Alan Alsop: 24/15.
White has two possibilities, run the back man or utilise the extra men on the 6,7and 8 pt. Blues back men are split and venerable to this attack. Blue could bring down two men and try and block the last man but this would leave too many blots increasing the danger. The only option is to spring a back man and cover the possible fleeing man. He is still in contact with his man on the 21 pt.

Chuck Bower: 21/16, 13/9.
White has a gaggle of checkers honking to point Blue's head. Why shouldBlue cooperate? 21/16 dares White to give up the midpoint. 13/9 brings achecker comfortably into position to add a new homeboard point or outerboard blocking point.

Steve Clark: 24/20, 6/1*.
I suppose I could skip this problem because any of the possible choices couldbe right, but I suppose I am getting paid to make a blind stab at this one.(Actually my pay for this is not that great, hmm.) Well, here goes.
White is well positioned to build a very nice point, so I would like to hithim on my ace point but since I have no covers close by this becomes lessdesirable. I would be happy to jump someone into the outfield but all ofthese plays leave lots of plots to be pointed on. 6-1, 13-9 hits a bringsanother builder, but my guess is that it gives White 32 rolls which hit me. Iwant to keep a man high in White's inner board so that I can make a highanchor, but this checker would be a major point attractor, or blot attractoras well.
All this is clear as mud. Oh, well, I doubt that my stab at this one will beany worse than anyone else's blind stab. I will hit and play 24-20. Thismakes it more difficult for White to make a new point while improving mychances of making a high anchor.

Ray Fogerlund: 21/16, 13/9.
Cover all quadrants and see what happens. If Whitehits in the outfield, then she can't make a point inside and extend herprime, which is our biggest fear at the moment. Many rolls do neither forher, even though it may not seem like it.

George Klitsas: 21/16, 13/9.
The interesting question here is if Blue should keep one of his checkers slotted in order to make an advanced anchor on White's four or five point, or just stay back and play 21/16 13/9 (hitting on the guff is out of the question, actually beginner's play). I am not sure but I believe the second approach is better. Despite the fact that the four rolls that hit from the 24 point are neutral or bad rolls otherwise (5-3 and 6-2), the slotted nine point is of great value for Blue (to make the point or as a builder, depending on dice). My vote goes for 21/16 13/9.

Hannu Lyyjynen: 21/16, 13/9.
I like the balance of this play. Hitting at 9 costs White the midpoint and if missed the result will be well-placed builders for my points 3,4,7,9. Also, I wouldn't mind making a good defensive point on the next roll if the dice so dictate.

Snowie: 24/15.
Out into the outfield. I want to control my outer board, and I wantto get an advanced anchor. My board is stronger than White's andhe has only three builders, so I'm not too concerned about being attacked.In addition, his threes are duplicated. This is not the time to playscared.

Marty Storer: 13/9, 6/1*.
Normally I would hate to strip the 6 point to attack the 1 pointwith only a two-point board. "Prime an anchor, attack a blot"is oversimple for this position, because hitting isn't much ofan attack per se. But the tempo gained by hitting is tacticallyvery significant. If left alone, White has many good numbers,including double-crunch jokers: large numbers to attack, smalland medium to make strong points. Any such gain by White isvery nasty for Blue; White has the static advantage of a hugeracing lead, and Blue doesn't want to let him add tactical orblocking advantages. After Blue hits, White's chance for suchgains are much reduced; he has many fewer point-making numbersand devastating jokers. Also, hitting gives White a fair numberof rolls that aren't very good: combinations of 4, 3 and 2 withoutdoubles, plus 35, 26, and 4 fanning numbers; that's 14, and 51and 61 aren't great after any play. Even on White's double-hitnumbers, Blue gets a direct shot to send back a second Whitechecker, making the racing waters favorably murky. Finally, afterhitting, Blue doesn't necessarily mind having another checker sentback. So it looks like the long-term weakness of stripping the 6and putting a checker deep is justified in return for the immediatetactical gains. How about the 4? 13/9 for safety-in-numbers ofthe three back checkers, plus extra wood for forward machinations.

Bob Stringer: 24/20, 6/1*.
White has beaucoup checkers bearing down on three blots, andsomething's got to be done about it. 6/1* takes one die away from himand gives me time to advance to the 20 point, where I'll close my eyesand hope to make an advanced anchor in order to equalize thisposition.

Casper van der Tak: 24/15.
Over the board, I'd probably play 21/16 13/9. I changed my mind though: making an advanced anchor would be nice, and the connection between the checkers, backed up by a stronger board, should be worth something. Note that the increased outfield control of 24/15 makes it more difficult for White to run his back checker.

Kit Woolsey: 21/16, 13/9.
White is looking to make a new point in his inner board. By running offthe 21 point and leaving the other back checkers where they are, I makesure he can make a point he wants to make on my head. I'm not concernedabout leaving the blot on the 16 point -- White isn't too happy to break hismidpoint right now. Also, I bring in some ammunition up front.

Chris Yep: 21/16, 13/9.
Slotting while split (13/4) is a definite no-no. Similarly 13/9 13/8 is not good. If White points on Blue's head or attacks, Blue won't be able to use the builder next turn anyway. If White doesn't attack, Blue will be scrambling to make an anchor, so again Blue won't be able to use the builder. Finally 13/9 13/8 strips the midpoint, so Blue will have to break his midpoint to hit on his 10 or 11 point in the scenarios where White runs into the outfield.

Among the other moves, hitting loose on the 1 point looks too awkward since it uses up Blue's last 6 point spare. I also don't like 24/20 13/8 since it gives White two attractive targets on points he strongly wants to make next turn. The three remaining moves all look strong to me. However I have a slight preference for 21/16 13/9. 21/16 increases Blue's outfield coverage (if White hits, he has to break his midpoint), while 13/9 creates a good builder. Blue's other checkers are safely out of harms way. Overall 21/16 13/9 appears to be the most balanced move.

Summary: The majority of the panel dodged the bullet by gettingoff the 21 point before White's forces landed. The resulting distributionis pretty good as well. I like this play a lot.

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White



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Blue

Problem #4   Play          Votes   Score21/16, 13/9        6      10024/15              3       8024/20, 6/1*        2       7013/9, 6/1*         1       6024/20, 21/16       0       4024/20, 13/8        0       4013/4               0       4013/9, 13/8         0       40