Alan Alsop: 24/13.
The game is still open. White hopes to consolidate his back men and move forward. Blue's options are still flexible. But I think it comes down to two moves. The first move is an attacking move. Coupled with making the 1 pt and bringing down a man to the bar pt. Certainly threatening but with split back men and not behind in the race I am not convinced this is the proper approach. The other moves are rather weak, but running has more appeal. It puts Blue in the race and on par. Seems right for me.

Chuck Bower: 24/13.
You're supposed to cover a blot in your homeboard when youget a chance, but here that leaves an awkward 6. The race iseven and Blue's attacking chances don't look too hot. Thisargues against leaving White a bunch of shots. 24/13is a "dance with the dice that brung ya" kind of play.

Malcolm Davis: 13/7, 6/1.
Probably wrong. However, it is essential to make the1-point, and bringing a checker down puts pressure on the blot on my 4-point, while duplicating three's.A reasonable alternative is 22/16 with the 6.

Doulas Gitlin: 24/13.
I�ll just play the simple 24/13. If it didn�t step into a bunch of shots, I�d play the front-most blot 22/11, but it doesn�t seem worth the risk. It�s too bad that my blot on the ace point doesn�t get covered this turn and that White has a pretty free hand to develop, but I�ll settle for a basically even race.

George Klitsas: 24/13.
I would very much like to cover the blot on my ace point, but the six is awkward then (24/18, 22/16, 13/7, 8/2, all have certain disadvantages). For that reason, I much prefer 24/13, which puts to safety a rear checker.

Snowie: 13/7, 6/1.
Once that ace point is started, I can't just leave the blot dangling.I have to make it, or I won't be able to continue with the blot-hittingI like. 13/7, 6/1 is the natural play which puts my checkers whereI want them. In addition White has good threes all over the board,so there is some element of duplication. Other plays are nothingmoves.

Marty Storer: 24/13.
Blue can try for tactical gains by covering the 1point and looking for a 6. Neither 13/7 nor 24/18is bad. For tactics, which are important here asis usual in the opening, Blue has great incentiveto cover the 1 point. However, Blue is outgunnedon the 18 point, and 13/7 doesn't put tremendouspressure on White either. 24/13 is a simple andsolid running play. White is occupied withconsolidating blots, so Blue's 22-point checkerisn't in much danger. Blue will usually havefairly comfortable choices next roll.

Bob Stringer: 13/7, 6/1.
24/13 is one of two ways of playing that has a concrete result -it escapes a man safely. But it doesn't feel right, since itleaves White with the far more active position. The other possibleconcrete gain is to make an inner board point with 6/1. Ingeneral, once I've dumped a man on my ace point I like to cover itif there's no other pressing business, which there isn't in thisposition. It certainly looks better than 13/8, 13/7, which justgives White a shot and doesn't threaten enough even if Whitemisses. So, what to play with 6/1? 22/16 doesn't look right, sinceit invites White to hit with another builder. I don't like 24/18with my other back man already advanced a bit. 13/7 isn't pretty,but coupled with 6/1 it is somewhat threatening since I now havethe stronger board.

Kit Woolsey: 24/13.
Nothing is particularly attractive, so why not run a back man to safety?Making the ace point would be okay, but it doesn't appear to be vitalhere.

Chris Yep: 13/7, 6/1.
At first glance 24/13 is "automatic." However, looking more closely we see that this leaves Blue in an inferior position (the race is even, but White is on roll and ahead in development). Note that there is strong duplication of 3s if Blue plays 13/7. All 3s allow White to at least make the 10 pt., but in particular there is strong duplication with 3-1, 3-5, 3-6, and 3-3 (if White plays 21/18* he will only be able to make one new inner board point). Thus, I like 13/7 6/1 since it gains significantly if White misses. 6/1 makes the 1 pt. (it's often right to make the 1 pt. once one starts it), while 13/7 both slots the bar pt. and brings down more ammunition to attack White's back man. Now if White builds next turn, Blue will often be able to attack.

Summary: In a close vote, the panel chose the running play. I stillthink it is best, but I will agree that 13/7, 6/1 does have a strange sortof appeal.

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Problem #8   Play          Votes   Score24/13              6      10013/7, 6/1          4       9024/18, 6/1         0       4022/16, 6/1         0       4013/2               0       4013/8, 13/7         0       408/2, 6/1           0       40