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Problem 1
| 143 156 | White money game Blue |
Alan Alsop: 18/14(2), 18/10.
Double fours evens the race up. If running is the right game, if so, all the way or part of the way. White has two homeboard blots which stops him from hitting for the next move at least. 13/9 (2),18/10 is part way and useful blockade, but still he has to remove his backmen. The others are of a similar nature or to move from the midpoint. I like the full monty and run from the back.
Chuck Bower: 18/10, 13/9(2).
18-point, 13-point, 9-point, which ones does Blue want? Note that afterthis turn, Blue will be ahead 3 pips with White on roll -- effectively atie in the race. IMO, Blue should not be trying to turn this into a race.The 9-point has double value: a blocking point and a safe haven. 13/9(2)seems like half the play. With White's immature board, Blue shouldn'tbe concerned with blots now. Giving up the 13-point leaves Blue's deepspare with a lot of desert to cross. 18/10 gets the back checker movingwith relative saftey AND starts the 10-point. At worst that checker provides timing pips for the future. The timing is slightly in Blue's favor, so keeping the 18-point and waiting for White to have problems looks like a logical gameplan. 18-point, 13-point, 9-point -- take all of them! 18/10, 13/9(2).
Malcolm Davis: 18/10, 13/9(2).
Am still behind in the race - need to block instead of escape. With 2 blotsin his home board, it is very dangerous for my opponent to break his anchor to hit. I may make another point in front of him for more blocking effect. This play does not seem difficult.
Doug Doub: 18/14(3), 13/9.
Since White has two blots in his board, I think that we should take asmall risk by leaving a shot in our outer board in order to improve ourstructure. 18-10, 13-9(2) is certainly possible, but I prefer to try tobring everyone around together. The race is even after this throw, so we donot have a strong incentive to stay back.
George Klitsas: 18/10, 13/9(2).
After moving, Blue will be 3 pips ahead, about an even race - so, I don't think that the crucial question is "to leave from White's bar point or not". It depends on the subsequent rolls - if Blue knows that he will roll worse than his opponent, he would like to stay back, if not, he would like to disengage. To me, the important question is what to do to make life difficult for White's back checkers, and the answer is, in my opinion, "try to make blocking points in front of White's anchor". A playable move is 13/9(4), which leaves no blots, creates many spares for timing reasons, but does not prepare for another strong blocking point, like the ten point for example, and abandons the midpoint, which is of minor importance, here. Although I don't think there's much difference in equity terms between the two plays, I slightly prefer 18/10 13/9(2), which retains the mid and prepares to make the ten point, which would be a great improvement for now, although Blue might be forced to break it later. The blotcreated is rather immune for one roll. My solution is 18/10 13/9(2).
Rob Maier: 13/9(4).
An even race, with a slightly more advanced back anchor. Bringing down the midpoint means that Blue has only one point being pressured, compared to the two points that White has to worry about. This make White far more likely to be the one to have to leave the shot(s).
Snowie: 18/10, 13/9(2).
Making the nine point looks very natural. This point serves as a blockingpoint, a landing place for the future, and a potential source of attackif White leaves with one checker. I don't mind sitting back on the defensivebar point and playing from there -- White's position isn't very smooth.My blot on the ten point isn't in much danger, and maybe I will be able tobuild yet another blocking point.
Bob Stringer: 18/14(3), 13/9.
Neither vacating the midpoint nor dumping a checker or two behindWhite's anchor has any appeal to me. The former breaks the board intwo, and the latter prematurely assumes I'm going to win a foot race.13/9(2) 18/10 looks decent and definitely should be considered, but Idon't like it as much as the combination of 18/14(3) and dumping achecker from either the 14 or the 13 into my outfield. I'd like tomake an outfield point so I can bring all my men around more easily,and block White at the same time. Owning the 14 point helps me dothat. As between 14/10 and 13/9, the latter is more flexible.
Kit Woolsey: 18/10, 13/9(2).
This 4-4 roll only gets me about even in the race. Running everybody fromthe defensive anchor doesn't seem too attractive, as this leaves two outfieldpoints to clear. The nine point has to be big. Considering the state ofWhite's board, I'm not too worried about the blot I leave on the ten point.
Chris Yep: 18/10, 13/9(2).
If Blue only had two checkers on his 18 point, running would be quite attractive (e.g. 18/10(2)). The race would be even, but White would be stuck on an anchor so would be at a disadvantage. However, with 3 checker on the 18 point, Blue will only be able to move out to the 14 point, creating a sort of "double midpoint." This is not necessarily awkward since Blue will have several spares to play with until he rolls doubles, but I believe Blue can do better. I prefer sitting on the anchor and aggressively building up an outfield blockade while White has two inner board blots. The best move for this purpose is 18/10 13/9(2). An outfield block (8, 9, and 10 point) provides some restraint against White's anchor, but more importantly provides landing spots for the checkers on Blue's midpoint. This will provide Blue with a significant timing advantage: Blue will have an easier time clearing his midpoint, while with a more advanced anchor he will have the better of it in any case. Note that if White has any trouble cleaning up his inner board blots, Blue may decide to immediately run off his midpoint (with one or two checkers) next turn, even if it leaves a blot on his 10 point or 13 point. In these scenarios he has a fairly significant timing advantage, since he'll only be "stuck" on his 18 point anchor, while White will be frozen to both his 20 point anchor and his midpoint.
Summary: The panel agreed that making key points was more importantthan running. The blot on the ten point is not a serious danger. Thisseems to be a good assessment of the position.
Play Votes Score18/10, 13/9(2) 6 10018/14(3), 13/9 2 7018/14(2), 18/10 1 6013/9(4) 1 6018/6, 13/9 0 4018/6, 8/4 0 4018/14(3), 8/4 0 4018/14(3), 6/2 0 40
Problem 2
| 147 142 | White money game Blue |
Alan Alsop: 24/22, 8/7.
Very volatile situation it needs a bit of tidying up. Whites 4 point board with builders is inhibiting. Also White can look to hit Blues blots on the bar and 9 point. Making the bar point with the 2 or 1 lacks flexibility. The 5 point on the other hand looks good but still leaves too many blots. The risk of getting another man back sways me to make the bar point and cover the back men and limit Whites alternatives.
Chuck Bower: 24/22, 8/7.
Overall, Blue's biggest concern is his vulnerability, so grabbing theanchor solves much of that. Yes, offense usually gets the edge overdefense, but making the 5-point here is carrying things too far, IMO.After 24/22, 8/7 is the obvious ace. That dormant cube is beginning toawaken. The pressure is moving across the board, now.
Malcolm Davis: 24/22, 8/7.
A very difficult play - Owning the cube argues for making the anchor - If I hadgiven the cube away here, I would more seriously consider hitting, 6/4*, with the 2 and stillmake the 7 point.
Doug Doub: 7/5, 6/5.
I think that this is the toughest problem of the set. Certainly the'reflex' move is to play 6-4*,8-7. However, I cannot resist making thestrongest point in our board. If White had more material in place toattack, I might feel compelled to hit in order to protect myself, orpossibly to grab that anchor.
I think that actually making our 5pt, rather than threatening to make our4pt puts more pressure on White to roll well next turn. With the 5pt made,I would be happy to turn this into a blot hitting contest. I could be wayoff, but it is hard to feel too bad about seeing the 5pt there.
George Klitsas: 24/22, 8/7.
I think Blue must make his 22 point - 8/7 6/4* is interesting and tempting, but Blue has been doubled and there is a high gammon risk. I don't think that 8/7 6/4* is that much worse, it's a play that could easily turn up the tables, still I vote for the solid 24/22 8/7.
Rob Maier: 7/5, 6/5.
Making the 22 anchor isn't terribly ambitious, and it still leaves the five shot. I think it better to work on the offence for the moment.
Snowie: 7/5, 6/5.
The five point is the five point, as is so often the case. My back checkersaren't in too much danger, since White has only a two-point board. My goalright now is to put as much pressure on White's back checkers as possible, andthat means making the five point.
Bob Stringer: 7/5, 6/5.
My choice is between hitting on the 4 point and making my 5 point. Ipick the latter because White has a good structure and is headedtoward possibly making it even better, and I'd like to offset thatwith a stronger inner board and a flexible position. Although therecould be a storm brewing on the other side of the board, 24/22 8/7 istoo defensive -- my side of the board ends up looking too ugly andinflexible. Making a third inner board point serves a defensive aswell as an offensive purpose, since White had to be more cautious aboutgetting hit if my board is strong.
Kit Woolsey: 24/22, 8/7.
The one thing I know for sure is that my back checker belongs on the 22 point.I have rolled a two, so I'm putting the checker there. The bar point isnice, and if White doesn't hit my blot I will be well-positioned to continueto develop without having to worry about being blasted away on the otherside of the board.
Chris Yep: 8/7, 6/4*.
After making the 3 point early in the game it becomes more important than usual to go after the 4 and 5 points. It's too awkward to stack builders on the 3 point and with the large gap White has more chances than normal to make the 21 or 20 point anchor in front of Blue's made 3 point, significantly reducing the value of the checkers on Blue's 3 point. Alternatively, after making the 3 point in the early stages, it's often better to shift into an attacking game, since a priming game is less viable than normal. With this in mind, I like 8/7 6/4* (better than 7/4* in all respects since it makes the bar point while leaving the same number of builders to cover the 4 point next turn). 8/7 6/4* seems like the best of both worlds. It attacks, which seems reasonable with Blue's board as strong as White's, and it fights for the important 4 point, which is more important than usual as mentioned earlier. 7/5 6/5 is also possible, but in my opinion it gives White too many options next turn. Similarly, other moves are too passive in my opinion.
Summary: Offense or defense? In a very close vote, the panel choseto work on both sides of the board rather than make the strongest offensiveplay of making the five point. Either approach could well be correct.
Play Votes Score24/22, 8/7 5 1007/5, 6/5 4 908/7, 6/4* 1 6024/23, 9/7 0 4022/21, 9/7 0 409/7, 8/7 0 407/4* 0 40
Problem 3
| 126 146 | White money game Blue |
Alan Alsop: 8/5, 8/3.
Blue would like to start escaping his back men. But with two blots in his homeboard this is not an option nor is any other and this needs to be dealt with immediately. White will need to bring more forces down to close his homeboard. and run his backmen. So covering Blues blots is the first order of business , this will curtail White with a four point homeboard.
Chuck Bower: 8/5, 8/3.
Nothing like baring a few sharp teeth to instill caution into a snarling predator. White's position is solid, but he's going to have to move something next turn. 8/5, 8/3 suddenly gives Blue the better board. Blue should plant some fearful seeds into White's conciousness.
Malcolm Davis: 11/8, 11/6.
Again, a hard play. With a 20-pip deficit, running 24/16 seems wrong. I believe Iwould play passivly, try to save the gammon, and see what develops.
Doug Doub: 8/5, 8/3.
I would love to step up with the three, but our board is not ready for anexchange of hits. So, I put a lot of teeth in our board by covering the 3ptand 5pt, and hope to roll a three next turn. We need to get lucky to winthis game, but moving a back man this turn is asking for too much.
George Klitsas: 8/5, 8/3.
24/16 , behind in the race, is anti-thematic to say the least. 11/8 11/6, creating another spare, is conceivable, but Blue might not roll suitable numbers to fill in his inner board in the subsequent rolls. Best in my opinion is 8/5 8/3, with a strong inner board. It's true that in all probability, Blue's stripped position will produce a blot for White. On the other hand, it's White's turn, who has immediate difficulties to play most rolls including an ace.
Rob Maier: 11/8, 11/6.
Behind in the race, there seems little incentive to make a run for it. At the same time, why leave shots when White figures to be able to break the midpoint easily next roll.
Snowie: 8/5, 8/3.
Running a back checker is too risky, particularly since I have no board incase some blot-hitting starts. This roll allows me to correct that deficitin my position by making a strong inner board and worrying about the futurelater. I may have to leave a shot before White does, but if I can survivethat I will be in good shape.
Bob Stringer: 8/5, 8/3.
For the longest time I bounced between 11/8, 11/6 and 11/3, since Ikept focusing on what could I possibly do to improve my structure onmy *next* move. [I rejected 24/16 out of hand, since getting hit is acomplete disaster.] But then I thought about the comment our fearlessleader has made a number of times about looking at the position fromyour opponent's side. Something's about to happen, and someone mayhave to leave a shot. Facing a 4 point board doesn't make that acomfortable prospect for White.
Kit Woolsey: 8/5, 8/3.
I don't think I can afford to do anything with my back men just yet consideringthe shape my board is in. Best seems to be to make the biggest board possibleand hope White stubs his toe. White can probably play off the midpoint fornow, but his future plays may not be so easy.
Chris Yep: 8/5, 8/3.
Behind by 12 pips post-roll, now is the wrong time to make a run for it. If Blue isn't going to run with 24/16, 8/5 8/3 looks best. Blue has a limited number of men up front, so he has to put them to good use. Filling in the best 4-point board looks worth the awkwardness that he may face next roll. By making a 4-point board and cleaning up his inner board blots, he indirectly pressures White. White will not be able to play boldly next turn (e.g. with a 3-2 he can't make his 4 point), nor will he be able to make a run for it from his 18 point anchor with as many rolls, nor will he be as eager to attack Blue if Blue later moves up to White's 4 point with one checker.
Summary: The panel's mandate was quite clear. Build the big boardfirst, and worry about later problems later. This does seem like the rightidea. Blue needs something to fight with.
Play Votes Score8/5, 8/3 8 10011/8, 11/6 2 7024/16 0 4011/3 0 40
Problem 4
| 154 176 | White money game Blue |
Alan Alsop: 10/5, 7/5.
Not much scope here. Blue has a few points with little effect at the moment. It is neither a backgame or a forward game. White on the other hand has flexibility. While Blue still has four men back I favour a forward play, if it goes wrong then Blue can still play from the rear.
Chuck Bower: 10/5, 7/5.
'Assets' looks like the theme for the first four problems this month. Playswhich don't make the 5-point look like waiting plays with little upside.Although Blue is probably going to want to get one of the checkers on the24-point moving, doing so now by sliding to a blocked point doesn't appear to be an effective approach. Wait for a 3 or a 6. Hitting on points Bluedoesn't want is inefficient, a particularly costly ploy with four backcheckers. The remaining frontside checkers should be placed where theyare needed. Making the 5-point looks like the move consistent with apositive attitude.
Malcolm Davis: 10/5, 7/5.
When in doubt, make the 5-point. I am certainly in doubt.
Doug Doub: 10/3*.
White has a few ways of making his bar point this roll, which wouldreally put the screws to us. Hitting prevents him from working on offensenext turn. I would like to get one of those men on the acepoint moving, butI don't want to break the 8pt to hit loose, and I don't want to startputting men on our ace point in what could be a very long game. If I wereplaying in a chouette, I could be convinced to make our 5pt with this roll.
George Klitsas: 10/5, 7/5.
I like 10/5 7/5. Blue's front position is cramped, his builders on the 7 and 8 points are frozen, and Blue must risk making his five point now. If hit by White, he might obtain a playable backgame of some kind. Hitting on the ace point is beginner's play, dramatically weakening all possible backgame scenarios.
Rob Maier: 10/5, 7/5.
I don't see any reason to play any five other than 10/5. 24/22 may be better for the deuce, but I'd rather have the five point than the bar, and sending back an additional checker is probably not the end of the world.
Snowie: 24/22, 6/1*.
What back game? I am only 22 pips behind in the race; not nearly enoughto go into a back game. White is threatening to make his bar point, andI can't afford to give him his full roll. The loose hit on the ace pointkeeps him busy while unstacking my heavy six point and keeping the restof my blockade in place, and the split to the 22 point diversifies in theback and helps me fight for White's bar point. If White rolls an ace andhits back, then maybe I can think about a back game. It ain't a back gameuntil I says it is.
Bob Stringer: 24/22, 6/1*.
It's too early to think about playing a back game. 10/5 7/5 is apossibility -- the idea being that the roll isn't perfect, so at leastmake a strong point. However, I simply have too many men on the otherside of the board, and they have to get going. I don't especially likeputting a checker on the ace point, but 10/5 is the only other playthat goes with 24/22, and all 10/5 does is uglify an already uglystructure.
Kit Woolsey: 10/5, 7/5.
The five point is the five point. How bad can this be? If I am hit, thismay help my timing for an eventual backgame. If I am missed, I can getmy own offense going. I have to play purely because I have so many men back,and nothing else has much appeal.
Chris Yep: 10/5, 7/5.
Blue is behind in the race and has two anchors, including an advanced anchor. Thus, bolder plays are more attractive. If Blue gets a 5th man sent back, it's not too costly since it may even increase his chance of improving his 24 point anchor to a better anchor. On White's side of the board, the key action centers around the bar point. If White has a good chance of making the bar point and if making this point is decisive, then it's probably right for Blue to take half of White's roll away by hitting. On the other hand, if White's chances of making the bar point are small or if making the bar point is not decisive, then Blue probably does better with a more positional move. The best positional move is 10/5 7/5; getting hit doesn't hurt Blue very much as discussed earlier, while making the 5 point is a big improvement. Note further that 6-5, 6-1, and 5-1 are duplicated (White should make his bar point instead of hitting). I'm not sure, but my intuition prefers 10/5 7/5 over any of the hitting plays. White has 8 numbers (6-5, 6-1, 5-1, 3-3, and 6-6) to immediately make the bar point while retaining a 5-prime, but since Blue has an advanced anchor, it is far from decisive. On the other hand, making the 5 point is a big improvement for Blue.
Summary: The five point is the five point. The panel strongly feltthat it was worth leaving the double shot and possibly going into a back gamein order to make that valuable asset. Our resident bot disagrees, but thebots never did like back games anyway. They just don't know what having funis like.
Play Votes Score10/5, 7/5 7 10024/22, 6/1* 2 7010/3* 1 6024/22, 10/5 0 4010/8, 6/1* 0 408/3*, 3/1* 0 40
Problem 5
| 163 146 | White money game Blue |
Alan Alsop: 8/7, 6/1*.
Blue is well stacked on the 6 and 8 point and Blue needs to utilise these men to best effect. Holding Whites 5 point offers a degree of latitude in unstaking these points. The only logical alternative is to run one back man. Blue has the time to hit and slot on the bar point and hopefully if all goes well to establish a blockade.
Chuck Bower: 6/5, 6/1*.
The race lead argues for a conservative play. That would be 8/2, leaving only 11 shots. White's blot on the 4-point points toward an agressive play. There are several of those. Although there is temptation to run 20/14,with the anchor, White has a green light to hit with reckless abandon.Conceding assets so early just doesn't seem right.
With Blue's own advanced anchor combined with White's homeboard blot, this looks like a good opportunity to go after some offense.Purest is 8/3, 6/5, but that gives White 27 shots. 8/7, 6/1* leaves ONLY20 returns. 6/5, 6/1*, with its duplication of 1's leaves 22 shots.Both hitting plays gain tempo and try to push White's back checker forward.Starting the 5-point seems to be worth a couple extra shots, so I'm goingwith 6/5, 6/1*.
Malcolm Davis: 20/14.
Seems clear. Big racing lead argues for running, and the dueces are duplicated.
Doug Doub: 8/3, 6/5.
Our biggest asset is our anchor on the 5pt. We also have a useful racinglead, and the 9pt is nice too. Something has to give here. We could runoff the anchor, not really gaining much if missed. We could hit on the acepoint and start the bar pt or 5pt (i prefer the bar point for fewer shots).We could play as safe as possible with 8-2, or we could start two goodpoints while unstacking.
I think that our anchor, and the fact that 2's and 4's are duplicated asthe numbers needed both to hit from the 24pt and to cover White's 4pt tipsthe scales in favor of giving the shots this turn. I think that this is anillustration of just putting your men where they belong and not worryingabout it.
George Klitsas: 8/7, 6/1*.
Maybe 20/14 is not only thematic, being 23 pips ahead after moving, but, objectively, the best move. Still, somehow I wouldn't feel comfortable on the table with this move after picking up my dice, so I will vote for 8/7 6/1*, the move I am sure I would make on the table. My plan would be to make my bar point, which would be a big improvement in this inflexible position.
Rob Maier: 20/14.
Looks like it's time to go. What else is there to say?
Snowie: 8/7, 6/1*.
I'm not giving up my anchor yet -- that would be too committal. Thetallest stacks are on my six and eight points, so my play is the naturaldeveloping play. If I am hit back, I will probably have a shot atWhite's blot on the four point. If I am missed, I will have a goodshot at making my bar point.
Bob Stringer: 8/7, 6/1*.
Another 6/1*. I hate playing 6/1*. But I'm certainly not going tobreak the midpoint, and it feels premature to break the anchor when Idon't have any board at all. So in addition to leaving a blotregardless of what I do, this means I'm playing entirely on my side ofthe board. 8/2 is the "safest," but it's so ... nothing. 8/2 leavesWhite with a free hand, whereas 6/1* makes his 6's bad. So, what goeswith 6/1*? 8/7 and 6/5 both give me the same number of builders, and6/5 also threatens to make my "best" point, but I prefer 8/7 becauseWhite can hit it only if he rolls a 7 or chooses to break his anchor.Also, since White already has the 4 point, the 5 point doesn't lookthat much stronger than the 7 point anyway -- and maybe it's better tomake the 7 point here. I'm not sure about that last point, and will beinterested in hearing what the rest of the panel say.
Kit Woolsey: 20/14.
When ahead in the race, race. White has no board, so this looks like anideal time to run. If I delay, getting off the anchor may be more difficultlater on. In addition, all other plays have serious drawbacks.
Chris Yep: 8/7, 6/1*.
Blue is up 23 or 24 pips post-roll, but is forced to leave at least one direct shot. I don't like 8/2. If Blue is going to dump a checker deep into his inner board, then he might as well hit White off his ace point; with a big race lead, Blue wants to minimize contact if he can do so conveniently. 6/5 6/1* is a possibility since it at least slots one of the points Blue wants to make, but it leaves 2 blots as well as leaves only 3 checkers on Blue's 6 point. 8/3 6/5 is probably also too loose; while it has the advantage of slotting two key points, as well as leaving a smooth distribution, it has the disadvantage of not hitting White off Blue's ace point; thus it's probably not any better than 6/5 6/1*. 20/14 is usually the wrong idea, since one usually shouldn't even consider running off an anchor with one checker if his front position is awkward or disjointed (i.e. if one makes a run for it, he wants to have a very good chance of coming home safely if his remaining back checker surives a possible attack). Only because the alternatives are so weak (in fact 5-1 is one of Blue's worst rolls) does 20/14 even become a viable candidate. However, even here I still believe Blue should not break his anchor. I prefer 8/7 6/1* which hits White off Blue's ace point, slots an important point, and only leaves one direct shot. If the bar point slot if missed, Blue has a good chance at making a solid 4-prime against 3 White checkers, giving him solid winning chances.
Summary: The popular idea is to take advantage of White's weak boardand continue to develop, holding the anchor in reserve. This does makesense, but running still looks more thematic to me.
Play Votes Score8/7, 6/1* 5 10020/14 3 808/3, 6/5 1 606/5, 6/1* 1 6013/8, 6/5 0 408/2 0 40
Problem 6
| 120 122 | White money game Blue |
Alan Alsop: 18/2*.
Leaving a blot is inevitable. Running the back men would be a strong move if there wasn't a blot on the 8 point. The bar point offers sanctuary if Blue is hit. Blue has the weaker board but in this case attack is the best move.
Chuck Bower: 18/2*.
If Blue is going to leave a bunch of shots (15 minimum), he mayas well put White on the rail and go for some gammons. After 6/2*, thequestion is whether to hold the 18-point or move all three checkers upto the 14-point. The 18-point has three advantages: keeping pressure onWhite's midpoint, providing some safety (pseudo-anchor) if hit, andkeeping a builder on the 6-point. The 14-point provides covers for the 8-point (although 6's are duplicated) and gets those checkers moving for the race. Timing appears to be on Blue's side, so keeping the 18-point and pressuring White look better. 18/2* for me.
Malcolm Davis: 18/2*.
Having doubled, I don't want to allow my opponent a full roll to recover hisdisadvantage. I just don't see a more attractive play. When in doubt, hit.
Doug Doub: 18/2*.
I have trouble seeing any reasonable alternatives here. 6-2* looks veryclear, since we would be exposed to a direct shot however we play thisnumber. After hitting, 18-6 gets the most offense in place while keeping avaluable defensive point. No second choice here.
George Klitsas: 18/14(3), 8/4.
I like 18/14(3) 8/4, playing with only one blot. To be frank, I would trust even a 1-ply bot than my own judgment in this unusual position.
Rob Maier: 18/14(3), 6/2*.
Nobody wants to try 7/3 6/2(3)*? Well, if White anchors instead of hitting, or just fans, it would be nice to clear our back point without incident.
Snowie: 18/2*.
I have to leave a shot whatever I do, and if I am hit I better hangonto the defensive bar point so I will have a lifeline to the outfieldfor the hit checker. Also, that anchor makes it more difficult forWhite to bring the builders down from the midpoing. My play is anatural smooth play -- great distribution if I am missed, and decentways to fight back if I am hit.
Bob Stringer: 18/2*.
Either the play I selected or 18/14(3), 6/2*. 18/2* maximizes thenumber of rolls that cover if White misses, and it leaves an avenue ofescape in case I'm hit. 18/14(3), 6/2* still leaves plenty of shots tocover, gets in position to cover the 8 point if necessary, and bygetting away from White's side of the board makes it less likely anaccident will happen while bringing those final men around (though Idon't consider the last a big factor). What decides it is that Whitehas the cube. Things can go wrong, and keeping his bar point gives melife almost regardless of what happens.
Kit Woolsey: 18/14(3), 6/2*.
Moving the back men up seems clear -- I don't want the complications ofgetting stuck on White's bar point. For the last four, I might as wellhit on the two point. I am going to have to leave a shot in any event,so I should make the play which comes out the best when it works.
Chris Yep: 18/2*.
Is Blue racing or attacking? It's not clear to me. Since Blue has to leave a direct shot no matter how he plays and since his board is close in strength to White's board (White has a 4 point board, but also an inner board blot; Blue only has a 3 point board, but backs it up with his bar point as well as one more builder in direct range) I believe Blue should hit (6/2*). Hitting significantly increases Blue's gammons. In my opinion, the extra blot that it leaves is worth it. Hitting twice is too much however, since it strips both the 5 and 6 points and leaves 4 blots. Here the potential gain is not worth the risk. This leaves two moves to consider, 18/2* and 18/14(3) 6/2*. I like 18/2*. In addition to getting a 13th checker into range and adding an extra builder for the 2 point, Blue already has a significant timing advantage. Although he leads in the race, he only has his 18 point anchor to clear while White has 2 back checkers and the midpoint which he may not be able to move from. As a result, despite Blue's racing lead, White is close to breaking on the other side of the board while Blue has plenty of spares to play with on his side of the board.
Summary: The panel voted to hold the anchor on the bar point. Makessense, but I'm not convinced. That anchor could prove difficult to clearin the future.
Play Votes Score18/2* 7 10018/14(3), 6/2* 2 7018/14(3), 8/4 1 6018/14(2), 18/10 0 4018/14(3), 7/3 0 4018/10, 6/2*, 5/1* 0 40
Problem 7
| 152 161 | White money game Blue |
Alan Alsop: 16/10.
Blue can't safety any of his blots with this roll, or create anything good. Although Whites distribution and threats are not strong. Bring round one man and duplicate ones and threes. Might even drag White off the bar point early.
Chuck Bower: 16/10.
Blue needs to prepare for White's punch here. Odd combinations are going topoint-on-head. No need to give opp 4's by staying on the 16-point. 16/10duplicates White's 1's and 3's, and positions a builder for the 10-pointor 4-point. I can't find a better play.
Malcolm Davis: 16/10.
I am behind in the race so I believe I would stay back, duplicating the one's andthree's, and hope I don't get pointed-on.
Doug Doub: 23/22, 13/8.
We need to make a point on White's side of the board, but have no way ofdoing so here. White would have to break a valuable point in order to hitus on his 9pt, and that is not the point that he would most like to make.Since we cannot move that man to safety anyway, it seems that he is more ofan asset where he is than he would be if we moved him to our side of theboard.
After playing 13-8, 23-22 starts a better anchor in case we get pointedon, and also brings that man up into direct range of the 16 point. Themajor action is on White's side of the board right now. 6-5 would notaccomplish nearly as much as 23-22.
George Klitsas: 23/22, 13/8.
If Blue decides to move from his 16 point, then, obviously, 16/10 is the play , for reasons having to do with duplication. If not, 13/8 23/22 looks best, giving Blue return shots from the bar, should White hit and leave a blot on his 9 point. The latter move (23/22 13/8) is my solution, for what I don't like in this position [for an unknown reason], is my checker on the 23 point.
Rob Maier: 23/22, 13/8.
A typical mess. The eight point needs a spare, so there's my five. 23/22 for the ace, to connect with the 16 point, seems like the right idea.
Snowie: 13/8, 6/5.
I put my checkers where I know they belong. The fourth checker on themidpoint belongs on the eigth point. The fourth checker on the six pointbelongs on the five point. The gives me excellent distribution withwhich to beef up my board. There is no reason to do anything withthe checkers on the other side of the board -- they are fine wherethey are.
Bob Stringer: 16/10.
I would much rather get hit in my outfield than his. For example, ifWhite double hits on his 5 and 9 points, and I don't come back withsomething good, the game could be just about over. 16/10 is betterthan 16/11, 6/5 because it duplicates 1's and 3's.
Kit Woolsey: 23/22, 13/8.
This looks like a simple matter of putting my checkers where I want them.The back checker is better placed on the 22 point, since it communicateswith the blot on the 16 point. The builder on the eight point balancesmy position better and prepares to work on the inner board while holdingthe important eight point.
Chris Yep: 23/22, 13/8.
Since Blue is behind in the race and has the better board, he favors contact. Blue's outfield blot is not in too much trouble, since White will often have to break a point to hit it. Also White doesn't have too many double hits since 1s and 4s are duplicated. Since White only has a 1 point board, Blue shouldn't be too worried about moving his back checkers. With the 5 I like 13/8, adding a useful spare to the 8 point. However with the 1, I like 23/22, providing better connectivity between Blue's 3 back checkers. Although 6/5 is a more natural move, in this position White may hit next turn forcing Blue to use half of his next roll to enter from the bar (thus he won't be able to use his builders on the 5, 6, and 8 points anyway). Furthermore 23/22 increases Blue's return shots as well as providing better connectivity between Blue's 3 back checkers (e.g. Blue has chances to make the 16 point). Finally since White already has the bar point anchor, Blue has less incentive to quickly make his 3 or 4 points, thus it seems worth the cost of one builder (on the 5 pt.) to move up (23/22).
Summary: In a close vote, the panel elected to leave the blot on the16 point alone and concentrate on offensive structure. It is interestingthat Snowie, who often tends toward running type plays, leaves everythingalone in the back and concentrates solely up front even though White haseverybody out. Snowie could well be right on this one.
Play Votes Score23/22, 13/8 5 10016/10 4 9013/8, 6/5 1 6023/18, 6/5 0 4023/22, 16/11 0 4016/11, 6/5 0 40
Problem 8
| 148 145 | White money game Blue |
Alan Alsop: 7/4*, 4/3*.
Bit of a mess . Blue is doubled and has threats coming from all angles. Blue must keep his two back men together while he sorts out the problem. The bar point area is first order of business. Making the bar or the 5 point has merit, but this still keeps White too many options for my liking. I like the double hit here because it keeps two of Whites men in the air stopping White from doing what it likes.
Chuck Bower: 7/4*, 4/3*.
Another position where Blue's roll forces oodles of shots, no matterhow it's played. Fewest shots are 19 after 9/6, 8/7, but this allowsmany of Blue's misses to build his 5-, 7-, or 9-point. 7/4*/3* leaves20 shots, but keeps White off balance. In general: when desperate, hit.
Malcolm Davis: 7/4*, 4/3*.
I'm in a lot of trouble here. All plays look pretty bak to me. Trust this one is theleast of the evils. I have gained greatly if I get away with it, and I am in bad shape anyway.