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Quiz Solutions


Readers Answers


Problem 1

161








162

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White



money game




Blue

Alan Alsop: 24/15.
Bringing up another men from the rear to White's 5 pt is playing into his hands. He is waiting to offload his men. White has also split his back men creating extra threat to Blue's outerboard. The threat is minimal but I fancy going for running with my back man and keep everyone in touch and try to organise a game plan from there.

Chuck Bower: 24/20, 13/8.
A surprisingly awkward roll. Neither die plays particularlywell and the checker on the 21-point can't even run thefull 9 pips. Hitting loose isn't required for tempobecause White isn't threatening to attack. 24/20 lookslike the best 4. That leaves several 5's. I prefer 13/8since it brings an extra builder to the 8-point, intorange of the homeboard, keeps the flexibility of thebuilder on the 11-point, doesn't give White pipcount sappingdirect shots in Blue's homeboard, and starts the best twoanchors. Sounds like an optimistic conclusion for acommentary which began so pessimistically.

Malcolm Davis: 24/15.
Don't have a conscious clue as to why - It just looks better tome than anthing else.

Doulas Gitlin: 24/20, 6/1*.
An unproductive roll that leaves a lot of shots no matter how it�s played. So, I might as well put my checkers where they can do some good if they�re not hit, or at least where I can get some return shots. The plays that leave a checker in the outfield look like they give White too many ways to improve his position, and look like it will be difficult to follow up on. 6/1* 24/20 takes half White�s roll away and makes it difficult for White to improve much - even if White hits twice, I should still be a favorite either to hit back or make an anchor.

George Klitsas: 24/15.
The first candidate (24/15) is my choice. My checkers are all connected, controlling the four quadrants. If hit on the 15 point, I will have return hits with sixes and/or good fours from the bar, making the anchor on my opponent�s 4 point, or hitting there. If hit on my 14 point, I will have return hits with most 2�s and 4�s. I reject (althought almost all candidates are playable and probably close in equity terms) moves that either slightly overload the 8 or the 6 point, or expose more blots.

Snowie: 24/15.
The natural play. My back checkers are in communication, and I coverthe outfield well. White has no board, so I'm not afraid of being hit.Plays on my side of the board advance my position too much.

Marty Storer: 24/15.
Blue can minimize blots with 11/6 24/20, but a six-high6-point stack is undesirable. 13/8 24/20 depletes themidpoint, and that's undesirable too. Hitting plays arevery undesirable. The best of a bad lot seems to be 24/15,which keeps the blots in communication and maintainsgood distribution. That ought to be a bit better than24/20 21/16; it's less dangerous to be attacked on the21 than it is on the 20, and a checker is better placedon the 15 than on the 16. Also, it's generally good tohave a 6-pip communication link, as between the 21 and15 points.

Bob Stringer: 24/20, 6/1*.
A roll which doesn't allow anything terrifically productive.Playing both dice on White's side of the board isn't unreasonable,but I fear it gives White too many ways to hit *and* gain theinitiative in the process. 21/16, 13/9 gives him too many shots.Hitting on the ace point forces White to use one die to re-enter,making it safer to move up to his five point. Then, if White hits,I have a good chance of making a high anchor.

Kit Woolsey: 24/20, 13/8.
My experience has been that reinforcing the eight point works surprisinglywell in the early game. When one of the checkers is used to make a newpoint, as it often is, the badly needed spare is there. I'm notafraid of being attacked this early in the game, so stopping on White'sfive point looks okay.

Chris Yep: 24/15.
White is not threatening much, so the loose hits should be avoided. 21/16 13/9 leaves the back checker stranded and gives White too many indirect shots. 24/20 gives White too much of a target; if White hits loose he simultaneously starts a very valuable point. I prefer 24/15, which balances connectivity and outfield control. Furthermore, if White hits loose in his inner board he starts the less valuable 4 pt.

Summary: The majority of the panel favored the simple running playon this interesting second roll problem. I guess this is reasonable. Perhapsit really doesn't make too much difference which play is chosen here.

   Play                 Votes   Score24/15                     6      10024/20, 13/8               2       7024/20, 6/1*               2       7024/20, 21/16              0       4024/20, 11/6               0       4021/16, 13/9               0       4013/8, 6/2*                0       40

Problem 2

146








157

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White



money game




Blue

Alan Alsop: 24/20, 11/5.
White's 3 pt prime has little support at present and a blot on the 4 point. Blue is hoping to move things along but increasing blots won't help his position much. I certainly think Blue should start his 5 pt and get his game going. White's forward game needs support and he will certainly bring down men to do that. All things considered Blue needs to up his tempo a little by coming to White's 5 pt. before White gets settled around his prime.

Chuck Bower: 8/2, 6/2.
Looks like White just rolled double 6 and Blue is wishinghe hadn't run into White's outfield. There are a lot ofcute plays which bring builders into position, but why notsimply build a point now? If there is going to be some blothitting soon, even the lowly deucepoint is worth something.Hitting 4's are duplicated and White has that homeboardblot to worry about, for this turn anyway.

Malcolm Davis: 13/9, 11/5.
Very difficult - Behind in the race - Don't want to movethe back checker. Don't mind getting hit so much - Some duplication - Would certainly like to make the 5-point.

Doulas Gitlin: 24/14.
Since Blue�s only a bit behind in the race after this roll, the simple, blot-minimizing 16/6 looks attractive, and I�m sure I would have played that over the board. Playing this out a few times, however, it looks like this play gives White too free of a hand to develop his position and makes it difficult for Blue to improve. Of the "action" plays, 24/14 looks best - the duplication of 2's and 4's means White has fewer good numbers than it appears, and most of White�s hits leave a number of return shots. If White doesn�t hit, Blue can concentrate on making new points instead of being forced to pay attention to the back checker. I�m not sure, but I�ll play 24/14.

George Klitsas: 24/14.
Blue must have two thoughts in mind, to activate immediately his back checker (otherwise it might never escape) and to make eventually his own 14 point, in order to further block White�s two men on his bar point. A blocking plan is thematic, given that White is slightly ahead in the race and is a favorite to hit some blots and gain potential ground in his next roll. From the three candidates that start with 24..., I pick up 24/14, which dups 2�s and 4�s for White, and, if missed, makes Blue a favorite to make his 14 point and/or escape for good from White�s territory.

Snowie: 24/20, 11/5.
I'm still okay in the race, so let's prepare to get over White'sblockade before he puts it together. At the same time, I bringone of my outfield checkers to safety and start my five point.How bad can a move which goes to both five point be?

Marty Storer: 24/20, 11/5.
24/14 looks too rich. 24/20 11/5 leaves only two blotsexposed, maintaining the best structure at an acceptablerisk. If White attacks, he'll have to leave some returns;if not (with all 6's and 5's but 54), Blue has a goodchance to link in White's outfield for a good holding-racinggame. Even after White's 54, Blue has 15 numbers to makethe 20.

Bob Stringer: 24/14.
The game is still young and the race is close. No inner boardpoints have been made, and so running doesn't pose a big risk. Itduplicates 2's and 4's, it's flexible, it gives me a chance toescape, and if I don't escape there's a good chance that we'lltrade shots for a while. That looks better to me than goofingaround trying to make the blots on the 16 and 11 points safe whileWhite works on blocking the checker back on the 24.

Kit Woolsey: 13/9, 11/5.
When combatting an early enemy 6-6, it is often right to just buildup the board and wait. 13/9, 11/5 puts my checkers where they belongat relatively minimal risk. White can use twos and fours to cover theblot on his four point, so there is a fair amount of duplication.Nothing else seems particularly attractive.

Chris Yep: 24/14.
Similar to problem 1, 24/14 balances connectivity and outfield control. Additionally there is significant duplication of 2s and 4s. Finally the outfield blots protect each other -- if White hits he generally will either have to leave a shot in the outfield or leave his 4 pt. blot uncovered.

Summary: Running when behind in the race into multiple shots? I'm not sure I followthe logic here. Yes there is duplication, but it still seems to me that24/14 is like putting your neck on a guillotine just waiting to be choppedoff.

   Play                 Votes   Score24/14                     4      10024/20, 11/5               3       9013/9, 11/5                2       808/2, 6/2                  1       6024/20, 16/10              0       4016/6                      0       4011/5, 8/4                 0       4011/5, 6/2                 0       40

Problem 3

101








131

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White



money game




Blue

Alan Alsop: 9/3, 4/3.
Blue could be asking for trouble if he ran a backman and hit on the 14 pt. Even bigger trouble if he coupled it with hitting on the 1 pt. Just too many blots and White has the superior board. I am not happy about moving off the midpt and losing control of a vital area. Keeping White's back man where he is at present is the most important part of my strategy. If hit on the 2 pt White is still behind the prime

Chuck Bower: 20/14*, 2/1*.
9/2 doesn't look bad, but White already owns the cube sogoing for the extra gammons makes sense to me. At DMP or withcube access I would probably make the quiet play. Here thegammon chances look too juicy to pass up.

Malcolm Davis: 9/2.
Maybe I've lost my nerve - There was a time when I would not haveconsidered anything other that hilling two checkers. However, opponent's board is quite superior, and I am sill behind in the race after hitting. Having given away the cube, I am not anxious to exercise a great deal of patience. Nevertheless, I opt to play small.

Doulas Gitlin: 9/2.
With a two-point board versus a four-point board, I don�t want to get into a blot-hitting contest yet. I�ll play 9/2 making a point and leaving no blots, and wait for a better shot.

George Klitsas: 9/2.
It�s extremely dangerous for Blue to hit from the 20 point, with a much weaker inner board than White. Lifting all blots with 9/2 is best in my opinion. Hoping that, sooner or later, White will lose the timing or the priming battle.

Snowie: 9/3, 4/3.
I'm facing a strong board, so giving up the anchor and getting involvedin a blot-hitting contest is risky. My focus must be on containingWhite's back checker. That means making as much of a prime as I can.If I play 9/2, my position is full of holes. 9/3, 4/3 puts thespare on the four point where it belongs and makes the fifth partof a prime. If White hits the ace shot I have places to enter, andWhite hasn't made any progress toward escaping.

Marty Storer: 20/14*, 2/1*.
9/3 4/3 is a good try, increasing blocking chances andtaking advantage of White's problem with 61. But I thinkBlue should take a chance and hit twice. After makingthe 3 point it may not be easy for Blue to contain White;if White doesn't escape soon he may have playabilityproblems, but Blue's setup is also a bit awkward. Bluemay be forced to break the midpoint soon, releasing White'smidpoint checkers. I'm not sure of the decision, but thedouble hit feels right to me. If White hits, Blue has achance to remake the 20 anchor and fight on. If Whitemisses, Blue's position is promising; Blue can consolidatewith a much improved racing outlook, or continue the attack.

Bob Stringer: 9/2.
If I break the anchor White's board won't be as dangerous as itcould be, what with 2 of his extra checkers already dumped on the23 point. However, it's easy to dance a lot against a 4 pointboard, and so I'm reluctant to leave a direct shot. 9/2 improvesmy board and gives White's position a fair chance to crumble abit. His blot on the 14 point has to move to safety right away,and my timing is better than his, so that unless his back checkercan jump out right away, the next thing he'll likely have to dowill be to either break his midpoint or crunch his board.

Kit Woolsey: 20/14*, 2/1*.
Why not go for the double-hit. I'm well behind in the race, and thisis my opportunity to catch up and send a second enemy checker back.The risk really isn't too great. White has only a four-point board,and his distribution is awkward so he isn't likely to be able toimprove. The second checker on the bar combined with my blockadefigures to give me the time I need to recover if I am hit back, andif I am not hit back only good things figure to happen. If I makea more passive play there is too much of a chance that White willsquirm his back checker out and win the race.

Chris Yep: 9/3, 4/3.
White's awkward structure (4 checkers on the 2 pt.) gives Blue some freedom to play loosely. Thus, 20/14* 2/1* is a serious candidate. However this gives up Blue's advanced anchor and leaves 3 blots while Blue still has a weak 2-point board. This is too loose in my opinion. Furthermore, Blue will be strung out and it will be difficult to continue the attack. Instead I prefer a priming approach. 9/2 is a "safe" approach, but it only produces a prime full of holes (additionally the 2 pt. doesn't go well with the made 8 pt. since the 2 points are 6 pips away). I like 9/3 4/3, creating a broken 5-prime and putting the dilly builder (on the 4 pt.) to use. As noted earlier, Blue can stand being hit due to his advanced anchor and White's weak structure.

Summary: A three-way split among the panel on this perplxing problem.I'll admit that I am still confused about what is the right approach hereon what may be a crucial decision.

   Play                 Votes   Score9/2                       4      10020/14*, 2/1*              3       909/3, 4/3                  3       9020/14*, 14/13             0       408/7, 8/2                  0       407/1*, 2/1                 0       40

Problem 4

183








138

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White



money game




Blue

Alan Alsop: 6/1*, 4/1.
I prefer to remove the man off the one pt. Blocking and running with the other men must wait at the moment. Allowing White the chance of making a double pt in Blue's homeboard cannot be allowed. Blue still has a good chance of making the 8 pt next throw and with White's men isolated around the board and poor distribution White's position will hopefully break up.

Chuck Bower: 6/1*, 4/1.
Making the 8-point is tempting, blocking White's anchor,but even then everything but White's 2-1, 2-2, and 6-6 playscomfortably. Pointing-on-head takes away one later optionfor White to grab a second anchor. Furthermore the checkeron the 4-point needs to start helping out. White mightstay on the bar a couple rolls, maybe even long enoughfor Blue to build the 5-point.

Malcolm Davis: 23/20, 13/8.
Making the 8-point is essential, and then the 3 is easy.Important to get the back checkers moving.

Doulas Gitlin: 6/1*, 4/1.
With the cube in the center, I hit with 6/1* 4/1. I�ll cube if White fans and be in good shape if he enters. Nothing else looks close.

George Klitsas: 6/1*, 4/1.
16/8 is safe for the moment, but Blue will need almost a joker to avoid breaking his 8 or 13 point next move. For that reason, I much prefer 13/8, 23/20. Still, breaking the midpoint in something to be avoided, if possible and, fortunately (I hope) there is a move that accomplishes more, using the spare on the 4 point that belongs to the ace point, namely 6/1* 4/1. With a little luck, Blue will get the time he needs to extricate his back checkers with aces and threes at first, with reduced danger.

Snowie: 6/1*, 4/1.
Making the ace point on White's head does several good things. Itactivates the spare checker on the four point, puts White on thebar, and cuts down on White's flexibility. If I don't make theace point, White has fives and sixes to get a back checker to mybar point and threes and fours to get a back checker to my five point.Making the ace point may give me time to escape my back checkerswithout being harassed. It isn't close.

Marty Storer: 6/1*, 4/1.
This looks very clear. Against White's fairly weakblocking structure, with no spares for buildingexcept a dilly builder on the 4, it's not urgentto move a back checker. Nor is it urgent to coverthe 8 point; that gives White too much chance toimprove by moving one or two back checkers. Afour-point board is a big asset in this position,increasing Blue's gammon threat and often enablinga strong double. Tactics really predominate here;blocking is much less important. If White fans, nowor later, Blue can make a lot of progress.

Bob Stringer: 6/1*, 4/1.
Getting everyone around could get tricky, since my army is justabout divided in half. 16/8 remedies that, but then my flexibilityis the pits, with my back men fairly decently blocked. Making theace point on White's head gives me another inner board point,which is good from a safety as well as offensive standpoint - witha 4 point board versus White's 2 point board, it'll be easier totrade shots with him. And if he dances, maybe I can start toescape my back men, which is just too dangerous right now.

Kit Woolsey: 16/8.
Making the eight point looks vital here with White having three checkerson my two point. If I point on White on the ace point I don't know thatthis will help me too much. I would like to get the back checkersmoving, but that will have to wait for another day.

Chris Yep: 6/1*, 4/1.
If Blue plays 16/8, White has good chances to take control of the outfield over the next few moves. If Blue starts to escape (any of the 23/20 moves) he leaves himself a bit vulnerable. Instead I believe Blue should just put White on the bar with 6/1* 4/1. This makes the 4th point in his board and increases his gammons. If White stays on the bar awhile, Blue should have no trouble escaping White's broken 4-prime. Even if White enters quickly, Blue's 4-point board will help him defend against being attacked later as he tries to escape his back men.

Summary: The panel was strongly in favor of making the ace point.I didn't like that at first, but I must admit that I'm coming around tothat choice. Other plays simply give White too much maneuvering room.

   Play                 Votes   Score6/1*, 4/1                 8      10023/20, 13/8               1       6016/8                      1       6023/15                     0       4023/20, 8/3                0       4023/20, 6/1*               0       40

Problem 5

144








175

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White



money game




Blue

Alan Alsop: 24/20, 8/5*.
Blue is starting to get pegged back in White's homeboard. Obviously with White in this position Blue has to be aggressive. Removing White from Blue's 5 pt has priority. But Blue also needs to get his men moving from the back as well. Combining the two and taking away half White's roll by hitting on the 5 pt, Blue can move up to White's 5 pt and hope White rolls poorly.

Chuck Bower: 13/9, 8/5*.
Blue is too far behind to play passively. Hitting loose onthe 5-point definitely looks like half the roll. I don'tlike continuing to the acepoint, partly because there areno builders left to cover. The two remaining candidates forthe 4 both look decent. The main question left for me iswhether giving up the anchor to start the 20-point is worthleaving so many vulnerable blots. White's spares aren't ingood position to attack, at least for this roll. Still, 13/9looks safer and has the advantage of extra covers if Whitemisses the new blot on Blue's 5-point. It's often wrong tostart things on both sides of the board once opp has builta couple homeboard points. I'll stick with that theme andkeep the 24-point for now.

Malcolm Davis: 24/20, 8/5*.
This one seems pretty straightforward. Running seemssilly, and hitting two even sillier. Getting hit back is not the end of the world, by any means, and getting missed after hitting on the 5-point is huge!

Doulas Gitlin: 13/9, 8/5*.
Hitting with 8/5* is a must, then find the best 4. Hit and split, hit and bring a builder down, or continue on to the ace point? I don�t want to be too vulnerable on both sides of the board, so I�ll reject 24/20. I think the best way to fight for the 5 point is to leave it slotted and have builders on three points, so I play 13/9 with the 4.

George Klitsas: 24/20, 8/5*.
8/5*/1* is the worst choice, beginner�s play actually. Best of all (by far, I think) is to slot both 5 points (24/20 8/5*). With a little luck, Blue might even make both of them (White has the stronger board but no ammunition in place) and he should consider himself extremely unlucky if he happened to fail to make any of them. In most cases, Blue will be able to make at least one of them with a more or less equal game.

Snowie: 24/20, 8/5*.
Backgammon is a battle of the five points in the early stages ofthe game. My play goes after both of them, as well as puttingWhite on the bar. 13/6 is a good developing move, but too passive.13/9, 8/5* leaves the back checkers out of communication with therest of my army.

Marty Storer: 24/20, 8/5*.
Blue has every reason to hit rather than make eitherweenie play, 22/15 or 13/6. Blue is far behind in therace, with more checkers back. White would love toanchor on the 20 or escape. White's stronger boardis a factor, but White's disjoint blocking position,containing two points six apart, means any anchoris very good for Blue, generating much shot equity.So, there are four attacking plays. The double hitisn't very promising; Blue has too little ammunitionand too weak a board to warrant putting a checker onthe 1 point. 22/18 8/5* increases White's returnshots and decreases the chance to improve the positionof the back checkers; Blue should keep the 22 pointslotted. The choice has to be between 13/9 8/5* and24/20 8/5*, both of which work very well when Whitemisses. I think Blue can afford to keep his midpointspare and break the 24 point to try for a betteranchor. The 9-point builder doesn't help Blue'sforward prospects too much, and the 20 point wouldbe a gain. If White hits, as is likely, Blue is happyto have additional chances to make the 20 or 22 point.Either of those anchors figures to hold off White'sdouble for quite a while. Even remaking the 24 pointusually keeps Blue in the game. The hit-fan variationis very bad for Blue whether or not he owns the 24point.

Bob Stringer: 13/9, 8/5*.
8/5* has to be right, since I don't want White to make the anchoror run to safety. The double hit looks too aggressive, though,since he has the stronger board and I don't have enough buildersto blitz in any event. 24/20 could be right, but that leaves fourblots, and White hits with any 5 and most 3's and 4's. 13/9, 8/5*keeps the anchor to protect against everything going haywire, andit's a decent effort to make my 5 point.

Kit Woolsey: 24/20, 8/5*.
Hitting on the five point is a must. The double-hit is counter-productive,since I don't have any checkers in range to cover. I have adequatecoverage to make the five point, so I think it is best to use theother part of the roll to split the back checkers in relative safetywhile White is on the bar.

Chris Yep: 24/20, 8/5*.
22/15 strands the back men and looks wrong. The remaining 4 moves all look good, but I slightly prefer 24/20 8/5*. If White had more attack material, then I would prefer keeping the anchor, but with only one spare builder on the 8 pt., White is not too threatening yet. Thus I like fighting for both 5 pts.

Summary: The loose hit on the five point was 100%; the only questionwas whether to work on the offense or the defense with the four. Bothapproaches look quite reasonable to me.

   Play                 Votes   Score24/20, 8/5*               7      10013/9, 8/5*                3       8022/15                     0       4013/6                      0       408/5*, 5/1*                0       40

Problem 6

139








157

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White



money game




Blue

Alan Alsop: B/18.
I don't fancy leaving a blot on White's 5 pt, White has enough men to hit and follow up. Hitting on Blue's 1 pt is possible but a waste with no follow up. Keeping White occupied with the bar pt move has the strongest approach.

Chuck Bower: B/18.
For me this is process of elimination. As mentioned in theprevious problem, I've seldom found it right to hit loose onthe acepoint with zero direct covers -- 6/1* is out. Holdingthe deucepoint, the 8-point has become inefficient.In essence Blue already has two builders there so adding athird would be inflexible -- strike 13/8. Now the decisionshifts to White's homeboard. Volunteering three targets therewith no anchor looks pretty scary, especially if a target isplaced on a point opp really wants -- White's 4- and/or 5-points.B/18 starts neither of those and creates a diversion whichdelays White from strengthening his board. If White merely hitsloose on his 7-point then Blue's two back checkers arereasonably aimed (with Blue's 6's UNduplicated), and Blue has abetter board if a blot hitting contest ensues. If White choosesnot to hit Blue will have good chances to make the pseudo anchor.

Malcolm Davis: B/20, 23/21.
This looks pretty good. Don't want to strip the13-point, especially with three checkers back. Coming out to the 18-point could be right. However, with my play, not too many numbers actually point on me, and even if so-pointed-on, I might very well come back and make a forward anchor.

Doulas Gitlin: B/23, 6/1*.
I really want to enter on the 20 but it just looks too dangerous. B/23 13/8 gives White too many good rolls, so I�ll settle for the ugly tempo play of b/23 6/1*.

George Klitsas: B/18.
Blue could anchor, of course (B/23) and continue with 13/8. This conservative approach would lead, in all probability, to avoiding the gammon, but not the loss of the game. Having decided to fight for the game, Blue is well advised to �slot� White�s bar point rather than the 20 point, since if he is going to be pointed on, he prefers this to happen out and not in. B/18 is the move in my opinion.

Snowie: B/23, 6/1*.
I have the stronger inner board. White has only one checker back.White is threatening to make new points which would hurt meconsiderably. All these factors say one thing: Put White on thebar. I know that my play strips my six point and that I don'thave any builders to cover the blot on the ace point, but I canlive with that. The potential gain from taking away part or allof White's next roll is so great that everything else is secondary.

Marty Storer: B/23, 6/1*.
Ugly no matter what. Any non-hitting play gives Whitea clear initiative, with the full roll to attack ormake points. The 23 point provides a lot of long-termshot equity. A fan or other miss is usually a big swingin Blue's favor. With a stronger board and White poisedto make the huge improvement of the 9, 7, 5 or 4 point,Blue has to play actively. Bar/20 23/21 is enterprising,but too rich for my swamp-Yankee blood.

Bob Stringer: B/20, 13/11.
B/23, 6/1* would be necessary if White had another builder in theoutfield, for then he'd be seriously threatening to make an innerboard point. But he doesn't, and so buying time with 6/1* isn'tessential, and it otherwise doesn't look to gain much since I'mpreoccupied with 3 men back. B/23, 13/8, on the other hand, lookstoo passive. Since I have the better board, I'm willing to risk alittle by entering on the 20. As for whether I stay there orcontinue on to the 18, the latter is pushing it, given White's ammoand the fact that I get only an indirect return shot.

Kit Woolsey: B/23, 13/8.
I can certainly use the spare on the eight point for attacking purposes.Splitting to the enemy bar point or five point could get me an advancedanchor, but it could also get me attacked if White rolls well. SinceWhite's board is full of holes, I'm not uncomfortable playing from thedefensive two point.

Chris Yep: B/20, 13/11.
Blue has more men back and a stronger inner board. Thus Blue shouldn't shun contact. B/20 13/11 starts an advanced anchor, puts pressure on White's outfield blot (it also comes under the gun, but only against 3 checkers), and also brings down a builder for his key 5 and 7 pts. No other move does as much.

Summary: A perplexing problem, with several different themes andsupporters for all of the candidate moves. I can understand thearguments for the loose hit, but that sure seems a bit strung out.

   Play                 Votes   ScoreB/23, 6/1*                3      100B/18                      3       90B/20, 13/11               2       80B/20, 23/21               1       60B/23, 13/8                1       60

Problem 7

113








128

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White



money game




Blue

Alan Alsop: 20/13.
This is different from problem 3. Blue has fewer builders unless he breaks a prime and weakens his game. Blue could break from the midpt but I think this would be unwise allowing White to possible hit and run from the back. I prefer to run and see whether White will break up his bar pt or midpt.

Chuck Bower: 8/7, 8/2.
A typical holding game situation. Both sides are short onflexibility, but neither side wants to be the first to leave ashot. The latter means 13/7 is out. 20/13 could be right sinceWhite's remaining spares are not well placed to attack. Thethematic option is for Blue to give up either the 7- or 8-point.Of these two I prefer clearing the 8-point since it leavesa more flexible distribution.
One key here may be White's stripped position. Normally you don'twant to give an 'out' to an awkwardly placed opponent. After Bluemoves 20/13 White hits with 16 rolls, and Blue's dice will be forcedto perform or face a cube. Until Blue gets that checker to safetythis threat will remain. Furthermore, if Blue keeps the 20-pointthen White's most awkward die is a 2. If Bluee runs a back checker,White's non-deuces still clear his 7-point but now the 2 becomes oneof White's best numbers. The initial luster of 20/13 has becometarnished.

Malcolm Davis: 13/7, 6/5.
I should know this play, but I don't. Running to the13-point may very well be right, but I am behind in the race, and I just don't want to break my anchor. Running puts me in immediate jepordy, and if I escape, I probably just lose the race.

Doulas Gitlin: 8/7, 8/2.
Behind in the race - don�t race, so 20/13 is out. I don�t think there�s any reason to break the midpoint and leave a direct shot. As between breaking the 7 or the 8, I�m not sure. It�s usually better to slot an open point, but the more compact position after 8/7 8/2 looks a little better, and, since White�s position may be about to crack, maybe that extra six will force White to break something.

George Klitsas: 8/7, 8/2.
A move like 20/13 is not only dangerous (with many rolls White will hit lose and Blue is not a favorite to hit back) but anti-thematic as well, being behind in the race. Keeping the midpoint (and not giving White direct and indirect shots) is more important than keeping the four-prime, so Blue must choose actually between 8/7 8/2 and 7/6 7/1. I slightly prefer 8/7 8/2, which leads to a more compact position, without an inner blot, one that will be difficult to cover in case of immediate hitting (as in 7/6 7/1).

Snowie: 8/7, 8/2.
Running is not a good idea. First of all I'm behind in the race, soeven if I get away with it the game is only about even. Secondly,White has a strong inner board. I can't afford to both give up themidpoint and leave a direct shot, so that means breaking my blockade a bit.I can live with this. The resulting position is reasonably flexible,and White will have to find ways to play his awkward rolls.

Marty Storer: 20/13.
Something has to give. The four-prime looks like thething to keep. Then Blue has 13/7 6/5, leaving 15 shotswith few returns, and ceding some outfield control;and 20/13, keeping a strong outfield stance butallowing White 15 attacking numbers, with more andbetter returns but a greater chance of disaster whenBlue misses. What sways me is White's considerable cubepower after hitting on the midpoint; also the valueof the midpoint, which gives nice outfield controlwhen White misses.

Bob Stringer: 8/7, 8/2.
The race suggests that I shouldn't break the anchor, althoughracing isn't an unreasonable thought, since this hardly is a pureracing position. The fact that he has the stronger board alsodoesn't necessarily deter me from breaking the anchor, since itwouldn't be easy for him to make his 5 point. But I've got enoughdoubts that I'm staying back. And I can't see breaking themidpoint, giving White a free shot. God knows how long I mightdance while he brings his men around. This is a bit like problemnumber 3, where it seems best to wait for White to be forced to dosomething. I prefer coming in from the 8 instead of the 7 pointsince it's smoother and doesn't leave a blot when something verywell may happen on the next roll.

Kit Woolsey: 20/13.
My main strength is my blockade, so I'd hate to give that up. I don't likeabandoning the midpoint. That leaves running.White doesn't have too much attacking strength. I know that I am behindin the race, but if I can escape the back checkers and keep White stuckon my four point the race will take care of itself.

Chris Yep: 20/13.
Blue has 3 main possibilities: break his anchor, break his midpoint (leaving a direct shot), or break his prime. While it's a difficult decision, I like breaking the anchor. If Blue breaks his midpoint, he leaves a direct shot and also gives up outfield control. If Blue breaks his prime he gives up an important asset and may be faced with another difficult decision next turn. I think the least of the 3 evils is to break the anchor. A key consideration is that White currently only has a stripped 7 pt. to attack with. Also since White is himself running out of time in the outfield, Blue's back man will be exposed to danger for only a short amount of time.

Summary: In a close vote, the panel chose to sit on the positionrather than make the convenient run to the midpoint with one back checker.I can see the arguments for this, but that structure up front looks prettyugly and the third checker on the midpoint seems so nice. Maybe tacticsdo dominate here, but I'm not convinced.

   Play                 Votes   Score8/7, 8/2                  5      10020/13                     4       9013/7, 6/5                 1       6013/6                      0       407/6, 7/1                  0       40

Problem 8

153








160

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White



money game




Blue

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.

   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




Vote Summary

                    1                     2                      3                    4                    5                      6                 7                     8Alan Alsop         24/15               24/20, 11/5            9/3, 4/3             6/1*, 4/1            24/20, 8/5*            B/18              20/13                 24/13Chuck Bower        24/20, 13/8         8/2, 6/2               20/14*, 2/1*         6/1*, 4/1            13/9, 8/5*             B/18              8/7, 8/2              24/13Malcolm Davis      24/15               13/9, 11/5             9/2                  23/20, 13/8          24/20, 8/5*            B/20, 23/21       13/7, 6/5             13/7, 6/1Douglas Gitlin     24/20, 6/1*         24/14                  9/2                  6/1*, 4/1            13/9, 8/5*             B/23, 6/1*        8/7, 8/2              24/13George Klitsas     24/15               24/14                  9/2                  6/1*, 4/1            24/20, 8/5*            B/18              8/7, 8/2              24/13Snowie             24/15               24/20, 11/5            9/3, 4/3             6/1*, 4/1            24/20, 8/5*            B/23, 6/1*        8/7, 8/2              13/7, 6/1Marty Storer       24/15               24/20, 11/5            20/14*, 2/1*         6/1*, 4/1            24/20, 8/5*            B/23, 6/1*        20/13                 24/13Bob Stringer       24/20, 6/1*         24/14                  9/2                  6/1*, 4/1            13/9, 8/5*             B/20, 13/11       8/7, 8/2              13/7, 6/1Kit Woolsey        24/20, 13/8         13/9, 11/5             20/14*, 2/1*         16/8                 24/20, 8/5*            B/23, 13/8        20/13                 24/13Chris Yep          24/15               24/14                  9/3, 4/3             6/1*, 4/1            24/20, 8/5*            B/20` 13/11       20/13                 13/7, 6/1

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