After 22/16 14/2 8/2 all White's threes play well. Hittingtakes away 6-3 and 3-3 (and also 6-6). Fours play wellafter either play.

Chuck Bower: 22/4*, 14/8.
13/1(2)* is great on the 9/36 fans, but the 27/36 entries are another matter. Idon't like giving up the midpoint while two of my checkers remain deep. There mustbe something better. That sentiment rules out 13/7(3) as well.
Making the 2-point doesn't put much pressure on White. 22/4*, 14/8 pushesWhite off his potential anchor but leaves quite a few shots. I don't know how muchlogic I can provide as to why I like this play better than making the 2-point, but22/14*, 14/8 is my gut choice. "Early in the game, fight for your 4- and 5-points" is an axiom that makes a lot of sense.

Steve Clark: 13/1(2)*.
With any strange problem where I am uncertain about what to do, I try toeliminate moves that seem incorrect. Here it is not so easy. 6-6 is anawkward roll in an awkward situation, and I am not particularly familiar withthe positions after any of the moves. Oh well, I will have to do the best Ican.
I don't particularly like 22/4, 14/8. It seems wrong to waste a big roll onlyto hit loose at a time when our opponent has the strong board. At the sametime this move does clean up my other blots so that I do not have a "loose"position. As with all the potential moves here, this one might be right but Iwon't play it.
Next I will give up on 13/7(3), 14/8. This gives up the outfield, does notbuild a new inner board point, abandons my back checkers, and hits nothing. Myopponent is not particularly well organized now but this move gives him a freeroll to get organized. Again this is not a hopeless play, but again it is notfor me.
How about pointing on his pointy little head on the one point? This buildsanother point and puts White on the bar where he very might stay for a roll ortwo. Unfortunately I also leave lots of blots which can get scooped up in ahurry. I might be able to rebuild my midpoint but there is a terrific chancethat it will be gone forever (or at least until the next game). This movesure looks more attractive than those others but sure has some demerits.
Finally there is 14/2, 8/2, 22/16. This move leaves a more recognizableposition. I gain a 3rd inner board point; of course it isn't a very goodone. I keep my blots pretty well organized, but I don't hit anteing. I startto escape but if he hits me on the 16 point, he will be able to diversify hischeckers nicely. On the whole I think this is the better move except for onething. If I hit on the ace and he flunks, it looks to me that I will have aterrific double. In 25% of the games, I will have a double which looks to me asif it is very close to the drop-take line. These doubles are worth a lot and Iwill try for it here. I will play 13/1(2)*.

Malcolm Davis: 22/16, 14/2, 8/2.
Looks best. This play seems pretty easy. I can't find another reasonableplay. Maybe I am overlooking something, but no rational for making another play occurs to me.

Ray Fogerlund: 14/8, 13/7(3).
I just take what the dice give me, and here thatseems to be a racing lead and a position poised to either hit, attack, orrun depending on the dice. Other plays seem a little too disjointed to me.

Hal Heinrich: 22/4*, 14/8.
Blue's safest play, 14/8 13/7(3), isolates the back men and cedes theoutfield to White -- so that doesn't look right. Of the risky plays,hitting on the four point gains the most when it works -- so that's the play for me.

Ron Karr: 22/16, 14/2, 8/2.
Hitting is tempting but can easily backfire. Since I now have aracing lead, there's no need for heroics. Making the bar point issafe, but I'd rather keep the midpoint and start to get one of the backcheckers moving.

George Klitsas: 22/4*, 14/8.
I certainly don't like making the two point - the game is young and the point is too deep at least for my taste. For similar reasons, 13/1*(2) , wide open, overextending and committal, stands a chance mainly when White dances - if Blue survives the assault, White is practically lost. For some reason (the will to keep the mid and outfield control, perhaps) I pick up as the winner 22/4* 14/8 over 13/7(3) 14/8.

Rob Maier: 22/16, 14/2, 8/2.
It seems that making the ace point with double sixes is much better than Ihad ever thought, it used to be that I would never have seen it. Herethough, it seems to leave many blots lying around. Making the two pointimproves our board, and also banks some of the pips we have been given,leaving the fewest blots and shots. 4 checkers down is also attractive,but separates ours forces, which tends to be a bad idea.

Snowie: 22/4*, 14/8.
The idea in backgammon is to choose my moves so my position gets betterwhile ny opponent's gets worse. He is trying to make my four point, andthat is a point I want to make for myself. Hence the loose hit on thefour point is thematic, and getting the other outfield checker safe isthe natural continuation.

Kit Woolsey: 22/16, 14/2, 8/2.
Making the ace point leaves too many blots. The bar point is nice, butthat divides Blue's army in two. The two point is a valuable point, andcoming out to the 16 point is also a plus. Holding the midpoint will bevery important for the future of the game.

Chris Yep: 22/4*, 14/8.
13/1(2)*, leaving 4 blots, doesn't look right since White himself has a 3 point board. Stranding the back men with 14/8 13/7(3) also doesn't look right. I believe the top two moves are 22/16 14/2 8/2 and 22/4* 14/8. Making the 2 point is valuable, but it strips the 8 point and leaves a blot on White's 9 point. White hits with 15 numbers (4-x, 1-3, 2-2, and 6-6), simultaneously bringing down builders for his inner board. Even if White misses, Blue's blot is still not safe. Also, the open 4 and 5 points in Blue's inner board will be hard to fill without leaving a series of indirect (or direct) shots. 22/4* 14/8 looks better. Although it gives up the 2 point, it leaves Blue with 4 checkers on his 8 point, which is considerably better than a stripped 8 point (Blue ideally wants to use one of the spares to make his 4 point next turn, if White misses). 22/4* 14/8 gives White 18 immediate shots (4-x, 1-3, 2-3, 5-3, and 2-2). This is comparable to the 15 immediate shots after 22/16 since Blue is less likely to have to leave direct shots two turns in a row after 22/4* 14/8. If White misses, Blue is a big favorite to make the valuable 4 point with 26 immediate covers.

Summary: The panel voted to fight for the four point. Could be right,but it isn't obvious to me that this is the best approach with White havingthe stronger inner board.

   Play                    Votes   Score22/4*, 14/8               6      10022/16, 14/2, 8/2          4       8014/8, 13/7(3)             1       6013/1(2)*                  1       60

Problem 6

117








138

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White



money game




Blue

Petter Bengtsson: 11/5, 11/6.
Not much difference between making the 1-point and slottingthe 5-point. I prefer the pure play. If Blue can make thefive-prime he will be able to use the cube more efficientlythan after the point-making play.

Chuck Bower: 8/2, 7/2.
In every GoL quiz set there is one problem that gives me fits, and this monthit's problem 6. I can rule out breaking the anchor because of the big race deficit,and pointing on the 1-point looks wrong because it strips Blue's side of buildersfor the points he REALLY wants to make. Hitting loose on the acepoint, at best,just delays the inevitable decisions. So quickly we're down to two choices...
I think it is safe to say that slotting was overdone in the 70's and underdonein the 90's. For me, this month's quiz is about balance. Can we balance the twoextreme decades? Slotting is right when it is likely to be the only real chanceto make a key point. Is that the case here? I don't know. One thing I conclude isthat if Blue held either the 3- or 9-points, and thus the 5-point were the FINALkey to the 6-prime that I would feel much better about slotting. Here I concludethat the quiet 8/2, 7/2 is best in the long run. If the timing is against Blue,it's not overwhelmingly so. Not at all sure here, but I'm going with the patientplay, again.

Steve Clark: 7/1, 6/1.
I don't suppose it can be right to run off of his 4 point. After all I am waybehind in the race, and White does have the stronger board. Even so it doeslook attractive because of everything aiming very nicely at my 5 point. Couldthis be an exception to the rule to stay back when you are way behind? It surelooks tempting but I will not do it.
I am not much of a slotter and hitting loose on the one point looks cockeyed.So we are really left with making the one point or making the deuce. Bothmoves have their attractions. If we point on him, he might stay on the bar andwe would then have a chance to escape or make more points. We leave notblots. If we make the 2 point, we are more organized but we do leave the bloton the eight point. Also he is not up in the air. Having your opponent on thebar is terrific. I will make my ace point.

Malcolm Davis: 7/1*, 6/1.
Behind in the race, I am not running off my anchor. I am not slotting the 5 point.Since I think it is generally wrong to slot, and since I don't know when to make an exception most of the time, I just rarely do it. I understand attacking. When you point on your opponent,he might not come in. This is usually bad for him. Making the 2 point looks ugly. Attack!

Ray Fogerlund: 11/5, 11/6.
I just slot these types of positions. Usually it isright. End the game if not hit, and play on if you get hit. Force the issue while you have an advantage.

Hal Heinrich: 7/1*, 6/1.
Blue has a good racing lead -- threatening to reach a race will beenough to justify a cube turn. Breaking the anchor here looks too risky. I'd harass White's back checker and hope to leap if White dances -- turning the cube if I got away with it.

Ron Karr: 11/5, 11/6.
I'm behind in the race; it looks like the best way to win is to make the 5-prime.So I think I'll just go for it in the most direct way, putting thepressure on White to roll a 4. Attacking plays don't seem very likelyto succeed.

George Klitsas: 7/1*, 6/1.
I don't like the idea of offering the initiative to White with 21/10 [21/16 21/15 should be included as an alternative, perhaps] , for about a quarter of all the rolls point on me, 5-4 hits from the 24 point and there are also some additional loose hits on the four point. Another play, 11/5 11/6 gives also the initiative to White with the threat of completing a five prime, tho, if missed. I think this play must be rejected as well, since all hitting fours are devastating for Blue along with the semi-escaping 2-6 which is also good . An improvement over those two plays seems 8/2 7/2, retaining some chances of making the crucial five point naturally, but what�s really wrong with making the ace point on White�s head? This play leaves no blots, retains fair chances in the race (especially if White flunks) and keeps control of the game. Blue�s rear checkers will have all the time in the world to escape, if Blue successfully attacks White�s lone checker. Making the ace point (7/1* 6/1 ) is my choice.

Rob Maier: 8/2, 7/2.
Keep our options open. Other plays are too commital.

Snowie: 7/1*, 6/1.
No need to do anything rash. Simply making the ace point gives me a three-pointboard and puts White on the bar. I will have plenty of opportunity to improvenext roll while White is struggling to enter.

Kit Woolsey: 11/5, 11/6.
Blue simply has to have his five point if he is going to contain White'sback checker, and the way to make the five point is to slot it. It won't begood if the blot is hit, but otherwise Blue will be a big favorite to makethe point and have a strong position.

Chris Yep: 11/5, 11/6.
I don't like 21/10. As discussed in Problem 4, I don't believe Blue should run off an advanced anchor in this type of position. I also don't like 11/6 7/1*. If Blue wants to hit on the ace point he is much better off just making the ace point with 7/1* 6/1. Although 7/1* 6/1 and 8/2 7/2 are reasonable moves, I like the pure 11/5 11/6. Blue already has 2 men back and is behind by 10 pips (after his move) in the race, so another checker back will hurt him, but not greatly. On the other hand, if White misses, Blue is a big favorite to make a 5-prime. With more men back, a race deficit, an advanced anchor, and a board only slightly worse than White's, it looks worth the risk to slot the 5 point since if White doesn't roll a 4, Blue's chances of making his 5 point before White can escape increase significantly.

Summary: A touch choice between purity and tactics came out in a tie.Quite a difference from several years ago, where the vote would have beenoverwhelming to slot the five point. The trend today is to play more tactically,but maybe this is overdoing it.

   Play                    Votes   Score7/1*, 6/1                 5      10011/5, 11/6                5       908/2, 7/2                  2       7021/10                     0       4011/6, 7/1*                0       40

Problem 7

169








162

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White



money game




Blue

Petter Bengtsson: 24/15*, 6/3
When in doubt, hit. Hitting gives Blue a healthy lead in therace. Not hitting is a big mistake.

Chuck Bower: 24/15*, 6/3.
White's checkers are nicely placed to make either an offensive or defensivepoint (or both!) next turn. Hitting reduces the chances White will make anoffensive point, and increases Blue's race lead. Usually the play whichaccomplishes TWO things is best. That principle seems to apply here.

Steve Clark: 24/15* 6/3.
I wouldn't make the 5 and 3 points. The resulting position looks terrific butis likely to be neutralized when White makes an advanced anchor, or makes hisbar point or something. I don't like leaving men on the 24 point when there isa terrific opportunity of advancing. If I make the 21 and 3 points, that alllooks nice except that when White makes an advanced anchor also, it looks likehe has the better position.
If I hit him on the 15 point, I gain in the race; I put him on the bar; Istart to escape. I send a 4th checker back. This looks good to me.

Malcolm Davis: 24/15*, 6/3.
We must get out of the habit of putting the right play first in the multilplechoices. I really don't see another play that doesn't hurt my eyes. How bad can hitting and making a point be when you are behind in the race?

Ray Fogerlund: 24/15*, 6/3.
I never would have made this play 3 years ago. Butnow, I see backgammon more as a race, and a contest to get your checkers out and around to win. With that in mind, running while hitting and sending White further behind in the race is clearly best. Making a defensive point and covering blots is nice, and so is making two offensive points but neither addresses the more pertinent issues of escaping the back men and making maximum gains in the race. Hitting the checker with 9 pips and sending it back 15 gains... 24 pips, the same as a set of 6's. But here, I get to move another 3 pips, and cover a blot, making the race gain better than rolling a set of boxes. Let White figure out how to gain those pips back from me later. Meanwhile, I will generally be able to make White an underdog to hit in most all of the scenarios which involve me leaving her a shot.

Hal Heinrich: 24/15*, 6/3.
Hitting and covering is the only way to go. This play puts White on the roof, builds an inner board point, escapes a back man, and increases Blue's racing lead. No other play does as much. Making the five and three points is weak because it risks entering a priming gamewith a timing disadvantage. Making the twenty-one and three points istoo stodgy -- you've rolled a great shot, go for the jugular!

Ron Karr: 24/15*, 6/3.
After covering the 3 point, it looks like hitting is better than making the 5point or anchoring. Gains a lot in the race, hurts White's offense,partially escapes a back checker, and there is still good flexibilityfor building up the offense.

George Klitsas: 11/5, 8/5, 6/3.
By hitting (24/15* 6/3) Blue is not accomplishing anything. White has many return shots, but even without them, Blue�s position would be normally difficult to improve and the pips gained would not count easily (this game is not a race). Therefore, we have to choose from 24/21(2) 11/8 6/3 and 11/5 8/5 6/3. Once more, making the crucial five point comes out as the winner. Blue could encounter some difficulties trying to activate his rear checkers, but making the five point is most urgent - actually I think that the two plays are not even close.

Rob Maier: 24/15*, 6/3.
I don't know why we would volunteer to stay back on the ace point or fourpoint when we can send another checker back.

Snowie: 24/15*, 6/3.
Hit and cover is obvious. If I make the five and three points, White willhave a free hand to improve and I will be stuck with two checkers on hisace point against a growing blockade.

Kit Woolsey: 24/15*, 6/3.
The five point can wait. Hitting and covering the blot on the three pointis so natural, and does everything that Blue can want with one roll. IfBlue plays 11/5, 8/5, 6/3 he may lose out in a priming battle.

Chris Yep: 24/15*, 6/3.
Hitting on the 15 point gains in the race, strips away one of White's builders, almost escapes one of White's back men, and provides good outfield presence. With all these good things going for it, it's hard to imagine a better move. The other two moves don't fit into Blue's game plan. With a racing lead and fewer men back, Blue should want to race. After 24/15* Blue will be ahead by 34 pips and will only have one man in White's inner board. 11/5 8/5 makes the 5 point, but strips the 8 point, passes up the hit, and leaves two men in White's inner board with White having an extra builder aimed at his 4 and 7 points. 24/21(2) 11/8 makes an advanced anchor, but leaves a stacked position which will often leave shots. Being ahead in the race, Blue doesn't want to get trapped in a mutual holding game. 24/15* looks clear.

Summary: The panel's vote convincingly emphasized the importance ofhitting another checker and escaping over building the board. Sure looksright here.

   Play                    Votes   Score24/15*, 6/3              11      10011/5, 8/5, 6/3            1       6024/21(2), 11/8, 6/3       0       40

Problem 8

151








164

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White



money game




Blue

Petter Bengtsson: 13/4*.
Blue should fight for his 4-point. 24/20, 6/1* is an interestingalternative (ones are duplicated), but I don't like puttinga man one the 1-point.

Chuck Bower: 13/4*.
"Early in the game, fight for your 4- and 5-points." Sound familiar? If your opponent opens the game with a 53 and plays 13/8, 24/21 or moves 24/21 with an opening 21 (not bad moves, especially when avoiding a gammon is paramount), how would you respond? Does the fact that White has made his barpoint and is 13 pips ahead in the race change your mind? Not mine.

Steve Clark: 13/4*.
When my opponent comes up to my 4 point and I roll a 5-4, I automatically reachfor one of my spares on the midpoint and hit him. Is there any reason I shouldnot do so here? Let see. I will still have a spare on the 13 point so that isok. The double hit, which is usually wrong, does not look any better thanusual. 24/15 is usually wrong as well, and here all of White's hitting rollswill work well. The fact that White has made his bar point is an argument fortrying to escape, but I am left with a loose position that is likely to stayloose next time. If that is the case, I would just as soon hit em. 13/4 stilllooks right.

Malcolm Davis: 13/4*.
Seems clear to me. Why would you play 24/15 when you are behind in the race? Let's hitand get ahead, or get further behind and employ our "way behind in the race" strategy. Anynon-hitting play looks inferior, and 13/4* looks like the best of the hitting plays to me.

Ray Fogerlund: 24/15.
I just run. Second choice would be hitting twocheckers, but here at least running duplicates the three White wants to use to make my 4 point. Next turn, maybe my objectives will be clearer, hopefully!

Hal Heinrich: 13/4*.
Blue has lots of plausible choices here -- however hitting your opponent off of an advanced inner board point is a huge opening theme.This position doesn't look like an exception.

Ron Karr: 8/4*, 6/1*.
There's no safe play. No matter what I do, White has a racing lead, a betteroffense, and shots. Therefore hitting seems like the way to go, and Imay as well hit twice to maximize chances of making my 4 point. I maybe able to get a successful attack going, and if not I should have timeto make an anchor or two to firm up the defense.

George Klitsas: 13/4*.
This looks like an everyday early situation. The fact that White has made his bar point, in my opinion, does not change the parameters enough to make Blue deviate from his typical play (13/4*). Blue needs some structure [the four point, for example - White has some already] and exchanging hits (�shaking� the pip-count) is thematic, since Blue is currently behind in the race. Considering other plays, I don�t like the marooned checker left on the 23 point, in 24/15, I rate 24/20 13/8 as falling in the �under the gun� category along with 24/20 11/6 and I have a sympathy for 6/1* 8/4*. If Blue had another builder on his eight point, in order not to strip it with the double-hitting play, I might give it the nod. In the actual position, I slightly prefer the usual play, 13/4*.

Rob Maier: 8/4* 6/1*.
When in doubt? 13/4* is going to get hit often, at least hitting two,gives us a better chance of making the four point. All of the non-hittingplays seem equally unappealing.

Snowie: 13/4*.
In the early stages of the game, hit and fight for the points which are goingto be important later. 13/4* is clearly indicated. Now is the time toattack before White starts to develop his position.

Kit Woolsey: 24/15.
Running the back checker feels right, particularly since White's midpointis getting thin and if White hits the fleeing checker that strips hismidpoint. The loose hits in the inner board cost a lot when hit back, andmay not gain all that much when missed.

Chris Yep: 13/4*.
This position was probably reached by standard opening moves W: 6-1 (13/7 8/7), B: 2-1 (24/23 13/11), W: 6-3 (24/21 13/7), B: 5-4. As a general rule, on your first two rolls of the game it's almost always correct, with few exceptions, to fight for your own 4 and 5 points by hitting any opposing blots on these points unless you can hit on the other side of the board or make a key point (e.g. an anchor). This position might be an exception to the rule since White only has one spare on his midpoint and has already made his bar point. 24/15 is a strong contender since White has to strip his midpoint to hit this blot, although it still gives White a lot of direct and indirect shots at the outfield blots (21 shots in all: 3-x, 1-2, 1-6, 2-5, 4-5, and 5-6). Among the 24/20 moves, I prefer 24/20 6/1* since the other two come under the gun without the tempo-hit (although Blue is a little better placed to return hit by having the second back checker on the 23 point rather than the 24 point). 24/20 6/1* might be right, but I don't think Blue needs the advanced anchor badly enough to make it worthwhile -- the blot on the ace point is too much of a liability in my opinion. 8/4* 6/1*, stripping the 8 point and leaving 5 blots, looks too aggressive. 13/4*, the usual move of an early 5-4, knocks White off the advanced anchor slot, while simultaneously slotting it for Blue.
The top two plays, in my opinion are 13/4* and 24/15 with 24/20 6/1* a close third. Since I have to choose something, I'll go with the standard 13/4* although it looks very close.

Summary: Once again the panel is willing to leave a lot of shots inorder to fight for the four point. Could be right, but it is not obvious tome that this is the thematic play here.

   Play                    Votes   Score13/4*                     8      10024/15                     2       708/4*, 6/1*                2       7024/20, 13/8               0       4024/20, 11/6               0       4024/20, 6/1*               0       40




Vote Summary

                   1                     2                      3                    4                    5                      6                 7                 8Petter Bengtsson  23/22, 11/7           13/9                   22/14*, 14/10, 13/9  13/2                 22/4*, 14/8            11/5, 11/6        24/15*, 6/3       13/4*Chuck Bower       23/22, 11/7           13/9                   22/14*, 14/10, 13/9  21/10                22/4*, 14/8            8/2, 7/2          24/15*, 6/3       13/4*Steve Clark       23/22, 11/7           24/23, 13/10           24/20, 13/5, 9/5     7/1, 6/1             13/1(2)*               7/1*, 6/1         24/15*, 6/3       13/4*Malcolm Davis     23/22, 11/7           24/23, 13/10           24/20(2), 22/14*     21/15, 21/16         22/16, 14/2, 8/2       7/1*, 6/1         24/15*, 6/3       13/4*         Ray Fogerlund     23/22, 11/7           13/9                   24/20(2), 22/14*     13/7, 13/8           14/8, 13/7(3)          11/5, 11/6        24/15*, 6/3       24/15  Hal Heinrich      23/22, 11/7           13/9                   24/20, 13/5, 9/5     7/1, 7/2             22/4*, 14/8            7/1*, 6/1         24/15*, 6/3       13/4*Ron Karr          11/7, 6/5             24/23, 13/10           24/20, 13/5, 9/5     13/2                 22/16, 14/2, 8/2       11/5, 11/6        24/15*, 6/3       8/4*, 6/1*George Klitsas    23/22, 11/7           24/21, 13/12           24/20, 13/5, 9/5     21/15 21/16          22/4*, 14/8            7/1*, 6/1         11/5, 8/5, 6/3    13/4*  Rob Maier         23/22, 11/7           13/9                   22/14*, 14/10, 13/9  13/2                 22/16, 14/2, 8/2       8/2, 7/2          24/15*, 6/3       8/4*, 6/1*Snowie            23/22, 11/7           24/23, 13/10           22/14*, 14/10, 13/9  13/7, 13/8           22/4*, 14/8            7/1*, 6/1         24/15*, 6/3       13/4*Kit Woolsey       23/22, 11/7           24/23, 13/10           24/20, 22/14*, 13/9  13/7, 13/8           22/16, 14/2, 8/2       11/5, 11/6        24/15*, 6/3       24/15Chris Yep         23/22, 11/7           13/9                   24/20, 13/5, 9/5     13/2                 22/4*, 14/8            11/5, 11/6        24/15*, 6/3       13/4*

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