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Problem 1
| 151 128 | White money game Blue |
Alan Alsop: 23/20, 6/2*.
Two requirements from White, to escape from behind Blues 5 point blockade and remove Blue from the 5 point. Blue on the otherhand needs to safety his back men quickly or he could be in trouble. The only question is what to do with the 4. Down from the 13 point or hit 6/3*. Putting it on the 9 point allows White to play his own game, not the ideal approach. Hit on the 2 point is better.
Chuck Bower: 13/9, 6/3*.
Toughest problem for me this month. Every candidate has strongmerits. When I look at this position it's hard not to make thethematic 6/3*, especially because TWO builders are in danger ofstagnation if White makes his 22-point. After that it looks likeeither 7/3 -- solidifying the board but breaking five-in-a-row --or 13/9 -- bring a cover into range -- are the logical choices.
This problem has similarities to problem 4 in November's quiz.Giving up the solid 5-prime and pointing on White's headon the 3-point turned out to be inferior then, both in the votingand in Snowie rollouts. We are supposed to learn from thesequizes, right? 13/9, 6/3* for me.
Steve Clark: 20/16, 6/3*.
This problem presents a remarkable assortment of plays. We can makeWhite's 5 point; we can remake our midpoint; we can make our 3 point;and finally, we can hit White away from the front of our prime withoutgiving up our bar point. In general we want to hit away at the front ofour prime. This always the main point of attack for both players. Hereit is particularly desirable to hit to prevent White from organizing my3 point. The real question is whether this play leaves too many blotsfloating around. There are rather a lot but I believe the threat ofmaking a 6 point prime is so great that I will go for it. If I makethis play, I definitely want to play 20-16 rather than 13-9. 6-2 to gowith 6-3 is rather amusing but that is too loose for me.
If I make the 3 point, this certainly increases my chances for a gammonbut also decreased the length of my prime. I see other strong playersmake similar plays in positions where I would not think of it, and oftenmy rollouts suggest they are right. Even so, I will stick with 20-16,6-3. This seems to me the most straightforeward path to winning whileallowing for many gammon possiblities.
Doug Doub: 20/13.
Lots of choices here. It seems best to make sure that Idon't give White any meaningful attacking chances, and hope that my five ina row will give him fits, with his three men trapped behind it. 7-3*,6-3may seem like the natural play, but I don't like the return shots of 61, 62,51, and 52. Every other entering number hits somewhere, after which myadvantage could get away in a hurry. 20-13 gives me lots of time to getthat last man out before anything has to give.
George Klitsas: 23/20, 13/9.
I like 23/20 13/9. If White hits with a six, he will have great difficulty escaping with his other two back checkers - also combinations of 3's, 4's and 5's leave White at Blue's mercy . Other moves look inferior to me (but some of them close in equity terms - like 23/20 6/2* [anti-positional], 20/13 [the back checker might encounter difficulties escaping] ). The bold 7/3* 6/3* could lead to a gammon but could easily backfire, as well.
Laila Leonhardt: 23/20, 6/2*.
Making the 20 point ensures that White won't easily get back in the game andgives Blue more freedom to attack and try to close out White. Hitting on the2-point gives White less numbers to anchor up at the edge of the prime thana non hit. Being hit on the 2 point wont have a devastating outcome withBlue owning the 20-point anchor.
Rob Maier: 23/20, 6/2*.
The drive to hit on the three point is intense, but perhaps White has just enough counterplay to keep us from it. White does have a three point board of his own, and making the five point anchor will all but eliminate White jokering his way back into the game. Hitting with the four puts one more blot at risk, but it does reduce the number of times White anchors on the three point next roll, and the number of times White hits and escapes a back checker. I haven't a clue as to which of these is best. I was dead set to hit on the three point for a long time, and some play that does that may well be best, probably 13/9 6/3*.
Snowie: 23/20, 6/2*.
I am too short on attack material to break my prime and go for a blitz.My play locks up the anchor, holds the blockade, unstacks the heavy sixpoint, and puts White on the bar. Does anything else do more?
Bob Stringer: 20/13
I was sorely tempted to play 6/3* 6/2*, cleaning out the points in front of the5 prime. That play keeps the prime, unstacks the 6 point and White is in bigtrouble if he doesn't come in right away, preferably on the 3 point. But Idecided that stripping the 6 point isn't the same thing as unstacking it, andthat's what I'd be doing here. Somehow leaving 5 blots lying around the entire boardseems like a bit much, even if White has two on the bar. I then thought I'dpoint on White's head with 7/3* 6/3, which gives me the stronger board and threatenseven meaner things, but I'm antsy about breaking the prime and giving White ashot at the 7 point. White has quite a few good return rolls: 1-1, 1-2, 1-5,1-6, 2-5 and 2-6 are fine indeed. All of them enter and hit, and he also gets toenter and hit loose with 1-3, 1-4, 2-3 and 2-4. 2-2 helps him too. That's justtoo many decent rolls to give him with my bar point open. So I'll wimp out bykeeping the 5 prime and regaining the midpoint. If White makes the 3 point onhis next roll, that's just too bad -- a three point holding game, with 3 back,isn't going to be much fun for him.
Casper Van Der Tak: 13/9, 6/3*.
The first position I found very tough, and I am not sure at all about my play. What is more, I can imagine that any of the suggested plays is best! The aggressive 7/3 6/3 I rejected because of too many return hits that would catch blue with too many blots exposed. My first thought was 13/9 6/3*, hitting white off the edge of the prime, often a correct idea in priming positions. However, after thinking some more I could imagine this play too blotty; maybe 13/9 23/20 or 20/13 is better.
In the end, I decided to give the nod to my first instinct, 13/9 6/3*. For this play to backfire would require quite some parlay, and it will win a considerable number of gammons. At DMP, 20/13 and at GG 7/3 6/3 I assume.
Kit Woolsey: 23/20, 6/2*.
It looks like we have to keep our five-prime in all variations. Given that,locking up the anchor on White's five point seems best. We don't wantWhite hitting with an escaping number, so 23/20, 6/2* looks better than23/20, 6/9. White might batter a couple of our checkers around for a bit,but eventually he will collapse in the face of our blockade.
Chris Yep: 23/20, 6/2*.
Blue has strong gammon chances, but going all-out for the gammon with 7/3* 6/3 (or worse 6/3* 6/2*) doesn't look right. White has a 3 point board and is one point away from a (broken) 5-prime of his own. Thus, breaking the prime in the middle and leaving 4 blots in the process doesn't look right. Blue has a better board/prime and White is caught without an anchor so I believe that Blue should attack, however I prefer the more balanced approach of 23/20 6/2*. On the defensive side it secures an advanced anchor, minimizes the effect of some of White's jokers (e.g. 1-1, 3-3), and cleans up two blots. It also keeps the 5-prime intact, while still continuing the attack. Overall I believe this balanced approach is best.
Summary: With a variety of choices available, the natural play oflocking up the defensive anchor and unstacking the heavy six point was theclear choice of the panel. It can't be far wrong to make progress on bothsides of the board.
Play Votes Score23/20, 6/2* 6 10020/13 2 7013/9, 6/3* 2 7023/20, 13/9 1 6020/16, 6/3* 1 607/3*, 6/3 0 406/3*, 6/2* 0 40
Problem 2
| 139 157 | White money game Blue |
Alan Alsop: 24/20, 5/3*.
Making the 4 point has a nice feel. But with three men exposed in Whites homeboard, White escaping with the back man or threatening to make the 5 point is this the right move ? It leaves strong options for White. Blue needs a tempo move to bring up back men and hinder Whites forward movement.
Chuck Bower: 8/4, 6/4.
Blue has three approaches here: grab the anchor and find a 4, hitloose in the homeboard, or just build the 4-point. Making the 4-pointlooks like the natural play. Is Blue's position desperate enoughto justify the loose hit? Even if White escapes the last checker Blueshould have an easy take. The biggest problem with 23/21 is thatthere is no palatable 4 to go with it. The 4-point is Blue's best remaining-to-be-made homeside point. The anchor can wait. I'm building my board.
Steve Clark: 24/20, 5/3*.
If I make the 21 point, I will have to make a play with the 4 that Idon't really like. I could play 24-20 but that play feels like a blotattractor, and the alternatives look worse. What about making the 4point. The makes a strong board but allows White a free roll with manywell positioned builders. If I make this play, I would expect to see amuch improved position for White before I get to roll again.
A different direction entirely is to play 5-3, 24-20. There are twoprinciples involved. First is that it is good to hit the opponent whenwe are behind in the race. If we are hit back, we will not havewasted a racing lead. Second hitting is good when we have the strongerboard. This type of hit is particularly valuable when we can preventour opponent from building a better board. It could be wrong to give upthe points we could have built, but I will play 5-3, 24-20.
Doug Doub: 8/4, 6/4.
White has no board, and we are well behind in the race,so I make an offensive play, making the best available point in my board,while still maintaining a good distribution of spares.
George Klitsas: 8/4, 6/4.
If Blue elects to anchor (23/21) then the four should be played definitely from the 24 to the 20 point, putting pressure on White. Quite interesting is 24/20 5/3* but I slightly prefer making the four point (8/4 6/4) as my final choice. Now Blue is poised to attack White's lone checker at a moment when his opponent is not as strong on his side, therefore the fact that Blue has not anchored there is of medium importance.
Laila Leonhardt: 24/20, 5/3*.
White is threatening to make a 4-point prime. Blue has to choose betweenmaking an anchor being down in the race or taking a shot at a blot hittingcontest. Having one more point in the home board my vote falls on hittinginstead of waiting.
Rob Maier: 8/4, 6/4.
I don't think I spend much time on this one at the table. I suppose 23/21 6/2 might have some merit, but I really doubt it.
Snowie: 24/20, 5/3*.
I am behind in the race. I have more men back. I have the stronger innerboard. Did I hear somebody whisper "bold play". I sure did. If I giveWhite his full roll, he will either escape the back checker or improve hisboard. I must keep him occupied and create as much contact as possible byputting pressure on both of his blots. 24/20, 6/5* is the play whichaccomplishes this goal.
Bob Stringer: 8/4, 6/4.
Why horse around? Make a solid asset. White's structure favors his trying toblitz those three back men, but my three point board versus his one point boardserves a defensive as well as an offensive purpose. He's going to have to thinktwice about hitting loose.
Casper Van Der Tak: 8/4, 6/4.
Making the anchor is thematic with more man back, while attacking may be thematic against a single white checker back, but in this case I believe working on the offense is better. Making the 4 point increases the pressure on the white checker, and forces white to play more conservatively. Blue's back men are not under much pressure, and Blue should normally not have much problems in making an advanced anchor and attacking later on.
Kit Woolsey: 8/4, 6/4.
We want to put pressure on White's back checker, and making the offensive fourpoint is the way to do it. White's attacking threats aren't very serious sincehe has no board.
Chris Yep: 8/4, 6/4.
Blue has several approaches. If he plays 23/21 the best 4 looks to be 24/20, provoking contact. (6/2 takes a checker out of play and 8/4 slots the 4 point at the expense of stripping the 8 point and making 5s and 6s awkward next turn). However White is not forced to hit -- in fact it is easy for White to safety the blot on his 11 point if he so chooses. Thus the effect of moving up to the 20 point is actually to reduce contact. In exchange for a little better outfield coverage, Blue loses coverage of White's deep inner board. This doesn't look like a fair trade to me. Another approach is 24/20 5/3*. This works great when White stays on the bar, but also gives White several powerful double-hits from the bar. The final approach is to build the board with 8/4 6/4. Although it's not clear to me, I have a slight preference for this move. It creates a strong board which will be useful if Blue later hits a second checker or attacks White's back checker next turn. The other moves are reasonable but I prefer the permanent value of the 4 point in this position.
Summary: The panel was fairly solid in its choice of making the fourpoint and risking being attacked. The only other play getting votes wasthe action play. Nobody was tempted to lock up the anchor on the 21 pointand play the inferior holding game.
Play Votes Score8/4, 6/4 8 10024/20, 5/3* 4 8024/20, 23/21 0 4023/21, 8/4 0 4023/21, 6/2 0 40
Problem 3
| 150 173 | White money game Blue |
Alan Alsop: 24/21*, 8/3*.
Although Blue is behind in the race it is still an open game. One can't allow White to make the 4 point with three men back. Obviously then this restricts the 5 roll. Running into Whites outerboard or down to the 8 point with the 5 point exposed to a double hit I don't like, its doing nothing. The only logical 5 becomes to hit the blot on Blues 3 point. Two men in the air if White rolls badly and a blot on the bar point could be interesting.
Chuck Bower: 24/21*, 8/3*.
Hitting White's slotted checker on the 21-point evens the race, atleast for now. Not hitting it also gives White too many chances tocover. With no constructive five, slash away. White is defenselessand other fives leave as many shots. White checkers on the bar arein their least dangerous position!
Steve Clark: 8/3*, 6/3.
Whenever I am faced with a problem with many blot floating around, Iwant to do 2 things. I want to hit something and build something. Ialso want to hit the blot that goes back the farthest. Well, what about24-21 and then moving one checker into the outfield? This sends Whiteway back and leaves him bad 6's. But it builds nothing. This is notbad but I should look for something better. Actually the double hit of41-21, 8-3 looks better. If he misses me, I can make a terrificimprovement in my position. Even if he hits me, he will have as loose aposition as I will. If I play 13-5, I will tighten up my positionconsiderably. With 3 loose checkers, White probably will have to leaveone or two for me to shoot at next roll. I could play 8-5, 8-3following my original idea, but I hate to give up points. The real ideais to build more.
The one play which actually does follow from basic principles is 8-3,6-3. Here we do hit something and build something. Of course we arebuilding the wrong point, but the power of putting White on the barcombined with actually having built an additional point must have somemerit. It is good in an unprincipled world to have some principles tofall back on. I will make the 3 point.
Doug Doub: 24/21*, 8/3*.
I am behind in the race, so I hit my opponent's slotto set him back 21 pips and prevent him from making a key point. Then I hitinside to protect both my slotted 5pt, but also my split men in his board.I don't think that simply covering the 5pt or making the 3pt on his head doas much to improve my position.
George Klitsas: 13/5.
13/5 is ok- much better than any other play in my opinion. I would make the same play in most similar positions even if there were no duplication of fours involved. The suggested play is better than 20/15 8/5 on two counts (I don't explain since they should be obvious to the readers).
Laila Leonhardt: 24/21*, 8/3*.
Many blots on both sides and no home board points for either player. This isthe opportunity to be super aggressive and from the outcome of the next fewrolls determine the game plan.White may not hit either of Blues checkers and Blue can aim for a blitz,Blue might be hit and get into a holding or backgame.
Rob Maier: 8/3*, 6/3.
Interesting. Making the three point has the advantage of not leaving blots all over the board, and White has a lot of problem rolls. It seems we must hit something, and I don't like hitting two or breaking the eight point.
Snowie: 24/21*, 8/3*.
If I make a more quite play White will probably make his four point, andthen where am I? Hitting both blots will work well if White doesn't hitback, and if White does hit back I'm still in fine shape since Whitehas no board. The key is White's blot on the bar point, which will giveme a lot of hit and cover numbers next turn if I am not hit.
Bob Stringer: 24/21*, 8/3*.
24/21* is a must. Send back a man who's far advanced, and don't let him makehis 4 point. That takes care of the 3; what to do with the 5? I don't like theheavy odds that White will either hit the blot on my 5 point or make my barpoint, so I'll hit him again. With 2 on the bar, anything can happen. I may evenget to make my 5 point. Nothing else seems to have as much potential.
Casper Van Der Tak: 24/21*, 8/3*.
A complex position, in which White is leading in the race. To gain in the race and to destroy White's slot of the 4 point, I like 24/21*. Then I want to protect the slot of the 5 point, hence 8/3*, which has the added benefit of increasing the chances to pick up the white slot of the barpoint. This play puts two of White's men on the bar, slots a number of useful points, and will quite possibly result in a powerful cube turn a few rolls in the future.
Look at the resulting position: If white enter without hitting, Blue's 1s, 2s,3s,4s, 5s, and 6s all play well. Now consider that white will enter with a hit; still 1s, 2s, 3s, 4s, 5s, and 6s will play well!
Kit Woolsey: 13/5.
The five point is the five point. If we hit the blot on White's four point,we don't have a decent five to play. Double-hitting leaves us too spreadout, and making the three point on White's head still leaves the blot onour five point. 13/5 cleans up our position, forcing White to do the same.
Chris Yep: 8/3*, 6/3.
This position could keep a chouette arguing for hours (or at least several minutes)! Between the two non-hitting moves, I prefer 13/5 -- after covering with the 3, it looks better to keep the 20 point slotted, using the 5 to add a spare to the 8 point. If Blue instead plays 20/15, he gives White a good 3. Even if Blue is not hit in the outfield, in most cases he would have to safety this checker next turn, stranding his two back men.
Among the hitting moves, it doesn't look right to bring a checker to the 15 or 16 point. With Blue already having an inner board blot, leaving checkers in White's outfield leaves Blue too vulnerable. Furthermore, since Blue has slotted a strong point (his 5 point) he would like his whole roll to cover next turn. In many cases White misses the blot on the 5 point but hits in the outfield, depriving Blue of half his roll next turn, making it less likely for him to cover the 5 point.
If Blue is going to hit, I believe he should either point on top of White's head (8/3* 6/3) or go all-out with the double-hit (24/21* 8/3*). Both plays look strong to me, but I slightly favor 8/3* 6/3. In general, when faced with having to choose between (a) one opposing checker on the bar and one extra inner board point or (b) two opposing checkers on the bar and one extra inner board blot, it's slightly better to choose (a). This position could be an exception (for example, the hit 24/21* gains a lot in the race and slots another advanced anchor; also Blue duplicates his own 3s if he only hits once), but I think I'll still stick with my original intuition.
Summary: The majority of the panel was content to blast away at anyblot they could find. Could be right, but is the five point no longer thefive point? The double hit still seems too loose to me.
Play Votes Score24/21*, 8/3* 7 1008/3*, 6/3 3 8013/5 2 7024/21*, 21/16 0 4024/21*, 20/15 0 4024/21*, 13/8 0 4020/15, 8/5 0 408/5 8/3* 0 40
Problem 4
| 191 155 | White money game Blue |
Alan Alsop: 20/10.
Blue is well ahead in the race so the pundits say run. Bring the man around and create pressure on White in the bargin. Making the bar point leaves too many blots but how much gained. Pointing on the 2 point is to advanced and achieves little. The 4 point is possible, but leaves Blue a little stripped.
Chuck Bower: 20/10.
White would relish a blot hitting contest here. Pointing on White's head (on either the deucepoint or barpoint) seems to overstep the position. Using the stack on the 6-point to build high points would be nice, butstripping the 8-point to make the 2-point or 4-point doesn't seem togain enough. Doing TWO good things by making another outfield point and clearing up blots is consistent with Blue's position and gameplan. I like the simple 20/10.
Steve Clark: 20/10.
Everyone knows that you should make the bar point and not the 2 point.when you roll a sixty-four. Of course that play does leave 5 prettylittle blots floating around. White could try to avoid them but thatmight be asking for too much. 20-10 allows White do do what she wisheswith her next roll. The same goes for building the 4 point. Hitting 2is too loose for me. I do not like hitting down low with the second hitunless there is little alternative. I could make the 2 point and thishas a number of attractions. As in problem 3, I get to hit somethingand make something. White will be hard pressed to do so well in return.
I was about to make that my choice but looking back on the alternatives,I really do like 20-10. This play puts my checkers together in a nicelittle group. Together they will have sufficient flexibility that mynext few rolls are likely to play very well. White will be able tobuild my bar point but he do that and build an inner board point at thesame time. Since the alternative of making my 2 point spreads my checkersall over the place, I will play 20-10.
Doug Doub: 20/10.
We have a 46 pip lead after this roll and sound offensivestructure. I don't think that it can be worth it to make the 2pt, bar pt,4pt or hit twice. 20-10 is sound and solid, bringing my men aroundtogether.
George Klitsas: 13/7*, 11/7.
Blue should prevent White from anchoring on the bar point at all costs. Best in that aspect is making himself that point (13/7* 11/7). In doing so, Blue loses the midpoint and leaves a number of shots but hitting aces are duplicated and the gain from making the bar point is huge.
Laila Leonhardt: 11/7*, 8/2*.
Again an opportunity to get a solid lead in the game by aggressively takingaway all of Whites constructive rolls next time.2 on the bar can create trouble for White. I won't comment on the fact thatBlue has already doubled in this game
Rob Maier: 20/10.
Take pains to keep the big racing advantage. All of the hitting plays leave other weaknesses to deal with. The bar point is nice, but not worth it here I suspect.
Snowie: 20/10.
I appear to have a significant lead in the race. So, let's race. The variousplays which make an inner board point aren't too effective. My play makes animportant blocking point and gives White litele to do. He can make my barpoint, but so what? I'll just blow right by him.
Bob Stringer: 20/10.
Big lead in the race, so consolidate it. Building a prime in the outfieldgenerally isn't something I try to do, but here it's just a by-product of makingeveryone safe. 10/4 8/4 is a close second, since it starts to build my board, but Idon't like leaving the blot on White's 5 point when his strategy is to hiteverything he can.
Casper Van Der Tak: 20/10.
Blue is leading in the race, so race! All blotty plays are to be rejected because of the strategic consideration of the standing in the race. Making the 4 point is my second choice - it does not seem as effective as 20/10 in converting to a race, because it retains more contact and leaves more men back. White would welcome the chance to hit loose on his 5-point.
Kit Woolsey: 20/10.
We are way ahead in the race, so why complicate the issue. 20/10 bringsone back checker to safety and makes the ten point which is valuable bothas a blocking point and a landing place. There are various hitting playsavailable as well as making the four point, but nothing is nearly as solidas 20/10.
Chris Yep: 13/7*, 11/7.
I don't believe that Blue should double-hit. Blue has a big racing lead and both double-hitting moves leave 6 blots. Even if Blue is missed, it will take awhile for him to consolidate his position. This is not the time to be leaving lots of blots. Making the 2 or 4 point looks attractive, but leaves Blue's position a little stripped. 20/10 solves this problem, but strands Blue's checker on the 23 point and gives White 5s and 6s to make the bar point anchor. Blue will have considerable difficulty bringing his position home safely. I believe that Blue seize the bar point himself with 13/7* 11/7. It does give up the midpoint and leave 5 blots (but in much less danger compared to the double-hitting plays), but on the positive side it creates a solid, compact position with plenty of spares. It knocks White off his advanced anchor slot and breaks his army in two. If Blue can make his 4 or 5 point next turn he will have a solid position with 3 White checkers trapped behind a 4-prime.
Summary: When ahead in the race, race. The panel was very solidfollowing this theme.
Play Votes Score20/10 9 10013/7*, 11/7 2 7011/7*, 8/2* 1 6013/7*, 6/2* 0 4010/4, 8/4 0 408/2*, 6/2 0 40
Problem 5
| 129 145 | White money game Blue |
Alan Alsop: 13/9, 8/3*.
Blue needs to build his homeboard quickly. Unless Blue rolls well and lucky, slotting and hitting chances will have to be made along the way. With this way forward a degree of security is catered for by holding Whites bar point if hit.
Chuck Bower: 13/4.
This is one of those 'least of evils' problems, so I start by tossingout the plays I dislike the most. I can't see giving up the 18-pointpseudo-anchor. Leaving two blots in the home board doesn't feel right,either. 13/8, 6/2 leaves the fewest shots, but starts an almostworthless point. 13/9, 8/3* leaves 21 returns and two blots, but at least it keeps White busy for half his roll. 13/4 starts a better point and leaves only one blot, but still gives White 20 shots. 13/9, 6/1* attempts to push White forward in our board but leaves 20 shots and two blots. Oops, I think I've elimiated all the candidates!
It appears to me that the choice is between leaving the fewest shots(13/8, 6/2) or starting the best available point while only leavingone blot (13/4). Slotting the 2-point in these kinds of positionsseldom seems to work, since even when you're missed you end up strugglingto cover a point you don't want. With a blot in White's board, thesting of getting hit isn't as painful, so I'll risk the 20 shotsand start a point I'd like to have: 13/4.
Steve Clark: 13/9, 8/3*.
18-13, 18-14 is a bad idea because we are behind in the race and have nopoints. My play is 13-9, 8-3, duplicating 3's. Ha, ha, ha, ha, ha. Hey,if you have a better idea, send me an e-mail. My address issteve@thenorthpole.
Doug Doub: 13/4.
Our only real asset is our anchor on White's bar point. Canit possibly be right to break it, in order to try to race, when we arebehind? 13-4 starts the best offensive point that we can, while at leastduplicating 3's. I think that the anchor is too valuable to give up beforeour offense gains some structure.
George Klitsas: 13/9, 8/3*.
Behind in the race, Blue should not even think of something like 18/14 18/13. He needs the anchor as a landing spot for his potentially hit checkers. I have no objection for the constructive 13/4, but I slightly prefer the bolder 13/9 8/3*. Blue needs some diversification in order to improve his position and the increased risk with two blots instead of one, is justified.
Laila Leonhardt: 18/14, 18/13.
Not a very flexible position for Blue, but an almost even race and with alucky number or two Blue could easily turn the position around.If Blue gets hit he may still recover or even hit back.As ugly as it looks it is still a race and I disagree with slotting insidethe board risking losing even more pips on getting hit.
Rob Maier: 8/4, 6/1*.
The simple *sane* play 18/13, 18/14 is ok if we don't get hit and make something next roll. Otherwise it's not so ok. I like holding the bar point for long term defense, if we need it. Time to get the candlesticks working.
Snowie: 13/9, 8/3*.
I have to get some kind of structure into my position, even if it involvestaking extra risks against the stronger board. After all, White's boardisn't all that imposing. My play duplicates his threes which cover theblot on the five point and threaten to make some progress if I am not hit.If I am hit, it is far from over.
Bob Stringer: 13/8, 6/2.
A complete dreckh of a position. It's nice that White has wasted a man on his3 point, but he still has a board and I don't. All I have is a lead in the race.I don't expect any good to come of leaving double shots or more blots than Ihave to, and so I'm only going to leave one. If I have to leave a shot, I'llleave it where it will do me some good if it's missed (as I've heard Kit say morethan once). Until I've made an inner board point or two, I'm going to be inconstant danger, and that suggests that I play 6/2. If White misses the blot,I'm a favorite to make that point on my next turn.
Casper Van Der Tak: 13/9, 8/3*.
White is leading in the race and has a better board. Giving up the anchor is in violation of the strategic criteria, a racing play when trailing substantially. Blue needs to develop his position fast, but also need to avoid to blotty plays. Two plays stand out: 13/4 and 13/9 8/3*. My preference is for the latter, since it offers better building opportunities than 13/4, and takes away half of white's roll, which seems enough compensation for the additional blot.
Blue can take some chances now, because of the blot in White's board.
Kit Woolsey: 13/8, 6/2.
White does have the stronger board, so I don't want to leave more blots thannecessary. The plan will be to sit tight, build an inner board point or two,and wait for a shot from White's bar point or get lucky and win the race.As long as I leave at most one blot at a time, the roof won't cave in.13/8, 6/2 is simply the safest play even though it is ugly.
Chris Yep: 13/9, 8/3*.
18/14 18/13 only leaves 13 shots, but is definitely wrong. After any play, Blue is not likely to get home safely without getting hit at least once. When White hits White will probably have a 3 or 4 point board, compared to Blue's weak board. Furthermore, Blue is behind in the race, which means that he shouldn't be racing anyway. I strongly believe that Blue should keep his bar point anchor. Among the other moves, 13/8 6/2 leaves the least number of shots, but is too ugly -- stacking 6 checkers on the 8 point and leaving a blot deep in the inner board (yet still vulnerable to an immediate hit) looks wrong. The other five moves don't look very attractive either -- Blue could have rolled better, but he has to make do with what the dice give him. I believe Blue should play 13/9 8/3*. It leaves 22 shots (which I believe is the minimum number of shots of any of these five moves). It duplicates 3s (probably minor in this position). It gives Blue good 6s next turn (8/3* 6/2 also gives Blue good 6s next turn assuming he isn't hit, but suffers from other weaknesses -- dumping checkers deep into the inner board is awkward plus it gives White more hits and more double-hits from the bar). Finally the 6-8-9 structure is good for making points on future turns; if the two dice have a difference of 1, 2, or 3, Blue can make a point with checkers from the 6, 8, and 9 points. 13/9 8/3* is still somewhat awkward, but I believe it's the best Blue can do with this dice roll.
Summary: The panel strongly believes that Blue must take this opportunityto unstack and try to get something going despite White's stronger board.I can easily be convinced that this is correct.
Play Votes Score13/9, 8/3* 6 10013/4 2 7013/8, 6/2 2 7018/14, 18/13 1 608/4, 6/1* 1 6013/9, 6/1* 0 408/3*, 6/2 0 40
Problem 6
| 182 149 | White money game Blue |
Alan Alsop: 24/15.
Blue is well ahead in the race. This leans towards running. Unfortunately there are three blots in Blues outerboard which gives about a 50-50 chance to hit with Whites split men. Making the 5 or 3 point has merit, but leaves indirect and direct shots and still with two men to bring home. So I might as well run. If missed Blue will be in a strong position, and if hit Blue still has game on.
Chuck Bower: 11/5, 8/5.
Building home board points seems to be the common thread in many ofmy choices this month. Blue left all those blots in the outfield to get a chance to make the 5-point. Why should he change his mind now?
Steve Clark: 24/21, 15/9.
How wrong can it be to make the 5 point? Not very wrong, that is forsure. It does leave White a lot of good rolls in return, including 3's,7's, 8's, and 9's. 24-15 is not particularly attractive. It could beright but it looks like White has as many good rolls as with the othermove but this time we do not have our 5 point.
15-9 organizes our board considerably better. We could play 24-21 to gowith it. Clearly White is not ready to attack inside. We do give up the5 point with this play but I do like it slightly better than 11-5, 8-5. Iwill make this play despite the fact that it can only be marginally betterthan making the 5. It is always dangerous to make a play that might beslightly better but could be considerably worse than the alternative.Even so I will play 15-9, 24-21.
Doug Doub: 15/9, 11/8.
Plenty of choices to consider. The 5pt is the 5ptafter all, and running out to the 15pt must be a possibility. 15-9, 11-8makes a good offensive point, while cleaning up three of our four blots. Ifwe can avoid getting hit for one turn, we will be in excellent position tomake an inner point next turn.
George Klitsas: 15/9, 11/8.
Lifting the maximum number of blots is my priority here. Automatically, 15/9 11/8 stands out.
Laila Leonhardt: 24/21, 15/9.
Blue really has no wish to get hit or to get stuck on the 1 point of Whiteshomeboard.Moving up the edge of the prime not only prepares Blue for an easier escape,but in case he is hit with an indirect shot he will have a chance to make anadvanced anchor which would give him the stability he needs to work onpriming White.
Rob Maier: 15/9, 11/8.
A simple excerise in consolidating an advantage. Make a useful point, and leave 3 less blots.
Snowie: 24/21, 15/9.
Once again, when ahead in the race race. Fine structure, and plenty ofbuilders to make new points if I am not hit in the outfield. If I am hit,the advance of the back checker gives me a shot at making White's four point.Other plays focus on the wrong things.
Bob Stringer: 15/9, 11/8.
Too many blots lying around. 15/9 escapes one of my two back men once and forall, and 11/8 reduces White's number of hits. 24/15 is nice if it works, but ittries too hard too fast, giving White a 7, 8, 9 or 10 to hit -- that's over 50%of his rolls. Since making an inner board point isn't to be sneezed at, I thinkmy choice is influenced by the fact that I don't know what that man is doing onthe 15 point unless I intend to do something with him. Having made the move toescape, I say let's escape. 15/9 does that, and it makes a decent point toboot.
Casper Van Der Tak: 15/9, 11/8.
Here Blue is substantially ahead in the race, and must consolidate his racing lead. Blot reduction is priority number one, hence 15/9 11/8. Over the next rolls, Blue can make significant improvements by building inside points and/or escaping his back checker.
Kit Woolsey: 24/21, 15/9.
Making the nine point with the six seems clear. It is a valuable point, andthe outfield checker is moved to safety. White has a pile of checkers on hismidpoint which will be coming down into his outer board, so I want to advancethe back checker to prevent this.
Chris Yep: 24/21, 15/9.
Unless Blue wishes to make an important offensive point (e.g. the 5 point but not the 3 point) it's thematic for him to work on escaping his back checkers. While many of the plays look strong I think Blue should play 15/9 24/21. This makes the 9 point -- not as valuable as the 5 point, but an important blocking point nonetheless. It also leaves Blue a flexible position, completely escapes one back checker and prepares to escape the last back checker. Moving up (instead of 11/8) is important because White only has one builder aimed at his 4 point, while if Blue waits a turn White is likely to dump one or more builders into the outfield; it's better to move up now before White has more builders aimed at his 4 point.
Summary: Most of the panel liked the nine point, the question waswhether or not to move the back checker up. The two leading vote-gettersboth seem quite reasonable.
Play Votes Score15/9, 11/8 5 10024/21, 15/9 5 9024/15 1 6011/5, 8/5 1 6015/9, 13/10 0 409/3, 6/3 0 40
Problem 7
| 129 188 | White money game Blue |
Alan Alsop: 21/12*.
White has no homeboard yet and only a 4 point blockade which is unlikely to improve. White will be looking to play behind Blue making points and bringing home his remaining men. I believe Blue has the timing to explore a forward game, especially with two advanced anchors. Hitting and keeping White hemmed in is the order of the day. If unsuccessful Blue still has Whites 5 point.
Chuck Bower: 21/12*.
Blue's first plan is to keep White from getting his checkers around.If that fails, then the backgame follows. Leaving the White checkeron Blue's 12-point makes it easy for White to safe it up or buildanother blocking point, so just knock it back with 21/12*. That Blue checker then becomes a builder for Blue's outfield block.
Steve Clark: 21/12*.
When playing a back game with the 20 and 21 points, it is good to keep atrailer back on the 24. Many times you opponent will be forced to playsingle checkers past your block which you will have serious opportunitiesto hit. For this reason I am reluctant to make any play involving 24-21.
Our forward checkers are poorly organized for a backgame. If we make the7 point, which seems obvious, our timing is ok but our checker placementis lousy. That big stack on the 6 point must be moved to more usefulplaces. All of this points to 10-4, 6-3. White has no board so we neednot have too much fear of being hit. This likely will get another checkerback which we well be able to recirculate. I always thought recirulationwas a weak concept, but here White's checkers are pressed up against ourblocks so that White is unlikely to build an effective prime. As aresult, we are likely to be able to escape and in the meantime build aneffective board.
A different direction entirely is to play 21-12, avoiding the backgame.White will then have a man on the bar, two checker back, and our innerboard is just as strong as his. I more than once have said, "Don't playbackgames when you can avoid it." The fact that so many of White'scheckers are crunched up against our blocking points is a strong argumentfor the backgame. But the difficulty of building our prime is a strongargument against. What good is it to get shots if we have no defense?21-12 looks good to me.
Doug Doub: 10/4*, 6/3.
It looks as if we are stuck with a backgame, but the5-4 is not a strong one. I would like to have another man back so that Icould possibly make another anchor on White's 2pt or 3pt. Then release themen on the 4pt if possible. I would like to hang on to the midpoint for awhile if I can, and that stack on the 6pt is begging to get smoothed out.There are plenty of other choices, but non that really appeal to me.
George Klitsas: 13/7, 10/7.
Frankly I don't know. What I know is that Blue can't make a big mistake here, whatever he plays and what I can do is sharing my thoughts as I will go through the list of the candidate plays, in the hope of being wiser at the end. Lets see ... 24/15 is interesting , putting pressure on both White's checkers, but the checker on the 24 point might be useful in preventing White from dumping checkers in his inner board. 24/21 10/4* looks to me a little cramped (I prefer the more flexible 13/4* - losing the midpoint is not big deal here). 21/12* might lose the second anchor (the 21 point) eventually, but this doesn't seem probable - this play has the big theme of trying to go forwards. Another small group is consisted of the more or less equal plays 13/10 13/7 and 13/7 10/7. A last group is consisted of the back-game oriented 10/4* 6/3 and 10/4* 8/5, trying to gain by force full timing (and giving up practically any hope of going forwards), a plan that might work - not my style, tho (6/3 is overextended and8/5 loses the eight point and leaves a mess). Summarizing, I am reluctant to risk losing the 21 point, so I reject 21/12* for that reason, I won't go against my style (therefore I will reject 10/4* 6/3 and 10/4* 8/5), I will leave the back checker back and by a process of elimination, I will pick up 13/7 10/7 as the winner. My idea is to start a compact blockade and extend it in the future, hoping that the holding/back game will later produce and hit a shot.
Laila Leonhardt: 21/12*.
No reason to commit to a 4-5 backgame. There are lots of options here. Whiteonly has a 4 point prime and Blue owning the 5 point will guarranty him tohave a lifeline for staying in the game.
Blue should aim for trying to counter prime White and aggressively doing so,if Blue fails and gets several checkers more back in White's home board thenhe is still strong in the game with a holding or backgame. (I love the factthat Blue owns the cube here)
Rob Maier: 10/4*, 6/3.
If we can get some points made, all well and good. Otherwise, I don't see any reason to damage our defensive position, which is all we have. A sixth checker back might mean a third anchor, which could lead to all sorts of interesting positions.
Snowie: 21/12*.
Backgame? Don't be silly. It ain't a backgame until I say it is a backgame,and that time hasn't come yet. I can still win this one frontwards, and I'mgoing to try to do so. If I wind up getting the worst of future blot hittngI can always slip into a backgame later. Right now my biggest asset isoutfield control, and 21/12* builds on that asset. Other approaches giveWhite a free run to victory.
Bob Stringer: 21/12*.
I don't know if it's that I don't consider anything else close, or if it's thatI simply don't know what else to do. I certainly don't think it's time to startplaying for a doofus 4-5 back game, and if I just sit on my hands and let Whitedo what he wants on his next roll, it's going to be too easy for him to escape.Hitting his most forward blot puts two men back, and if he doesn't get adecent roll (and it looks like the majority of his rolls don't play all that well),my game will be fairly free, with control of the outfield.
Casper Van Der Tak: 21/12*.
Blue can still win going forwards. The hitting play sends a second white checker back, and increases blue's outfield control. If not hit back, Blue can make the 10 point and start making forward progress. If hit back, Blue will probably play some holding/backgame hybrid. No particulalrly attractive alternative.
Kit Woolsey: 24/15.
We might not like it, but we are so far behind in the race that we have toplay some kind of back game. The normal theme when playing a back game isto hang onto two defensive points and keep pumping checkers out into theoutfield. If these checkers get hit it helps the timing, and if theyaren't hit they can be used to possibly form a blockade and win frontwards.24/15 is the play which follows this theme.
Chris Yep: 21/12*.
Blue is not playing a back game. Blue's board is just as strong as White's. Blue has the best advanced anchor behind an outside 4-prime. Hitting gains 12 extra pips, sends a second checker back and takes away White's outfield presence. Finally all other moves leave direct shots. I can't be certain it's correct, but if this weren't a quiz problem I would quickly play 21/12*. After more thought I still believe 21/12* is correct.
Summary: Is it really so obvious to give up one of the anchors when Blue is notprepared to contain the hit checker? Sure we don't like to play backgames,but sometimes that simply is the best strategy. Despite the overwhelmingvote for the hit, I'm far from convinced on this one.
Play Votes Score21/12* 8 10010/4*, 6/3 2 7024/15 1 6013/7, 10/7 1 6024/21, 10/4* 0 4013/4* 0 4013/10, 13/7 0 4010/4*, 8/5 0 40
Problem 8
| 144 155 | White money game Blue |
Alan Alsop: 13/10(2), 8/5, 6/3*.
White needs to unstack both the 8 point and 6 point, as well as the safety of two blots. Advancing the back men will invite White to attack. Blue certainly can strengthen his position by bringing down two men down from the 13 point. Moving one man from the 8 point will help distribution. The last is the hit play. Taking away half a roll from White and ready to attack his own homeboard is my move.
Chuck Bower: 13/10(2), 8/5, 6/3*.
What a fine roll! The 10-point blocks White's checker on Blue's4-point, with a bonus that those checkers become potential buildersfor the 4-point. 6/3* throws White off balance, and 8/5 diversifiesbuilders. White probably needs to either hit back or anchor to fend off a cube turn.
Steve Clark: 13/7(2).
13-7(2) sure looks good to me. We will have 4 points in a row. The restof our pieces are flexibly placed. I could make arguments for some of thealternatives I suppose, but I would never make any of those other plays.
Doug Doub: 23/20, 13/10(2), 8/5.
My first impulse was to play 13-7(2), but Ithink that I can do a bit better with this choice. Getting a spare to my5pt puts a great deal of pressure on White to throw an ace and anchor.Coming up to the 20pt duplicates the ace that he needs on the other side ofthe board. I like the stronger divisity of 23-20, 13-10(2), 8-5, along withthe excellent attacking potential.
George Klitsas: 23/20, 13/10(2), 8/5.
13/7(2) leaves the back checkers dangerously isolated. Better is 13/10(2) 23/20 8/5 (notice the duplication of aces), which is my choice.
Laila Leonhardt: 23/20, 13/10(2), 8/5.
Blue doesn't really gain anything from hitting White. Better to put somepressure on White to anchor or point on Blue next time.Blue has a very strong position and White will have to perform to avoidbeing cubed.
Rob Maier: 13/4*, 6/3*.
Time to go off the reservation I suppose. This play didn't appear on the version I originally printed out, and I'm too chicken to see if it's been added or not. At any rate, putting two on the roof is fantastic the 14 times that White misses, and getting hit is not the end of the world. So, consider this as evidence of great creativity, or the fact that winning the consolation of the open overflow in Pittsburgh doesn't mean much. :)
Snowie: 23/20, 13/10(2), 8/5.
Makes a good blocking point, puts a valuable builder onto the five point, andgoes after the best anchor. It isn't often you can do so many good thingswith one roll. Can anybody find something better?
Bob Stringer: 13/7(2).
I actually spent a long time looking at 13/4* 6/3*, only to realize that itwasn't one of the choices. Whew! Saved from embarrassment again. I don't care forwaltzing up into the jaws of death with one or both of my back men. I knowpeople do it; but when I do it it always sticks to my face. Nor do I really wantto move off the midpoint, since doing so frees up the men on White's midpoint.But if I keep going like this I'm going to talk myself out of every move. Thefact of the matter is that these 3's just don't play that smoothly, so I'm goingto do the easy thing and make a 4 point prime. Not only does that give me theprime, it adds threats against White's back men, both of whom he's advanced intothe field of danger. If he doesn't anchor up right away, I'm in a position toattack. Right now I don't think there's enough ammo for an immediate attack,since I can't go after his blots in order (i.e., right now I'd have to hit theman.
Casper Van Der Tak: 23/20, 13/10(2), 8/5.
This appeals the most to me. There seems little to be gained from hitting loose. The 10 point is strong in this position, especially if white makes the 21 anchor. Moving 23/20 provides good coverage of the outfield. Not moving the checker on the acepoint increases board coverage. Moving 8/5 increases building potential.
In my view, 13/7 (2) is quite close. I believe that the reduction in board coverage and larger number of pointing rolls are sufficient to make 23/20 13/10(2) 8/5 better than 13/7(2), but that latter play gains a lot on white's 4-3. Hard to call.
Kit Woolsey: 23/20, 13/10(2), 8/5.
There doesn't appear to be much gain from hitting loose on the three point.That costs us our valuable spare on the six point. 23/20, 13/10(2), 8/5distributes the checkers well, makes a good point, and covers all partsof the board.
Chris Yep: 23/20, 13/10(2), 8/5.
All 8 moves look strong, but I have a definite preference for 23/20 13/10(2) 8/5, which works on both sides of the board. 23/20 slots an advanced anchor, while keeping a checker on the 24 point to cover the inner board in case White rolls awkwardly next turn. 23/20 is better than 24/21 not only because it slots a better anchor, but also because of the duplication of 1s (White can also use a 1 to make his own advanced anchor). I like playing 13/10(2) 8/5 with the last three 3s. Hitting (6/3* with or without the original 23/20) is also possible but it overextends Blue's position. Blue's checkers are too far away to blitz, so the loose hit doesn't accomplish much. Except for 24/21 23/20 8/5 6/3*, Blue can't both slot an advanced anchor and provide two direct covers for the 3 point. 24/21 23/20 8/5 6/3* (and the other 24/21 23/20 plays) suffers for another reason -- it gives White several powerful double hits which simultaneously start White's 4 or 5 point.
Assuming that Blue doesn't play 24/21 23/20 or 6/3*, this leaves two choices: 23/20 13/10(2) 8/5 or 13/7(2). (24/21 13/10(2) 8/5 is worse than 23/20 13/10(2) 8/5 for the reasons described above.) 13/7(2) creates a solid 4-prime, but 23/20 13/10(2) 8/5 slots an advanced anchor, unstacks the heavy 8 point, and makes it easier for Blue to attack next turn if White doesn't anchor (it aims an extra builder at the 4 point); if White does anchor on Blue's 4 point, 13/10(2) blocks 6s making it potentially awkward for White to play a 6. Overall I think these benefits outweigh the downside of not making a solid 4-prime. As a final note, compare this problem to problem 7 of January's quiz. In January's problem Blue's prime (if he played 13/7 8/7) was restraining 3 checkers instead of 2. Also White only had a 1 point board and Blue only had one back man which was in position to escape. In this month's problem, if Blue plays 13/7(2) he strands 2 back checkers, with White having a stronger board. Finally if Blue plays 13/10(2) he still creates a 4-prime -- it's just a broken 4-prime instead of a solid 4-prime. All things considered I definitely like the "pretty" 23/20 13/10(2) 8/5.
Summary: Sometimes a move does so many good things that it just hasto be right. The majority choice here is a perfect example. All thecheckers go exactly where they belong.
Play Votes Score23/20, 13/10(2), 8/5 7 10013/10(2), 8/5, 6/3* 2 7013/7(2) 2 7013/4*, 6/3* 1 6024/21, 23/20, 13/10(2) 0 4024/21, 23/20, 8/5, 6/3* 0 4024/21, 13/10(2), 8/5 0 4024/21, 13/10(2), 6/3* 0 4023/20, 13/10(2), 6/3* 0 40
1 2 3 4 5 6 7 8Alan Alsop 23/20, 6/2* 24/20, 5/3* 24/21*, 8/3* 20/10 13/9, 8/3* 24/15 21/12* 13/10(2), 8/5, 6/3*Chuck Bower 13/9, 6/3* 8/4, 6/4 24/21*, 8/3* 20/10 13/4 11/5, 8/5 21/12* 13/10(2), 8/5, 6/3*Steve Clark 20/16, 6/3* 24/20, 5/3* 8/3*, 6/3 20/10 13/9, 8/3* 24/21, 15/9 21/12* 13/7(2)Doug Doub 20/13 8/4, 6/4 24/21*, 8/3* 20/10 13/4 15/9, 11/8 10/4*, 6/3 23/20, 13/10(2), 8/5George Klitsas 23/20, 13/9 8/4, 6/4 13/5 13/7*, 11/7 13/9, 8/3* 15/9, 11/8 13/7, 10/7 23/20, 13/10(2), 8/5Laila Leonhardt 23/20, 6/2* 24/20, 5/3* 24/21*, 8/3* 11/7*, 8/2* 18/14, 18/13 24/21, 15/9 21/12* 23/20, 13/10(2), 8/5Rob Maier 23/20, 6/2* 8/4, 6/4 8/3*, 6/3 20/10 8/4, 6/1* 15/9, 11/8 10/4*, 6/3 13/4*, 6/3*Snowie 23/20, 6/2* 24/20, 5/3* 24/21*, 8/3* 20/10 13/9, 8/3* 24/21, 15/9 21/12* 23/20, 13/10(2), 8/5Bob Stringer 20/13 8/4, 6/4 24/21*, 8/3* 20/10 13/8, 6/2 15/9, 11/8 21/12* 13/7(2)Casper Van Der Tak 13/9, 6/3* 8/4, 6/4 24/21*, 8/3* 20/10 13/9, 8/3* 15/9, 11/8 21/12* 23/20, 13/10(2), 8/5Kit Woolsey 23/20, 6/2* 8/4, 6/4 13/5 20/10 13/8, 6/2 24/21, 15/9 24/15 23/20, 13/10(2), 8/5Chris Yep 23/20, 6/2* 8/4, 6/4 8/3*, 6/3 13/7*, 11/7 13/9, 8/3* 24/21, 15/9 21/12* 23/20, 13/10(2), 8/5