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Quiz Solutions


Readers Answers


Problem 1

144








128

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White



money game




Blue

Chuck Bower: 21/10.
Slotting the bar is tempting. But why does Blue want thebarpoint? Partly to block White's 6-6, or any six, butalso to make it easier to bring the back checkers around.Leaving three blots (13/7, 9/4) and 20 shots seems a bitrich, even with White's homeboard blot. That play givesBlue 24 covers when White doesn't hit. 13/7, 13/8 leavestwo blots and only 13 shots in exchange for 20 covers. Iprefer the latter of the two barpoint slots.
A completely different plan is to run one or two backcheckers now, before White gets his board in shape. Oftenbringing both out is right. Here I slightly prefer 21/10since besdes the usual perk of getting one completely home,it adds a builder for the barpoint as a bonus. For therunoff vote, I don't think the position is quite ripe enoughto call for the big slotting plays. I'll settle for thedull run of 21/10.

Doug Doub: 13/8, 13/7.
The big question is, "should we run off of our anchoror not?" Our racing lead makes it likely that we are going to have to leavewhile our opponent still has men in place to attack. If we wait, his boardwill get better, while we have only one more inner point to add.
On the other hand, if we can make our bar point, it is unlikely to matterwhether he can attack or not. 13-7,13-8 loses a great deal on White's 66'sand his hit and cover numbers of 61 and 63, but we would still have plentyof return shots, and might be able to blitz successfully.

Neil Kazaross: 21/10.
With a nice race lead and a better board 21/10 seems clearly the wayto go here. White's counterattack is unlikely to succeed and if he's hit he may end up losing a gammon.

George Klitsas: 13/8, 13/7.
My first thought was 21/10. My second thought 21/16 21/15 (probably slightly better). Then, the more I looked at the unusual 13/8 13/7, the more I liked it. Even White's few jokers (namely 63 and 61 [duplicated] ), are not without risk and if White is unable to hit, Blue will be very close at locking the game. Based on sound strategic principles (direct road to victory and alertness on exploiting a slot by the opponent), 13/8 13/7 is the move I would be more than pleased to make at the table and here, as well.

Achim Mueller: 21/10.
I see three choices here: escape with one checker (21/10) , try to escapewith both checkers (21/16, 21/15) and a save play (9/4,9/3). Because of White's weaker board, the blot inside and Blue's big lead in the race after his roll Blue should go for escaping rather than playing save. 21/16,21/15 leaves toomany hit and cover numbers for White. So my choice is 21/10.

Snowie: 13/8, 13/7.
Humans tend to slot too much, or at least did before I showed them the errorof their ways. There are times to slot, however, and this is one of them.Strong inner board, White having a blot to worry about, and a big improvementif the slot works -- these are sufficient reasons to justify the play.

Marty Storer: 13/8, 13/7.
With a blot in White's weak board, this is a greatopportunity for Blue to try to make the 7 point and lock White'sback checkers in for good. The perhaps more natural 21/10 givesWhite a two-way plan of attack plus ace-point game. Though White'schances aren't great in that variation, I think Blue does betterto play hyperaggressively.

Bob Stringer: 21/10.
This one seems pretty straightforward. Ahead in the race, a goodboard, and those back checkers have to come out sometime. Now seemslike a good time. Right now White wants to hit and cover; next time hemay only have to hit.

Casper van der Tak: 13/8, 13/7.
Sixteen pips ahead before the roll, 27 pips after, so we need to think about the best way to eventually convert this to a race. The right play to convert to a race may be moving from the back (21/9 or 21/15 21/16) in an attempt to break contact. We may also delay breaking contact and build the position further while hindering the development of opponent's position, so that breaking contact later will be less risky then it is now.
Here, if we can make the bar before trying to break contact, counter-play will be difficult for White to organize; White would need to build his position, then hit if we make a run for it; then contain the hit checker while extracting the back checkers. This is a tall order, particularly with the checkers on the 2-point a bit out of play. Making the bar also protects against indirect shots at a later stage, and against catch-up scenarios in which White rolls boxes to catch-up in the race. These and the blot on the 5-point are arguments for playing 13/7 13/8. White would also need to figure out with which 6s to hit and with which 6s not, noting that hitting leaves immediate gammonish returns, delayed shots, and if it works only gives an approximately equal race. If White does not hit, Blue has 20 rolls that build the bar, and an additional 6 rolls that build the 2-point. Meanwhile, some of White rolls do not play easily (54, 41, 42, 43 for example all play ugly). A not so obvious drawback are sequenceslike White 53 (13/5) Blue 53 (7/4 8/3) White 51 (8/3 6/5), after which Blue might be forced to run while White's board is stronger than it is now. Yet is some cases White may need to leave shots at the midpoint.
13/7 13/8 may look anti-thematic, but I think it is a strong play.
If we make a run for it, what is the right play? I used to routinely run all the way with one under the assumption that if White would hit the one left behind I might hit back, but the bots taught me that in most cases this is wrong. In this position, there are 11 rolls after 21/15 21/16 that hit and make the third home-board point, while after 21/10 there are 10. Repeaters if missed: only 5 rolls leave direct repeaters after moving up both (of which a few rolls may be used to build the bar), while after 21/10 26 rolls leave direct repeaters! In exchange for that, Blue would sometimes get a shot at the checker on the 5 (if uncovered), sometimes a shot from the bar at a home-board blot after being hit (but that would at the same time be a slot for the next point if missed), and some more rolls that build another useful point on Blue's side of the board, but it may be clear that 21/15 21/16 is better than 21/9.
Now what is it going to be, 21/15 21/16 or 13/7 13/8? I decided for 13/7 13/8, building the position further before making a run. This play will win more gammons and will lose more games, but I think the mix will be favourable overall. Obviously 13/7 13/8 is a great play against weaker players, much more likely to draw misplays.

Kit Woolsey: 13/8, 13/7.
Our big strength is our better board and blockade, and we should build onthat strength. Slotting the bar point is a powerful play. If White doesn'thit we have plenty of numbers which make the bar point, and many of therolls which don't make the bar point make the two point. After lockingup the five-prime, our back checkers can escape at their leisure. Whitehits the slotted checker at his own risk, since he has a loose positionand would be taking a big gammon chance.

Chris Yep: 13/8, 13/7.
13/8 13/7 starts the points that Blue wants while White's board is still weak. This looks better than releasing the pressure with 21/16 21/15 or slotting inferior points. With Blue's much stronger board, White can hit with 6s, but at a significant cost. In fact with White's weaker hitting rolls (e.g. 5-1, 6-2) he probably should cover rather than hit. If Blue plays 13/8 13/7 and is missed he's a big favorite to make a 5-prime, after which it will be much more comfortable to run off his anchor.

Summary: Our panel wasn't in the slightest afraid to make the agressiveslotting play, and that won out over the simpler running choice. This lookslike a throwback to the 80's when everybody slotted rather than breaking ananchor, and it also looks like the right play for the position.

   Play                 Votes   Score13/8, 13/7                7      10021/10                     4       8021/16, 21/15              0       4013/2                      0       4013/8, 9/3                 0       4013/7, 9/4                 0       409/4, 9/3                  0       40

Problem 2

164








157

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White



money game




Blue

Chuck Bower: 13/3*.
Blue got away with four blots, so why not five? There area lot of good 4's but no great 6's. Even with a small racelead and no anchor, White's one back checker plus Blue's3-to-1 homeboard advantage point towards the loose hit.The bots have taught that attacking a singe back checker is right quite often, and the lack of a good 6 for the non-hittingplays seals the deal for me.

Doug Doub: 24/20, 16/10.
13-3* could work out very well, especially if Whitefans. However, we are short on attack material, and the play would leavefive blots exposed.
Since White has an advanced anchor, I prefer the more positional approachof making an anchor of my own. After playing 24-20, I cannot stomachputting a spare on the deuce point. 16-10 moves a man away from where Whitehas a stack of men aiming at it, and in front of a point that White is notanxious to break yet.
I don't like leaving the man exposed on our 8pt, but he has much morepotential to be of use there, than he would on the 2pt.

Neil Kazaross: 24/20, 16/10.
Two choices stand out for this difficult play. I'd play the hitting13/3 in an instant at GG, but here we need to look at the alternative 24/20, 16/10 since we don't have many builders after the quintuple blotting 13/3 and White has no further blot to pick up. All things considered I lean towards playing for the long haul with 24/20 and 16/10 and will just hope that White misses with evens or that I can return hit.

George Klitsas: 13/3*.
I am sure that I wouldn't face a similar problem at the table, since I hate leaving too many blots strewn around and from this aspect I am not at all sure of my vote, which goes to the sharp 13/3*. At least I have a much better board, which means that White's nine dancing numbers is a partial compensation for his double-hitting numbers from the bar (like 35).Safe moves that "bury" a checker on the 2 point might be conceivable, even best, not my style tho and I will stick to 13/3*. If Blue makes his three point, justifying his bold play, he will have a strong double in many sequences.

Achim Mueller: 24/20, 16/10.
Burying a checker on his 2- or 4-point should be out of question. This gamehas just started, and Blue will need as many as possible checkers in play. Heremy candidats are 13/3* and 24/20,16/10. 13/3* is too rich for my taste. Though White has no board, Blue will leave 5 blots. After 24/20, 16/10 White won'tbe eager to hit one of the two outfield blots with a checker on his 18-pointand leave 3 blots on his part.

Snowie: 13/3*.
All I really have going for me here is my stronger inner board, so let's tryto take advantage of it. I could make an anchor on White's side of theboard, but what would that accomplish? This position is about offense,not defense.

Marty Storer: 13/3*.
The hit is somewhat risky, but with a stronger boardand no completely satisfying alternatives, Blue can afford toattack.

Bob Stringer: 24/20, 16/10.
I didn't even see this play the first time I went through the problems(I don't look at the choices until my second go-round). For thepurpose of the quiz I usually don't pick a play that I didn't evenconsider at first, since in case of ties or even close calls I pickwhat I'd do over the board. Here, though, my play was 13/3*, justnudging out 13/8, 13/7 (a play which puts huge pressure on White, butwhich suddenly makes his 6's play well). I kept thinking - so it's amatter of weighing (1) leaving a triple shot but making a great anchorversus (2) hitting when I have a much strong board but strewing blotseverywhere. If I had another attacker (for example, move a checkerfrom the midpoint to the 6 point) I'd definitely hit, but I have sofew memories of something good coming out of beaucoup blots that theplay I didn't see just keeps looking better and better.

Casper van der Tak: 13/3*.
Since other positional plays (24/20 16/10; 16/6) leave shots and have drawbacks anyway we might as well hit and try to take advantage of our better board. The large number of blots is a bit worrisome, but after a dance Blue can spin the cube.

Kit Woolsey: 13/3*.
We have the stronger inner board, and we have made the deep two point.These factors scream blitz, and 13/3* is the blitzing play. White hasnothing, so there is relatively little danger leaving 5 blots. If I playpassively White has a chance to consolidate, and my racing lead is smallso I can expect to claim just by bringing my men around.

Chris Yep: 13/3*.
13/3* gives Blue a total of 5 blots. If White rolls a joker from the bar and Blue rolls poorly, Blue could be in serious trouble. In spite of this, I believe it's worth it to hit loose. While Blue has a lot of blots, they are all connected and Blue has a 3 to 1 board advantage. Blue's blots actually put pressure all over the board. 13/3* plays to Blue's strength, his board.

Summary: Another thematic play wins out, as the panel was willing toslash away and try to capitalize on the strong inner board. I like it!

   Play                 Votes   Score13/3*                     7      10024/20, 16/10              4       8024/18, 20/16              0       4024/20, 8/2                0       4020/16, 8/2                0       4016/6                      0       4016/10, 8/4                0       40

Problem 3

165








142

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White



money game




Blue

Chuck Bower: 21/16, 14/8.
Where is this game now? Blue is ahead 34 pips after thisroll. Associated with that race lead is awkward timing.White has 3 1/2 points of a prime in place, an advancedanchor, and a deep fielder. Blue's play which is consistentwith the current setup is to get moving now. 21/16 looks like the 5 and then 14/8 the obvious 6 followup.

Doug Doub: 7/1*, 6/1.
I'm not wild about throwing two men behind ouropponent's anchor, but no other move is constructive. Pointing on Whitewill make it more difficult for him to cover his 5pt, and that appears to bethe most important objective.

Neil Kazaross: 7/1*, 6/1.
The best way to prevent White from making his 5 point is to hit him onthe ace point here and with that in mind, my preference is to cover the ace point with 6/1x,7/1 giving White 9 dancing numbers (allbeit with entering 1's and 3's diversified to cover) My 2nd choice is 6/1x, 14/8.

George Klitsas: 7/1*, 6/1.
White must not be given the opportunity to make his 5 point, which would be a major improvement for him, and I am between the positional 14/8 6/1* [which has the merit of duplicating aces] and the strong blitzing [committal, as well] 7/1* 6/1, which could backfire if White enters conveniently, but could justified itself if White dances, since he has another blot. Bots have taught us that in many similar positions making the third inner point is much better than the positional alternatives and this thought tips for me the balance in favor of 7/1* 6/1, tho I would not object against 14/8 6/1* in a chouette.

Achim Mueller: 7/1*, 6/1.
Making a homeboard point, stealing half a roll from White, keeping thechance to hit White's slot on the 5-point ... all this can't be that bad. My choiceis 7/1*, 6/1.

Snowie: 7/1*, 6/1.
No way White gets a free shot at covering that blot on his five point.There is nothing wrong with making the ace point in a mutual holding game,which is what we will have if White rolls decently. If White flunks, wewill have something a lot better.

Marty Storer: 7/1*, 6/1.
What else? A three-point board isn't chicken feedor chopped liver. It's a solid tactical asset that keeps Whiteoff balance and drastically cuts White's chances to cover his5 point. Every alternative play involves either breaking a keypoint or burying a checker, so making the 1 looks very clear.

Bob Stringer: 14/8, 6/1*.
Since I'd like to keep that bar point (though query just how strong itis when White has my 4 point), I'll hit on the ace to keep White offbalance, while duplicating 1's and picking up my outfield blot.

Casper van der Tak: 7/1*, 6/1.
23 pips up before the roll and 34 pips up after the roll; this is a cousin of the first position. I think it is key to realize that running will be much more difficult after White has made the 5-point, and that almost any roll covers if White is left alone.
Should Blue run? After 21/16 13/8, 21 rolls hit and make a home board point. If missed, Blue still needs to extract the last checker and safety the first, both of which are not easy. Not too promising
How about playing passive with 14/3 or 13/7 13/8? White is likely to cover the 5 (often with a hit after 13/7 13/8), and Blue will have the difficulty to keep on playing constructively.
Now let's look at the effect of pointing on the ace. This reduce the number of covering rolls to 14 if I counted right, and some of these duplicate rolls that hit on the 14- or bar-point. As a follow-up, we have some scenarios in which we hit on the 5 to gain a tempo for escaping, and sometimes we have sequences in which we point in our home-board to gain a tempo for escape. And we are very happy if White dances (Cube!). The tactical advantages, in my opinion, more than compensate for the ugliness of pointing on the ace.

Kit Woolsey: 7/1*, 6/1.
When the opponent has a key point slotted, it is important to try tostop him from making it. Making the ace point isn't too anti-positionalin this position, since both sides have advanced anchors so we are talkingabout a mutual holding game rather than a priming battle. The potentialshort-term gain from putting White on the bar and possibly preventing himfrom making his five point more than compensates for any long termlosses (if any) from making the ace point.

Chris Yep: 7/1*, 6/1.
Blue has a variety of choices. The safe play, 14/3, is too passive and awkward in my opinion. 13/8 13/7 is a solid move, but loses the midpoint and gives White several hit and cover numbers (2-1, 2-3, 2-5, 1-1, 5-5). 14/8 13/8 is similar, but worse since it doesn't diversify Blue's builders. 21/16 14/8 is a serious candidate since Blue may want to convert the position into a race soon, but I think it gives White too many hit and cover numbers. Finally Blue can hit loose on the ace point. Usually it's better to make the ace point once you start it, so 7/1* 6/1 is likely better than 14/8 6/1* (though 14/8 cleans up a blot). In fact, I believe that Blue should play 7/1* 6/1. This takes away half of White's roll, making him less likely to cover his 5-pt. slot. Also note that White's anchor and midpoint are stripped. While Blue will be trying to consolidate his position over the next few rolls, if he is hit in the outfield it will be less costly than normal since White may have to break a key point in order to hit.

Summary: There wasn't much doubt here. Our experts were nearlyuninamous about making the ace point. Purity hasn't gone to their heads.

   Play                 Votes   Score7/1*, 6/1                 9      10021/16, 14/8               1       6014/8, 6/1*                1       6014/3                      0       4014/8, 13/8                0       4013/8, 13/7                0       40

Problem 4

153








157

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White



money game




Blue

Chuck Bower: 13/10, 8/4.
My first reaction to this is: "yeck!" Blue has made littleprogress. White hasn't done much better, but does have aneffective 3-prime. 13/9, 6/3* hassles White but leavesa bunch of shots and three blots. The point it starts isjust OK. 13/10, 8/4 gains no tempo but adds a sure pointand starts a good one, leaving a few more shots than thehit. 13/10, 6/2 gets the same asset but starts an inferiorpoint. It does leave way fewer shots, but the flaw of the2-point is too much for me to bear. 10/6, 23/20 tries to improve the anchor but White will either point-on-head or hit and cover the acepoint with quite a few rolls. 23/16 gives up the meager anchor and lays Blue wide open.
No attractive choice, so I'll go with an asset and a decentslot with 13/10, 8/4. Hopefully I'm not puring my way intoa meal at Burger King.

Doug Doub: 13/10, 6/2.
Nothing is appealing here. We could make a run for itwith 23-16, or try hitting with 13-9, 6-3*. Hitting unstacks while startinga better point than my choice, but it leaves many more return shots and twoblots in our outer board.
Running gets off of a bad anchor, when our opponent is not in position toattack, and the freed man is six pips away from covering the 10pt. Itleaves quite a few shots, but most of them are not too serious, and thefollowup should be good if we are not hit.
13-10 makes a concrete improvement and minimizes shots, while unstackingthe 6pt. We might have to break the 10pt very soon, but it could be usefulfor some time, and it can also be thought of as two good builders who cannotbe hit.
Neil Kazaross: 23/16.
With White's board rather undeveloped I think the best play for thispoor roll is simply 23/16. A cute play like 13/10, 8/4 will result in losing too much ground in the race a bit too commonly for my taste here. 23/16 also links to the blot on the 10 point with a 6.

George Klitsas: 13/9, 6/3*.
Blue's problem with his rear checkers is bigger than the average player thinks, and Blue must try to counter White's inflexible blockade with a flexible one of his own. This plan, if it succeeds, will give him the structure to start activating his back checkers later. The first step towards this direction is, in my opinion, not something like 13/6 but the flexible and smoothening 13/9 6/3*. White has a few jokers but also a vulnerable blot on his side.

Achim Mueller: 23/16.
The most difficult problem for me. Whatever Blue will move, it will eitherlead to heavy stacks or at least two blots. I have no idea about the correct playhere. So, back to the roots: "backgammon is a running game". I go for 23/16.

Snowie: 23/16.
Nothing is attractive, so I might as well take advantage of this opportunityto get unstuck from White's two point. As an added bonus, the checker onthe 16 point is six away from my blot on the ten point, so I am in positionto consolidate if White doesn't hit anything and I will have return sixesif White hits the blot on the ten point.

Marty Storer: 13/10, 8/4.
Tough. I predict the panel's choice is resoundinglyfor 23/16, which does a lot to unblock the back checkers. But Ihate to give White a chance to turn his inside blot into an asset.Breaking the 23 point allows White some attacking numbers now andlater. It's not bad and it may well be right--the race is closeand a blot on the 16 connects with the one on the 10--but it'stoo tempting for me to play both positionally and tactically,locking up an outside point and slotting the valuable 4. That maybe too optimistic, but I like the positional statement ("Neenerneener"?) it makes about White's blot on the 1 point.

Bob Stringer: 23/16.
If White didn't have a blot on his ace point, I'd be less inclined torun with no board and a blot already sitting in my outfield. ButWhite's blot is there and it hurts his attacking possibilities. Idon't know what else there is. Something like 13/6 is painfully ugly,and making the 10 point forces me to dump a check on the 2 or 4 point.

Casper van der Tak: 23/16.
White has started to build a blocking structure, so it seems like a good idea to start escaping. If Blue gets hit, he'll normally have numerous returns. Other plays to look at are 10/3* and 13/9 6/3*, but I do not like the idea of getting another checker sent back behind the block.

Kit Woolsey: 13/10, 8/4.
An awkward roll. Assets are important, and since nothing else isattractive I want to use the three to make the ten point. After that,I will make the most valuable slot, even though it is in the face of adouble shot. White has no inner board points and a blot on his ace point,so getting hit may not cost too much.

Chris Yep: 23/16.
Hitting loose on the 3 pt. doesn't appeal to me in these types of early-game positions. White will have at least 19 return shots (if Blue plays 10/3*), while if White misses, Blue can at best make his 3 pt. (at worst he may fail to cover). The builder on the 10 pt. seems fine where it is since it is out of range of a direct shot and Blue desperately needs some flexibility. Thus, moves involving 10/6 (23/20 10/6, 13/6, and 13/10 6/2) don't appeal to me. 13/10 8/4 is a solid move since it makes the 10 pt., but suffers the weakness of slotting into a double-direct shot. Finally, we have 23/16. This connects to the 10 pt. checker, gives Blue good 6s, and runs a man partway to safety, frequently a goal in the opening. 23/16 feels like the natural play here.

Summary: The majority of the panel made use of this difficult rollto spring a back checker and get off being blocked on the enemy two point.That makes some sense, but assets are still assets. I'm not convinced --I hate to let this opportunity to make the ten point slip away.

   Play                 Votes   Score23/16                     6      10013/10, 8/4                3       8013/10, 6/2                1       6013/9, 6/3*                1       6023/20, 10/6               0       4013/6                      0       4010/3*                     0       40

Problem 5

173








154

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White



money game




Blue

Chuck Bower: 20/15, 9/6.
With no obvious way to cleanly improve on the homeside myattention is focused upon that lone blot on White's 5-point.That checker doesn't belong there so 20/15 is my five. Twoblots is already a full plate. Opening a third with 13/10feels too loose. 18/15 has its merits. The bad part isnow I've left another checker behind, on almost as valuableof a point (for White) as when I started. I'm settling for 9/6, minimizing shots at the cost of some flexibility. At least my spares are in a good place, if a little topheavy.

Doug Doub: 20/15, 13/10.
Our man on White's 5pt is a liability where he is,and we have no constructive plays on our side of the board, so I am movinghim forward where he can do us some good. After playing 15-10, we can liftthe blot on our 9pt to avoid getting hit on 62,61, and 52, or we can play13-10, adding NO new hitting numbers, while giving us a much strongeropportunity of building new points. I think that the much strongeroffensive position is worth the six extra shots.

Neil Kazaross: 20/15, 9/6.
20/15 seems clear enough with the 5 and then I slightly prefer theflexible 13/10 to the stacking 9/6 noting again lots of outerboard linkage. This play gains considerably if missed.

George Klitsas: 20/15, 9/6.
I find nothing wrong with the solid 20/15 9/6 [five men on the 6 point is probably the ideal number in similar positions]. Blue minimizes the number of blots and retains enough flexibility. Even if not the best move, it should be very close. Still, I think it's the best.

Achim Mueller: 20/15, 9/6.
Blue is leading the race and should look for a more safer play. I don't likestaying on the 20-point (waiting for White to hit me), therefore I play20/15 with the 5. 9/6 seems to be the only playable 3, 13/10 leaves too many shotsand 18/15 abandons a valuable defensive anchor.

Snowie: 20/15, 13/10.
I put my checkers where I want them. White has a few indirect shots aswell as the direct shot at the blot on his ten point, but he can't hiteverything at once. White doesn't have much of a board, so leaving allthese blots isn't too dangerous. If I survive, i will be in greatposition to improve next roll with all these builders.

Marty Storer: 8/3, 6/3.
This does more to increase pressure on White's backcheckers than anything else. The pure blocking attempt 20/15 13/10is O.K., but White has very many hitting numbers that take thesting out of Blue's forward threats. The 3 point is a lastingand valuable asset. 13/5 is also all right, but it looks too slow.

Bob Stringer: 20/15, 9/6.
Race because I'm ahead in the race. And don't leave more blots lyingaround than I have to, since that's a way to let White get back intothis thing.

Casper van der Tak: 20/15, 13/10.
Up in the race, and the checker on the 20 is a target waiting to be hit, so extracting the back checker with 20/15 looks clear. What three to go with it? 20/15 18/15 may have some appeal, but leaves 27 shots. Being hit reduces the chances of further developing our position, so this is a concern. 9/6, on the other hand, leaves only 13 shots, but leaves a position that is difficult to improve. 13/10 leaves 19 shots, and good building potential if missed, while we'd have an anchor and numerous returns if hit. 13/10 is my play.

Kit Woolsey: 20/15, 9/6.
I am ahead in the race, and this is the best play to retain that statusat relatively little risk. The fifth checker on the six point is nobargain, but somehow it seems as though spares on the six point finda place to go later on. Leaving White's five point is important -- I don'twant to be attacked there, since that is the point White wants to make.

Chris Yep: 20/15, 9/6.
With his large race lead, Blue would like to convert the game into a race soon. Thematically, Blue should play from the back. For example, if Blue instead breaks his midpoint, White may seize outfield control, leaving Blue with 3 stranded back men. Thus, since Blue can't do anything significantly constructive on his side of the board (e.g. 8/3 6/3 leaves a direct shot and trades the 8 pt. for the 3 pt.), I believe he should play 20/15 18/15, 20/15 13/10, or 20/15 9/6. Of these 3 moves, 20/15 18/15 gives Blue some difficulties if he's hit; I think Blue should build up his offense a little more before he breaks his anchor. 20/15 13/10 strips the midpoint and gives White too many targets to shoot at; Blue will not be able to use his builders effectively next turn since he will have to worry about safetying his 15 pt. blot. Instead I prefer 20/15 9/6. While it stacks the 6 pt., it cleans up Blue's blots and gives White only 13 shots.

Summary: Another play which might not have been popular years ago, buttoday's experts have learned the importance of preserving a racing lead. Thechoice of the panel looks fine to me.

   Play                 Votes   Score20/15, 9/6                7      10020/15, 13/10              3       808/3, 6/3                  1       6020/15, 18/15              0       4018/15, 18/13              0       4013/5                      0       4013/10, 13/8               0       4013/8, 9/6                 0       40

Problem 6

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145

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White



money game




Blue

Chuck Bower: 11/10, 8/3*.
The three most attractive plays are slotting the 5-point andhitting loose. Of the two latter candidates, Blue might as well keep the better point slotted and move 11/10. A verycommon theme is to prime two and attack one. 11/5 is apriming play. I'll go with the thematic attack.

Doug Doub: 11/5.
I went back and forth on this one. 11-10, 8-3* is theobvious alternative, making it a bit more difficult for White to escape.However, it leaves four more shots and starts a weaker point.
Since White has only 44 and 54 with which to escape safely if we don'thit, and White currently has no extra blots hanging around anywhere, Idecided to wait one turn to attack. If White cannot run out with his turn,then our attack next turn is much more likely to be successful.

Neil Kazaross: 11/5.
11/5 seems naturally to simply put the checkers where they belong andI slightly prefer it to the hitting 8/3x, 11/10. The non direct shot leaving plays here don't make enough progress towards winning the game, IMHO.

George Klitsas: 11/5.
Blue is far behind in the race and must try to win the game by attacking or priming White's strangler. Attacking (11/10 8/3*) looks less promising compared to the priming plan. Thinking along these lines, I prefer 11/5 over 11/6 8/7 [11/5 goes for the better point and leaves fewer hitting numbers for White].

Achim Mueller: 11/5.
Blue is behind in the race, he has two men back vs one and he owns the"golden anchor". Save play is out of question for me here. So have the choicebetween hitting and slotting the 5-point. I don't like hitting for several reasons:Blue would like to make his 5-point rather than starting the 3- or 2-point. The structure on his side of the board calls for priming rather than blitzing.

Snowie: 11/10, 8/3*.
When in doubt, hit. You never know what good thing may happen if youropponent is on the bar. Slotting the five point isn't as good, since ifI am hit there White is poised to escape. Also, White can't escape in oneroll if he is on the bar, while he can escape in one roll from my threepoint if he gets lucky.

Marty Storer: 11/5.
Attacking with 8/3* 11/10 is also good, but I like thepurer slot of the 5 point. It improves more naturally and givesWhite fewer hitting numbers.

Bob Stringer: 11/10, 8/3*.
The strong anchor lets me attack despite White's stronger board. So,since I'm not sure about this one, I will lash out. But not 8/3*, 3/2,since that trades a good point for a less-good point.

Casper van der Tak: 11/10, 8/3*.
Blue is behind in the race, so the focus should be on preventing White from converting to a race by escaping the back checker. White's checker on the 22 is not particularly well placed for escaping since Blue owns the 9-point, so that is an argument for leaving it alone. The problem is that I do not see a good play to leave it alone! 8/2 is pointless, (and the same for 8/3*/2), 11/6 8/7 makes me wonder about the follow up if missed. 11/5 seems the best of the leave White alone plays, but still leaves White with good 2s as well as some good 4s (in particular 44, 45 and to a lesser extent 43). If missed, Blue still needs to cover, in some cases breaking a useful point. After 8/3* 11/10, White has good 3s, 21 and 11, as well as a good 55 and 56. Note that most of the White hits after 8/3* do not leave White well positioned for the escape in contrast to the hits after 11/5. 8/3* may also result in a dance, and gains 3 pips anyway as a bonus. Adding it up, it looks like 8/3* 11/10 is the play.Follow-up seems easy.

Kit Woolsey: 11/10, 8/3*.
I don't have a decent way to play safe, so I might as well hit as longas I'm going to leave a shot. If White hits back he is still blockedon fives and sixes, and if White doesn't hit back I will have plenty ofrolls to make the three point and close in on White's lone back checker.Purity isn't too important here, since my plan is to attack, not to prime.

Chris Yep: 11/10, 8/3*.
If Blue is going to hit (11/10 8/3* or 8/3*/2), leaving it on the 3 pt. looks better since it starts a better point and Blue has more covers. 11/6 8/7 strips the 8 pt. and doesn't feel right; if Blue is going to leave a shot he might as well hit loose. 8/2 is too passive for the position. Blue has an advanced anchor, more men back, and only a slightly worse board than White; these factors indicate that a bold play is likely correct. I believe that 11/5 and 11/10 8/3* are the two best moves. Of these I have a slight preference for 11/10 8/3*. With White having only one man back and Blue having 11 checkers in the attack zone, it looks better to attack rather than prime White.

Summary: Purity almost won out, but by the slimmest of margins ourpanel went for the more tactical hitting play. Slotting the five pointcertainly has merit.

   Play                 Votes   Score11/10, 8/3*               6      10011/5                      5       9011/6, 8/7                 0       408/2                       0       408/3*, 3/2                 0       40

Problem 7

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158

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White



money game




Blue

Chuck Bower: 23/18.
Going for an advanced anchor is thematic when the race isclose and the opponent has already made one. I don't likecoming under the gun here, so scratch 24/20. 23/22, 13/9is attractive, but 23/18 goes after the better (if pseudo-)anchor. If White attacks there, Blue gets fair returnsand at least White won't be starting or making a homeboardpoint.

Doug Doub: 13/9, 6/5.
The back men are fine where they are for now, and thestack of men on our 6pt cries out for 6-5 with the ace. For some reason, Ididn't even see 9-5 with the four, until I looked at the list of choices.Having seen the alternative, I still prefer 13-9. White has a number ofvery good aces to play on his side of the board (61,41,31), but his 5's arepretty weak. Also, if we break our 9pt, it will not be very easy to coverif we are not hit.
The 9pt may not be as valuable as our 5pt, but it is a very useful pointhere. Also, there are plenty of ways to cover our 5pt, and we would preferto do so with an ace if possible.

Neil Kazaross: 13/9, 6/5.
Many choices for this 41. I don't think 23/18 is correct when Whitehas the 11 point as well and a non stripped 13 and 8 points. That play just lets White attack which is what he basically wants to do. Let's look at 13/9 for the 4 and them decide whether 23/22 or 6/5 is better. Normally slotting while split can be dubious but here it duplicates rolls like 31,61 and 41 quite nicely and White cannot gain very much from hitting loose on deep points. 23/22 doesn't seem to offer as much since we are allready split. So that narrows down the choice between 13/9, 6/5 and simply making the 5 point. Normally one should just make his 5 point with this much contact and pick up his dice, but here I have a slight preference to keep my 9 point (very nice point here) and simply slot my 5 point again noting the partial ace dupe.13/9, 6/5 with a slight preference is my vote.

George Klitsas: 23/22, 13/9.
13/9 6/5, 23/22 13/9 and 9/5 6/5, all look very close to me. Making the 5 point can't be bad. Still I am not worrying only about the possibility of being hit immediately by White on the 9 point, but about the possibility of not being able to remake my 9 point, as well. After 13/9, I think that with a spare on each of the 6, 8 and 9 points, Blue will make eventually his 5 point, therefore slotting the 5 point is more of an unnecessary risk. Therefore, I give my preference to 23/22 13/9.

Achim Mueller: 9/5, 6/5.
Blue should unstack his heavy 6-point. Anchoring with 24/23 isn't necessary,there is no danger for Blue on the other side of the board. What about the4? 24/20 means "coming under the gun", 13/9 leaves a stripped midpoint. I like making the 5-point with 9/5 though Blue has to leave a direct shot.

Snowie: 13/9, 6/5.
I put my checkers where they belong. The fifth checker on the six pointbelongs on the five point, and a spare on the blocking nine point isalso valuable. Holding the nine point is better than making the fivepoint and giving White fives with which to hit and escape.

Marty Storer: 13/9, 6/5.
The back checkers are well enough placed wherethey are. I've seen enough positions like this to be firm inmy opinion that the choice is between making the 5 point orslotting it. Advancing is fairly feeble, though maybe 13/923/22 isn't so bad. But I believe the slot is better thanmaking the 5 point, for two reasons: duplication of White's 1'sto hit and to make his 5 or bar point; and greater chance for abroken four-prime if missed.

Bob Stringer: 23/22, 13/9.
I kinda like my 9 point here, so I can't see giving White a directshot in return for the 5 point. The race is even, so I'll play the 4nice and safe to the 9 point, which leaves 23/23 for the 1. 13/9, 6/5looks like an expert play, and being no one to judge, I'll avoid it.

Casper van der Tak: 24/20, 6/5.
When opponent has the 21-point, the 5-point is still open, and the 6-point is still fully stacked, 6/5 is often the ace. So lets start with that. What 4? 13/9 strips the midpoint, and while it adds some cover numbers without giving up a key-point (45, 46, but gives up a key point on the 62 cover). 13/9 does not seem very productive. 9/5 makes the five-point, but gives up the 9-point which has good blocking value. That does not seem very productive. 24/20 splits and slots, but goes aggressively after an advanced anchor and duplicates 1s. If Blue plays 6/5 with the ace, 24/20 looks like the four to go with it.
Blue has other plays that may be worth looking at, but 24/20 6/5 looks like the most balanced and dynamic play.

Kit Woolsey: 13/9, 6/5.
This is a pretty play. My spares are in good places, and I will haveplenty of rolls to make the five point and have a smooth position ifWhite doesn't hit. If White does hit, I'm still in decent shape. Inaddition, and very important, many of White's aces play very will forhim on the other side of the board, so there is meaningful duplication.

Chris Yep: 9/5, 6/5.
In the opening it's often correct to leave a direct shot in order to make a strong offensive point. This position doesn't appear to be an exception. While there may be other factors that I've failed to consider, I believe I would play 9/5 6/5 over the board.

Summary: Back to purity. There were scattered votes for several choices,but the most popular play was the very pretty slot and build play. Expertsare very good at changing styles to suit the position and the dice roll.

   Play                 Votes   Score13/9, 6/5                 5      10023/22, 13/9               2       709/5, 6/5                  2       7023/18                     1       6024/20, 6/5                1       6024/20, 23/22              0       4023/22, 6/2                0       4013/8                      0       40

Problem 8

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147

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White



money game




Blue

Chuck Bower: 13/9, 10/9.
Moving the back checker up would be nice although it's notmandatory. 24/23 leaves no gains on the homeside and24/20 gives White 23 hits with the bonus of startingor making a key point. Rather than getting overly concernedwith White's prime, Blue should work on his own. 11/7, 8/7shifts to a key point but leaves a lot of return shots whengetting a second checker sent back would be a huge setback.The 9-point is better than the 10-point and making it leaves two fewer flyshots compared to 13/9, 11/10. I'll takethe small gain and see what White comes up with.

Doug Doub: 13/9, 10/9.
The primary alternatives are 24-20,11-10, and13-9,11-10. Although it is reasonable to try to get our last back man home,I prefer not to expose myself to being attacked on the point that myopponent most wants to make, when I have a constructive alternative,especially since my opponent has more inner board points than I do.
Although it is usually a very good move to make the point that is 6 pipsaway from the next inner board point that you want to make, having four outof five points in a row is better than having 4 out of 6. More importantly,if we make the 9pt, we preserve a reasonable six, since we can play 11-5 ifwe cannot make a point with a six.

Neil Kazaross: 24/20, 11/10.
This is a tough choice. Should I play to build in my outer board orshould I play the obvious looking 24/20, 11/10 which forces White to attack which is exactly what he wants to do ?! My slight preference is to force the issue right now and play 11/10, 24/20 over making the nine point or making the 10 and bringing down a builder.

George Klitsas: 11/7, 10/7.
I think that 8 indirect shots is rather a small price for locking the bar point in this position and, at the same time, prepare for making a four prime in front of White's back checkers (the conceivable alternatives leave from 2-4 indirect shots anyway [24/20 11/10 is not conceivable imo]). Needless to say, I vote for 11/7 10/7.

Achim Mueller: 13/9, 10/9.
The question here is whether Blue should advance to the 20-point or not. Ifhe goes to the 20-point, he should play save on the other side of the board,because White will use every opportunity to hit on his 5-point. So one plan is24/20,11/10.Another plan is 13/9,10/9, a good compromise between constructive and saveplay. I'm not sure, but in real life I probably would play the latter.

Snowie: 13/9, 10/9.
There is no rush to escape the back checker. White has the strongerinner board and I have the better timing since he has two checkers back,so my emphasis should be on building up my blockade. The nine point isthe next point in line, leaving me one point away from having a solidfive-prime.

Marty Storer: 13/9, 10/9.
The race is close, so it looks better to try topress the advantage in number of back checkers, by blocking.Blue is outboarded, so I think the very cautious 13/9 10/9beats making the 7, or slotting the 9 and making the 10. Itpays to minimize shots, and the 9 point is structurallyvaluable, being a good blocking point in itself as well asa pair of builders and a safe landing spot for more.

Bob Stringer: 13/9, 10/9.
This roll gives me a chance to make another point. Nothing else looksuseful, so that's the way I'll go. Taking them in order, 24/10, 11/10tidies up so I can bring up the rear checker in hopes of springing itto safety. I'm wary of that since White *will* hit if he can. If hedoes, that gets him that much closer to a really strong board. 13/9,10/9 is nice and solid. It makes a good point without riskinganything, and I'm still ready to spring the back checker if I roll a 4plus something more than a 2. 11/7, 8/7 is ungood. Making a solid3-point prime isn't so fabulous that it justifies leaving 2 blots inthe outfield in the face of White's stronger board. Also, making the 9point gives me 4 points in my blockade; making the bar point gives meonly three.

Casper van der Tak: 13/9, 10/9.
Blue can move up, but that just makes it easier for White to attack. That would prevent Blue from developing the position, and would also play into White's strength, because White has the better board. Anyway - the race is dead even, so it is not clear that the focus should be on trying to escape. Instead, Blue should concentrate on building the position, play prime vs. prime with the advantage of having only one checker back. So scratch plays involving 24/20 or 24/23.
The straightforward building play is 11/7 8/7, but that leaves 8 shots at this side of the board, in exchange for which Blue does not add a point, but just improves one and slots another. 13/8? Another builder, no extra point, 5 shots at this side of the board (of which 33 is strongly duplicated). This is also not very attractive. Now look at 13/9 10/9 and 13/9 11/10. Both plays add a point, leave only one blot at this side of the board, and leave only a small number of shots (2 respectively 4). For me, the choice should be between these two plays.
The pros of 13/9 10/9 vis-�-vis 13/9 11/10 are that the 9-point is better than the 10-point for priming purposes (the 9 point is part of the prime stretching from the 4- to the 9-, and the 5- to the 10-point, the 10 point is only part of the latter; the 9 point gives 4 out of 5 consecutive points, which the 10 point does not), and that it leaves less shots. The advantage of 13/9 11/10 is that the builder on the 9 is better for building purposes than it is on the 11. However, I don't think that is enough to compensate, and would make the 9.

Kit Woolsey: 24/20, 11/10.
I want to escape the back checker, and I want to lock up a new pointup front without leaving too many blots. My play accomplishes bothof these objectives.

Chris Yep: 13/9, 10/9.
Once again, making points (and not breaking points) looks right. Blue can make either the 9 pt. or 10 pt. (he can also make the 7 pt., but must break the 8 pt. to do so). With White still on the 24 pt., the 9 pt. is usually the better offensive pt. to have since it's more likely to form part of a compact prime (it also bears on both the 4 pt. and 3 pt.). This is the case here, so I like 13/9 10/9.

Summary: While I can certainly understand the reasons behind making the 9 point, ismy choice of 24/20, 11/10 really so bad? The ten point is valuable, andmy play works on both sides of the board profitably while not leaving anymore blots than necessary. I'm not yet convinced.

   Play                 Votes   Score13/9, 10/9                8      10024/20, 11/10              2       7011/7, 8/7                 1       6024/23, 10/6               0       4013/8                      0       4013/9, 11/10               0       40




Vote Summary

                    1                     2                      3                    4                    5                      6                 7                     8Chuck Bower        21/10               13/3*                  21/16, 14/8          13/10, 8/4           20/15, 9/6             11/10, 8/3*       23/18                 13/9, 10/9Doug Doub          13/8, 13/7          24/20, 16/10           7/1*, 6/1            13/10, 6/2           20/15, 13/10           11/5              13/9, 6/5             13/9, 10/9Neil Kazaross      21/10               24/20, 16/10           7/1*, 6/1            23/16                20/15, 9/6             11/5              13/9, 6/5             24/20, 11/10George Klitsas     13/8, 13/7          13/3*                  7/1*, 6/1            13/9, 6/3*           20/15, 9/6             11/5              23/22, 13/9           11/7, 10/7Achim Mueller      21/10               24/20, 16/10           7/1*, 6/1            23/16                20/15, 9/6             11/5              9/5, 6/5              13/9, 10/9Snowie             13/8, 13/7          13/3*                  7/1*, 6/1            23/16                20/15, 13/10           11/10, 8/3*       13/9, 6/5             13/9, 10/9Marty Storer       13/8, 13/7          13/3*                  7/1*, 6/1            13/10, 8/4           8/3, 6/3               11/5              13/9, 6/5             13/9, 10/9Bob Stringer       21/10               24/20, 16/10           14/8, 6/1*           23/16                20/15, 9/6             11/10, 8/3*       23/22, 13/9           13/9, 10/9Casper van der Tak 13/8, 13/7          13/3*                  7/1*, 6/1            23/16                20/15, 13/10           11/10, 8/3*       24/20, 6/5            13/9, 10/9Kit Woolsey        13/8, 13/7          13/3*                  7/1*, 6/1            13/10, 8/4           20/15, 9/6             11/10, 8/3*       13/9, 6/5             24/20, 11/10Chris Yep          13/8, 13/7          13/3*                  7/1*, 6/1            23/16                20/15, 9/6             11/10, 8/3*       9/5, 6/5              13/9, 10/9

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