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Problem 1
| 139 209 | White money game Blue |
Chuck Bower: B/21, 24/16*, 8/4*.
I seem to remember this from a couple months back. Hitting twice gainsin the race, gives Blue a chance to go forward, and keeps White completelyoff balance. Other plays may be more pure, but don't reap as many potentialrewards.
Steve Clark: B/21, 24/16*, 8/4.
I skipped last month as a protest in favor of easier quizzes. Alook at these problem shows that my protest failed completely. Twelve (more orless) reasonable answers for every problem and I am supoposed to find a diamondamong the zircons.
Well, actually some of the answers in this problem don't look so reasonable.First of all I would hit someone. God created blots so they could be hit, andit is bad luck to go against God's will. Next I would not hit just one blotwhile leaving a bunch of return blots all over the place.
This means that either we must make the 4 point on his head or hit 2 blots withB-21, 24-16, 8-4. Normally when faced with this choice, i.e. hitting two orhitting one which making a inside point, it is right to make the inside point.Here that option is somewhat less attractive than normal because we must giveup the 8 point in order to make the 4. If we do make the 4, 24-20 looks likea good move for the 4th 4 (nice alliteration there). I like this move betterthan playing 13-9 because I would no particularly want to keep both backpoints. Rather I would want to risk coming up while he is on the bar and Ihave the stronger board.
The real alternative seems to be the double hit. I kinda like paralyzing himwhen I am so far behind. If he hits me, I will be way behind in the race, butthen I am way behind anyway. In the mean time he will not be able to buildanything for a roll, maybe even two. Perhaps with the extra time I can buildsomething useful. I could be wrong and I am going a bit against what isnormally the best play, but I will make do with B-21, 8-4, 24-16.
Malcolm Davis: B/21, 24/20(2), 13/9.
Don't have enough to attack - Seems like a reasonable alternative.
Ray Fogerlund: B/21, 24/16*, 8/4*.
Lots of choices, and I have no idea what is right.I do know what my instinct is, and that is to hit two men and try tomaneuver forward. White is stacked up, and I have a great anchor on the 21point, so I will slash away and try to start something on the offensive sideof the board. Who cares if I get hit at this juncture? I can handle thecomplications that will undoubtedly arise, and if White gets a 6 and no 4, Ican really handle that variation!
Bruce Haight: B/21, 24/16*, 13/9.
I think hitting the back blot is first priority, and we dont seem to have the ammo to attack the blot on the four point. This play leaves some duplication of fours and exerts pressure on all quadrants of the board at a time when White is rather stacked and inflexible.
Hal Heinrich: B/21, 24/16*, 8/4*.
Strategically, Blue wants to equalize the race and build good innerboard points -- this is not the position to steer towards a backgame.Tactically, hitting two men is desirable -- especially when it can bedone without going deep in the home board. And there is only one wayto do that. Making the four point is reasonable, but because thatbreaks the eight point, hitting two is preferable.
Ron Karr: B/21, 24/16*, 8/4*.
Seems like everything to gain and not much to lose by hittingtwo. I'll probably end up with the 4 point anyway, and even if Whitehits back he has nothing going offensively.
George Klitsas: B/21, 24/16*, 8/4*.
One can reject B/21 24/20 24/16*, since 8/4*, hitting both checkers is obviously much better than the colorless 24/20 - Blue can make the wrong move only if he enters with B/21, makes the twenty point with 24/20(2) and then looks for the last four from this position (13/9 is also inferior to 8/4* in that case - very passive). Another candidate, B/21 24/16* 13/9 is obviously inferior to the already mentioned B/21 24/16* 8/4*. If Blue elects not to hit White's outfield checker, then B/21 13/9(2) 8/4*, making the nine point, looks inferior to B/21 24/20(2) 8/4*, making White's five point. The two remaining plays on the list make the four point on White's head (starting with B/21 8/4*(2)). For some reason I prefer 13/9 to 24/20 with the last four in that case - I think that a checker is urgently needed in the offense. This preliminary analysis leaves me with three candidates.
Play a (B/21 24/20(2) 8/4*) Grabbing the twenty point for the rest of the game with a steady but definitely inferior position. In all probability none of the two rivals will be able to offer a decent cube for a long series of moves (Blue because he's tremendously behind in the race and White because he must escape with his back checker, clear the midpoint and make his bar point before having any thoughts of doubling . One notices the duplication of fours for White (to hit Blue's blot from the bar and make his own nine point which is crucial), which [duplication] of course is favor of the play. White won't hit with double aces from the bar and he will be hard-pressed NOT to hit with 4-1 and 5-4 as well.
Play b (B/21 13/9 8/4*(2)) Making the four point is always a strong move in the early going and this position in not an exception. Blue will have a shot at the other blot if White dances with any of four rolls and, in all cases, the four point will remain there for the rest of the game. Still, the duplication of fours mentioned above, strangely enough, works here for White - if White enters with a four (except from 5-4 which presents him with a triple choice!) he will make his nine point which is absolutely crucial (if this can be said) in this position. The drawback of 8/4*(2) is stripping the eight point, which White can immediately exploit by hitting (2-6 and 5-3) from the bar.
Play c (B/21 24/16* 8/4*) White's position has a tooth which must be extracted at all costs - the checker on his nine point. Blue must just extract this tooth and let his opponent jolt. With two checkers back and the slot on his nine point destroyed, it will be difficult for White to form a menacing front position for quite a while, even if he rolls immediately a four, hitting Blue's inner blot. I am convinced that play c is the winner here.
Laila Leonhardt: B/21, 24/16*, 8/4*.
The game is still open, and Blue shouldn't choose a backgame yet. Blue stillhas a chance to get White back on lower points with 2 checkers, and if thatfails he can always fall back on making a nice backgame out of thisposition.
Rob Maier: B/21, 24/20, 8/4*(2).
With so many checkers back, and with with nothing but a couple of stacks,the solid asset should be taken now, namely our four point. Moving to thedefinsive five point will put additional pressure on White's other blot.It's tempting to hit two checkers, but building the board should takeprecedence with White already in disarray.
David Montgomery: B/21, 24/20, 24/16*.
Blue must play positionally until he gets more checkers in thezone. Blitzing with only six or seven checkers is usually abad idea.
Snowie: B/21 13/9 8/4(2)*.
It is thematic to attack the lone back checker, building up the board asfast as possible. No need to do anything with the back men -- they arefine where they are. The builder on the nine point will come in handy.
Kit Woolsey: B/21, 24/20, 8/4(2)*.
Making the offensive four point while White is on the bar looks too goodto pass up. Naturally I'll split the back men and put as much pressureas possible on White's other blot.
Chris Yep: B/21, 24/20, 24/16*.
I like hitting the second checker with B/21 24/16*. Compared to 8/4(2)*, 24/16* gains in the race and leaves White with two back men instead of one. For the last 4, Blue has 3 choices: 24/20, 13/9, or 8/4*. 8/4* puts another man on the bar, but it strips the 8 point. Since Blue's remaining checkers are so far away, in order to make the 4 point he will often have to give up the 8 point or strip the 6 point. If he is hit back, he will have almost nothing up front to fight with.
Since Blue has so little ammunition up front, I believe a better game plan is to work on outfield control. Since White only has 3 men on his midpoint, Blue has good prospects to win the battle for the outfield. I like 24/20 over both 8/4* and 13/9 for the last 4. 24/20 puts pressure over White's entire outfield as well as giving Blue 4s and 5s to make the 16 point next turn. If White hits Blue back in the outfield, Blue will have many return shots.
Summary: The greedy panel scoops up all the blots it can in favor ofmaking points. I wonder.
Play Votes ScoreB/21, 24/16*, 8/4* 7 100B/21, 24/20, 24/16* 2 70B/21, 24/20, 8/4(2)* 2 70B/21, 24/20(2), 13/9 1 60B/21, 24/16*, 13/9 1 60B/21, 13/9, 8/4(2)* 1 60B/21, 24/20(2), 8/4* 0 40B/21, 13/9(2), 8/4* 0 40
Problem 2
| 147 161 | White money game Blue |
Chuck Bower: 24/16.
Blue's position is a bit stripped, and the 5 is particularly awkward.24/16 keeps all checkers in good position and allows some chances forflexibility. All other 5's seem too awkward.
Steve Clark: 24/21, 13/8.
No matter which play we make, we are going to make progresssomewhere while leaving something else wrong in our position. It will be amatter of choosing what which improvement is best relative to the weakness wecreate. For example. The escaping plays of 24-16 or 23-15 both leave a doubledirect shot and both leave 2 men way back. The 2 plays of bringing a man up inour opponent's inner board involve stacking an extra man on the 8 point. Iwould much rather have more diversification on my side of the board. 13-5 getsthe diversification I want but greatly increases the danger of having my backmen trapped. Finally I don't want to play 8-3 at all because this checker thengets past a point I would really like to make.
Upon reflection I think I most want to come up in his inner board. I have thestronger board so it is a good time to have a blot hitting contest,particularly when we can have it on his side of the board. If we trade hits, Iwill gain substantially in the race. Furthermore, I do not like to have somany checkers back where they are likely to soon be trapped. I am not surewhich of the two possible plays is best but I will go with 13-8, 24-21. Thisplay lacks the diversification of 23-20 but the 23 point will provide a safetynet in case of accidents and I will be less concerned when he makes the 21point on my head than if he made the 20.
Malcolm Davis: 23/15.
Looks good. Could be a little loose, with too many blots, but don't like the looks ofthe 23 point anchor here. Opponent might have to break the mid-point to hit. Have a betterboard.
Ray Fogerlund: 24/16.
Snowie taught me this. Pump checkers into the outfield whenyour options are muddled. This position is quite muddled, indeed. Whitemay have to break the midpoint to hit, leaving blots galore while I have thestronger board. I particularly don't want to leave 3 men back, so I willtake one out while maintaining the 23 point anchor. I do this because Idon't want to provide White with a convenient way to play big doubles, whichwould play awkwardly otherwise. Don't create good rolls for your opponentif you can help it. Further, I don't want to stack another builder on the 8point with my 5, so it is much more natural (and threatening, I might add)to step out and be counted!
Bruce Haight: 23/15.
This play seems a bit too loose, but if White hits the blot we still have an excellent chance to hit back or make a four or five point anchor. I like diversifying the escape numbers more than digging in on the pinned in two point. Moving 8/3 with the five seems VERY weak.
Hal Heinrich: 23/15.
Blue needs to get the back men moving before White's blockade getsstronger. There are several ways to do this, so Blue needs to ponder.Blue has a stronger board, while White's ability to attack is limited.So breaking the twenty-three point is in order. After playing 23/20,no other five is more attractive than moving into the outfield. Thisprovides additional coverage of Blue's outfield, making it harder forWhite's back men to escape.
Ron Karr: 24/16.
Just seems like the balanced play. Playing from the 23point is similar, but risks a lucky attacking sequence by White. Sure,he can hit on 16, but that won't be terribly hurtful, and I'll havefurther outfield control.
George Klitsas: 24/16.
I don't think that breaking the twenty-three point is a prudent course here (leaving three blots strewn around). I don't like, as well (actually I think it's a beginner's play), any play involving 8/3 and to a lesser extend 13/5. I am left with two plays of about equal strength, namely 13/8 24/21 and 24/16. Between those I prefer 24/16, retaining better flexibility. Blue should not worry too much about being hit from White's midpoint with a four (White will pay a big cost in that case, losing the outfield) and some of the hitting fives (6-5, 5-4, 5-5) are duplicated.
Laila Leonhardt: 23/20, 13/8.
Blue does not want to get stuck having the 23-point. Having a 3 point boardhimself, and White having to break a point leaving multiple return shots ifhe points on the 20 point, make this a great opportunity for Blue to stepforward. Going out would be a waste, and would only benefit White, since hecan hit and bring down yet another builder.
Rob Maier: 24/16.
Blue needs to challenge the exodus of White's back checkers by coming outinto the outfield. 24/16 accomplishes this while keeping an anchor toprotect against accidents. Blue should not worry about being primed, asit will be difficult for White to fill in his gaps.
David Montgomery: 24/21, 13/8.
Blue would like to get his back checkers going, but it doesn'tlook right to run out into a double direct shot. The alternative,24/21 13/8, leaves an unappealing distribution. IfBlue doesn't move his back checkers, 13/5 is the play.I think it's worth the temporary awkwardness to try for an advanced anchor and put pressure on White's outer board.
Snowie: 24/16.
I can't afford to have too many men locked behind White's blockade. Jumpingout into the outfield and keeping the spare on the midpoint looks clear.
Kit Woolsey: 24/16.
It is important to get out there and fight for outfield control. The doubleshot isn't too important. If I play 13/5, my position could get crampedvery quickly. 23/15 is also possible, but I like the security of an anchor.
Chris Yep: 24/16.
If Blue can ecape a checker, the timing figures to go his way if the game turns into a prime vs. prime battle. On the other hand, it's far from certain that the game will evolve into a prime vs. prime battle. Still, the alternatives to running don't look too good. 13/8 brings in a 4th man to the 8 point leaving Blue with an awkward position; Blue will have a difficult time making the 4 and 7 points in the future. 8/3 brings in a builder past the 4 point and strips the 8 point which is not too good since White has split to Blue's 2 point. 13/5 strips Blue's midpoint; if Blue's can't free one of his back men quickly he will often have to break his midpoint, ceding outfield control to White.
Running fights for control of the outfield and keeps Blue's spares in place (on the 8 and 13 points). I prefer 24/16 over 23/15. 24/16 keeps the anchor in case of an accident. If Blue can escape this checker he won't mind too much being stuck on the 23-anchor: White's front position is somewhat stripped and awkward; he will often have a hard time filling in his 4 and 5 points. The timing will likely go Blue's way. If White can't escape a back man soon, he will often be forced to break his midpoint, after which Blue will control the outfield.
Summary: Springing a back checker is the concensus approach, and holdingthe anchor looks like top priority.
Play Votes Score24/16 8 10023/15 3 7024/21, 13/8 2 6023/20, 13/8 1 6024/21, 8/3 0 4023/20, 8/3 0 4013/5 0 40
Problem 3
| 179 135 | White money game Blue |
Chuck Bower: 11/8*, 5/4.
Blue can't give White so many chances to establish the strong 17-point(White's 8-point) so hitting looks clear. After that, staying on the 8-pointfeels right since it is a better blocking point (based on White's currentback holding). If Blue is optimistic and is wanting to make both the 8- and7-points, it seems easier to make them in that order.
Steve Clark: 11/10, 5/2*.
It is hard to believe that it can be right to avoid hitting himaltogether. That would just allow him to have his way with us. Normally it iswrong, often way wrong, to hit behind the opponent's anchor with, forinstance, 11-10, 5-2, but here it is much more attractive that usual. Theproblem is that hits on our 8 point involve leaving a awful lot of returnshots, none of which I particularly want to receive. Further if I hit on the 8and he manages to make my 2 point, he will have a very nice start on a verynice back game. In the past I have written that it is best to avoid back gamesat all cost, but here his potential for a good one is quite high. The reasonthat his back game potential is so good is the spare checkers that I have on my5 and 6 points. These checkers would not be available to assist in making aprime in front of him. Finally I will have substantially cleaned up my boardwhile hitting him somewhere.
The alternative to this rather strange play is 11-8-7, trying to make the primeas best I can. Not all his rolls will be good. If he flunks I think I coulddouble him out, except that he already has the cube. If the cube wereavailable I would be much more inclined to 11-8-7.
I really hate to vote for a play that could be way wrong, but I will try 11-10,5-2.
Malcolm Davis: 11/8*, 10/9.
Seems right to hit - making the 10 point and letting the opponent roll seems toopassive - Just hope not to get hit back. If he makes a second anchor, he still has a long way to go.
Ray Fogerlund: 11/10, 5/2*.
Cut down blots, and limit White's options. I don'twant her to make the 8 point, but it would not be fatal. I really don'tthink that I want her to make the 23 point anchor in conjunction with the22, and I would like to activate the quasi-killed builders on the 6 and 5points... So, I will hit loose and both prevent the second anchor insidemy board, and reduce the chance of a second anchor in the outfield forWhite. I vacillated wanting to hit the blot on the 8 point, but that seemsto diversify White's numbers, and provide various game plans depending onthe dice. Also, should White roll awkwardly this turn or stay out, I canpound the outfield checker mercilessly. If she makes the 17 anchor withsomething like the dreaded "two-six from the bar", I don't think it will beimpossible to cash in on my racing advantage by eventually getting by thosetwo hurdles.
Bruce Haight: 11/8*, 5/4.
Seems we must hit on the eight point to mazimize gammons and reduce the chance our back man will be attacked. 10/9 leaves too many extra return shots.
Hal Heinrich: 11/8*, 8/7.
Blue must hit -- otherwise White has too much opportunity to make theseventeen point or attack Blue's back man. The risk of being hit backis roughly the same no matter how Blue hits -- so Blue should try forpoint which has the most value. And that point is the Blue's bar point.
Ron Karr: 11/8*, 8/7.
Just making the 10 point doesn't seem right, eventhough I'm ahead in the race: it allows White to make the 17 pointanchor or attack my other blot. I may get hit back, but I do have thestronger board. Hitting gains a lot when White fans; I can make thebar point and keep increasing the pressure.
George Klitsas: 11/8*, 8/7.
I believe that Blue must play aggressively hitting somewhere. Otherwise (if Blue plays passively [13/10 11/10]) White will have a full roll to either make Blue's eight point with big numbers or hit on his four point (even loose) with small ones. Blue's checkers will have a hard time trying to find their way home in this scenario. Hitting on the two point (11/10 5/2*) is good in depriving White from half of his roll and a number of potential 2-3 backgames, recirculating a checker if hit and even as the first step towards the gammon (if White flunks) - we must not forget that Blue has already doubled. Now White is not a favorite to make Blue's eight point and 11/10 5/2* comes out as quite an improvement over the passive 13/10 11/10. Could Blue do even better? I think yes. There's a third group of conceivable moves, all starting with 11/8*, the best of which is definitely 11/8* 8/7. Although it seems that 5/4 (instead of 8/7) leaves less return-hits for White (frankly, I did not take the time to count thedifference,for I simply don't care), the strategic gain from making a compact four-point prime instead of a broken one is huge in this position. The third play from this group (11/8* 10/9) is probably the weakest, bringing another checker in direct range of White's return-hits, which (in spite of some duplication involved) would be very bad if things started going bad for Blue. After 11/8* 8/7, Blue is much better positioned to shift to a blitz if White flunks than after 11/10 5/2* and, even if hit by White from the bar, with some luck he might continue for awhile the battle for his bar point. Needless to say, 11/8* 8/7 is my final word as a panelist. As a player trying to win the contest, I would give serious consideration to the option of voting for 11/10 5/2* , which is about as good and has the merit of being itself a group - 11/8* 8/7 is in a group along with two other candidate plays carrying the same theme. Some panelists could (even rightly so!) prefer 5/4 or even 10/9 over 8/7, after having hitwith 11/8*.
Laila Leonhardt: 11/8*, 5/4.
Blue cannot afford to let White get a full roll, to either make the 8 pointor to attack on the 20 point. Hitting but leaving the checker on the on the8 point gives White two less return shots and leaves Blue with many numbersto make a priming point.
Rob Maier: 11/8*, 8/7.
Hitting on the eight point is mandatory. We don't want White grabbingthat outpost as an annoyance for the rest of the game. As for the ace,the bar point is a better point than the eight point, we would like tohave them in a row. At the cost of only two extra shots, we can slot thebar point instead of the eight point. Since there are no alternativesthat are much safer, we should make the play that gains the most if itworks.
David Montgomery: 11/8*, 8/7.
Sending another checker back while owning the best three point board is clearly strong. The various aces leave similar returnshot danger, so I'll slot the seven to try for the best blockingstructure.
Snowie: 11/8*, 5/4.
Hitting on the eight point looks clear. I want to take complete control ofthe outfield. Fours are White's absolute worst number, so I don't want togive him a good four. Therfore, it seems better to stop on the eight point.
Kit Woolsey: 11/8*, 8/7.
I'm not worried about White playing a backgame -- he doesn't have nearlyenough timing for that. If I can force him to divide his army in two,I will have a solid advantage. After hitting, I might as well go afterthe most valuable point.
Chris Yep: 11/8*, 5/4.
Blue only has one man back which usually argues for playing safely. The "safest" move available is 13/10 11/10. However, it gives White a good chance to make Blue's 8 point next turn. It seems too much to expect Blue to bring 7 checkers home safely after passively making the 10 point. I believe Blue has to fight for either the 7 or 8 point to provide another landing spot for his men to come home safely. I don't like 11/10 5/2* because it hits behind White's anchor and doesn't fight for the 7 or 8 points.
Between 11/8* 10/9, 11/8*/7, and 11/8* 5/4, I have a slight preference for 11/8* 5/4. 11/8*/7 tries for the 7 point, which figures to be slightly more valuable than the 8 point, but it gives White 14 numbers to hit this blot (1-4, 1-5, 1-6, 2-4, 2-5, 3-4, and 3-5). 11/8* 10/9 and 11/8* 5/4 give White only 12 numbers to hit the 8 point blot (1-5, 1-6, 2-5, 2-6, 3-5, and 3-6). I like 11/8* 5/4 over 11/8* 10/9 because Blue has 2s and 5s (23 covers) instead of 1s and 5s (22 covers) to cover the 8 point blot next turn (actually after 11/8* 5/4, if Blue rolls 1-1 he will use it to make the bar point instead). After 11/8* 10/9 5 additional rolls (4-2, 4-3, and 4-4) allow Blue to make the less valuable 9 point without leaving a blot in direct range of White's anchor(s). On the other hand, after 11/8* 5/4 5 additional rolls (3-1, 3-3, and 6-1) allow Blue to make the more valuable bar point without leaving a blot in direct range of White's anchor(s). In addition, 11/8* 5/4 only puts one checker in direct range of White's back men, making it a little easier to clean up his position next turn. For example, if White plays 10/9, is not hit, and then rolls 2-3 he will usually play 13/8, making the 8 point but leaving a blot on the 9 point in direct range of White's 22-anchor. On the other hand, if Blue plays 5/4, is not hit, and then rolls 4-1, he will play 13/8 and not leave a blot in direct range of White's anchor(s). So while it appears to be close, I believe 11/8* 5/4 is slightly better than 11/8* 10/9 which in turn is slightly better than 11/8* 8/7.
Summary: The panel was willing to give White the back game in order totake him out of the outfield. By a small vote, they chose to go afterthe bar point at the risk of more retaliation. Close call probably.
Play Votes Score11/8*, 8/7 6 10011/8*, 5/4 5 9011/10, 5/2* 2 7011/8*, 10/9 1 6013/10, 11/10 0 40
Problem 4
| 179 152 | White money game Blue |
Chuck Bower: 16/11, 6/5*.
Don't be confused by the pipcount. This is a positional battle and Blueshould unstack the 6-point. After that, both 16/11 and 5/1* have merit. Ifthings develop into a prive vs. prime, the acepoint isn't efficient. 16/11gives another cover/hitter for the 5-point, clears the back of White's prime,and generally brings that checker into a more useful position.
Steve Clark: 13/7.
Normally the single hit is better than the double. The penalty ofhaving a blot on the ace point is greater than the benefit of getting 2 blotsinto the air. If we play 16-11, 6-5 and he misses us, we will have a terrificposition. Unfortunately he seems to hit with 25 rolls out of 36. We don'treally seem to gain much with a double hit. He still has 22 return rolls thathit.
What about playing safe? We are well ahead in the race. This is a significantargument for making the safest play, 13-7. Normally it is right to escape theblot from the 16 point with 16-11, 24-23. In this position, however, stayingon the 16 leaves the opponent with fewer useful rolls. A real problem withthe safe alternatives here is that they really aren't very safe. Even so Iwill go with 13-7. This move brings a nice builder into range for my innerboard. The real reason, however, that I will go with this move is that theopponent will have fewer good rolls.
Malcolm Davis: 24/23, 13/8.
Would like to keep opponent from advancing his back checkers with a hit - Try toseparate his men by making him strip his 13 point to hit.
Ray fogerlund: 16/11, 6/5*.
Must fight for the 5 point, and the best I can comeup with is to come around the corner with the other outfield checker. Thiscould work out very nicely if White rolls a single 6. I will probably gethit otherwise, and then I may have to play some backgammon. But what theheck? I am good at backgammon, aren't I?
Bruce Haight: 16/11, 6/5*.
I REALLY don't like giving White 24 return shots from the bar when she hasa solid four prime but that stack on the five point is so ugly it could make an onion cry. If White rolls any six other than 56 we are in excellent shape!
Hal Heinrich: 16/11, 6/5*.
A straightforward problem. Blue would like to play safe, but cannot.So Blue has to try to gain as much as possible when the gamble works.This is not a position where counting shots matters -- hit on the fivepoint and swing a man to the eleven. No other play is particularly close.
Ron Karr: 16/10.
Ahead in the race and with a weaker board, I want to make asafe play, but none are available. Hitting loose seems wrong, givingWhite zillions of return shots, so if I'm going to hit I'd prefer tohit on the ace point as well, protecting the other blots--but thatstill seems to be asking for too much. I don't particularly want toleave the blot on 16, the point White wants to make. So I'll go forthe simple play which seems thematic given the position. And I don'tsee that 24/23 accomplishes much, since White isn't planning to breakhis 8 point.
George Klitsas: 16/11, 6/5*.
Blue must fight for his five point for many reasons. First to smoothen up his distribution. Second to try to deprive White from making it (and hopefully make it himself [Blue] with a strong four-point prime). Thirdly, because Blue must realize that in all probability, sooner or later, he will be obliged to hit loose on his five point in order to make a real progress (IF in the meanwhile White have failed to make the point himself). To exaggerate a little trying to underline this theme [need], I say that hitting loose on the five point would be, in my opinion, a conceivable play for Blue, even if he was able to play safely this roll (which is not the case here). Having decided to hit loose, I think that 16/11 is easily the other half of the move (over the smart 6/1* and the overloading 13/8). With 16/11 6/5*, Blue is able to fight immediately and give it another try as well (with aces and the dancing sixes, if White happens to rerturn-hit him in the first place).
Laila Leonhardt: 16/11, 6/5*.
This position has many options, and many arguments. Blue owning the cube andahead in the race it would be tempting to just leave White a 13 number shot,and try to escape with the back checker later on if not hit. But even whennot hit, Blue is still facing a difficult task in turning the game around.The very aggressive hit and bring down another builder pays of on about athird of Whites rolls, and gives Blue a much stronger game. When hit Blue willstill be in trouble, but since White has only a 4-point board and nobuilders, Blue might successfully create an advanced anchor.
Rob Maier: 24/23, 16/11.
All of the classic criteria argue for a safer play here, we have a weakerboard, fewer men back, and a lead in the race. While hitting on the fivepoint has the potential to gain a lot, we still have to cover the blotcleanly if it survives, and the combination does not occur often enough tojustify the nine extra shots, not to mention the extra blot.
David Montgomery: 16/11, 6/5*.
Blue's six point cries out for unstacking onto White's head. It'sa lot of shots, but Blue has to leave most of those shots anyway.Blue should discount White's four prime somewhat because of White'slack of additional offensive material.
Snowie: 16/11, 6/5*.
Backgammon is not a game for wimps. It is vital to fight for my five point,particularly since I can activate one of the dead checkers on the sixpoint. Huge gains if I get away with it. In the more likely case whereWhite hits back, at least I will have smoothed out my position somewhat.This game figures to go on for a long time, and I would much rather ownmy five point than concede it to my opponent.
Kit Woolsey: 24/23, 13/8.
I'm not hitting loose against that array of checkers. My play brings avaluable builder down to the eight point as well as duplicating White'sfours. Moving the checker on the 16 point would just give White a chanceto get a greater presence in the outfield.
Chris Yep: 16/11, 6/5*.
As in Problem 3, it's not realistic to expect Blue to bring a large number of men home safely with only a 3-prime as a landing spot. Since every possible move gives White at least a direct shot (plus some indirect shots in all cases), Blue might as well make a move which rewards him when not hit. Unstacking the heavy 6 point (6/5*) looks like the natural move. If Blue can win the battle for the 5 point White will have 4 men trapped behind a 4-prime and Blue will have good chances to bring everyone in safely. Among the three moves involving 6/5*, 16/11 looks best. It escapes a back man and brings it 6 away from the 5 point. 13/8 6/5 and 6/1* 6/5* don't escape this back man and don't provide enough coverage for the 5 point. 6/1* 6/5* is probably the worst of all the 6/5* moves. I doubt that the tempo gain from hitting twice is worth it: Blue loses too much when hit back on his ace point, while when not hit back on his ace point this checker is out of play.
Summmary:The panel gave a clear mandate to fight for the five point.Could be right, but with the racing lead and facing the stronger boardI still have my doubts.
Play Votes Score16/11, 6/5* 9 10024/23, 13/8 2 7024/23, 16/11 1 6016/10 1 6013/7 1 6016/15, 13/8 0 4013/8, 6/5* 0 406/1*, 6/5* 0 40
Problem 5
| 128 176 | White money game Blue |
Chuck Bower: B/21(2).
Of all the unmade points remaining, which is the most important? WithWhite's strong prime, Blue's 21-point takes precedent over the 5-point. Askyourself which play White doesn't want to see. The 21-point gives Blue manywinning gameplans. That diversity outweighs the other choices, IMO.
Steve Clark: B/21(2).
How much is our 3 prime worth? Is it likely to hold the opponent back orshould we be taking some big gamble to prevent our opponent from making a 5point prime? Are we playing a back game or what? On general principles Idislike a banzai play like B-23(2), 24-22, 7-5 when playing against as strongerboard. This kind of play often leads to disaster. The same is true of B-23,B-21, 24-22. There is a certain bravura about this play that I like, butreally, there are too many blots. One possibility is to build the bestbackgame with b-23(2), 24-22(2). Unfortunately we are too far forward to makea backgame work very often. B-23(2), 7-5(2) attempts to go build a strongboard, but it leaves so many men trapped in an unfavorable situation.
Finally b-21(2) is totally passive; it makes the wrong points for a backgame,it builds no inside points, it hits none of the blots which our opponent has sokindly made available. But this play does a few thing right. It makes the onepoint from which we will not be trapped. It block our opponents spare checkerson his 6 point from participating in building a prime. This is the one playagainst which our opponent can't do major damage to us with a lucky roll. Hehas left 5 blots around. Most likely some of them will still be available nextroll. I have said more than once, don't play backgames voluntarily. This isthe best play to avoid a backgame.
Malcolm Davis: B/21(2).
A rare instance when pointing on the 5-point does not look right. Seemslike too much work to do to go forward just yet.
Ray Fogerlund: B/23(2), 24/22(2)*.
This just seems the most flexible to me,overall.. and that is what I want when I am holding the cube, flexibility.I'd like to choose a workable game plan instead of having one forced uponme. My little 3 prime could cause some problems with 3 men behind it. Theother play I could make if this were a chouette, would be to simply take thebest defensive point with b/21(2). I sort of expect Snowie to make thisplay, actually, because is seeks simple solid plays in general. See if I amright below!
Bruce Haight: B/23(2), 7/5(2)*.
B/21(2) seems like a close second to me but I like making that five point on Whites head. After this play we should get a double shot at that other blot next time anyway, then all we have to do is get four men over her prime and we are home free!
Hal Heinrich: B/23(2), 24/22*, 7/5*.
Normally making the five point is automatic, but here the danger ofbeing primed by White makes looking for a better play mandatory. Any alternate play must include 24/22* -- so now we need only find a last deuce and then decide. It seems that 7/5* must be the last deuce -- it certainly gives Blue a chance to mug White. Making the five point maystill be correct, but I'll take my chances with the double hit.
Ron Karr: B/23(2), 24/22*, 7/5*.
OK, I'll bite. Putting two in the airgives me a decent chance to get something going, in particular pickingup one or two of White's other blots. It's not thrilling to give upthe bar point, but if I get hit I'll reconstitute some kind ofbackgame.
George Klitsas: B/23(2), 7/5(2)*.
If Blue is convinced that a sort of backgame is the most he can expect from this position on, then B/21(2) is the wrong move, settling for the inferior 1-4 backgame. Another try (B/23 B/21 24/22*) is a wide open play that might lead to a backgame with unknown yet name (2-3? 3-4? 2-4?) but also on a bad day in no backgame or even no game at all. Certainly too rich for one's blood. Blue can lock up the 2-3 backgame (B/23(2) 24/22*(2)) with timing known only to Heaven (good, fragile or suspect, depending on dice). Apart from the possible timing problems, this play has merit, forcing White to enter with an ace, otherwise Blue will have a chance to break immediately through the enemy blockade. Blue's front position is somewhat cramped, but has no men out of play and can put some resistance to White's rear men. Two other plays that hit more than two checkers (B/23(2) 24/22* 7/5* and B/23(2) 7/5* 5/3*), lead to melee-type positions. In a number of games, Blue will be able to emerge as a winner from theresultingmess, but I don't think that this number will be adequate for him to adopt one of these plays, especially the childish 7/5* 5/3*. Bill Robertie (and others, perhaps) in his early writings stated that before committing oneself to a backgame, one should try to avoid it, if possible, by an effort to go forwards. A sound principle that should be applied in this position, I think. Blue should make his five point on his opponents head (namely B/23(2) 7/5*(2)). White has four dancing numbers and some awkward entering rolls (all entering five's, for example) and could easily lose the priming battle. This aggressive play is my choice (I wonder, is there any backgammon position in which making ones five point is really bad?).
Laila Leonhardt: B/23(2), 24/22*, 7/5*.
When you do something, do it all the way.White is looking at a possible great backgame, except he has no timing.Double hitting and then see what the rolls bring. Maybe Blue gets lucky,makes the 5 point, and picks up another of Whites checkers, and successfullymakes a prime and escapes, or in most cases, Blue will get even morecheckers sent back, and advance his back game to higher points creatingearlier contact with White. The further forward Blue's points are, the lesstiming he will need.
Rob Maier: B/23(2), 24/22*, 7/5*.
This play has the largest potential for a positive swing. If we get hit,we have lost very little, and may wind up with a better timed backgame.If not hit, especially if at least one checker stays on the bar, we have achance to send more checkers back and make the five point in the sameroll. Making the five point outright has a certain appeal, but allowingWhite to make the three point will cause more problems getting out ofWhite's board, in addition to surrending the inititive on our ownoffensive front.
David Montgomery: B/21, B/23, 24/22*.
Blue has to hit on the 22 point. He can still win going forward,and in any event he should prefer more advanced backgames to theace-deuce. With the last deuce, I think Blue should come up tothe 21. Blue wants to spring his back checkers (preferably witha hit), so he needs to get up to the edge. Blue should be able to remake an anchor (or anchors) later if necessary.
Snowie: B/23(2), 7/5(2)*.
Simple plays for simple minds. It isn't often you roll a number which allowsyou to point on your opponent's head on your five point, so when you do rollsuch a number you should take advantage of it. My back checkers are infine shape where they are, and I will probably have another poke at theblot on White's three point.
Kit Woolsey: B/23, B/21, 24/22*.
I'm not going to have enough time to play a deep backgame, so let's go afterthe best advanced anchor and try for a decent holding game. This spread'emout play maximizes my chances of making White's four point. The risks areminimal, since White is on the bar and has only a two-point board.
Chris Yep: B/23(2), 7/5(2)*.
Blue is not yet resigned to playing a backgame. However, he definitely can't throw everything into trying to win forwards. Moves like b/21(2) don't seem right to me. I strongly think Blue should keep two anchors. This provides security as well as giving him backgame options. At the moment Blue has a big stack of checkers on the 6 point which will make it hard for him to naturally make new inner board points. He should seize the opportunity this roll presents him by making a new inner board point. 6/4(2) (not listed) is tempting, but it doesn't point on top of White's head. 7/5(2) is definitely better -- although it doesn't unstack the 6 point, it points on White, doesn't leave a direct shot, and takes away half of White's roll which is very important because White has many active builders on the other side of the board. I prefer 7/5(2)* over 24/22(2)* because 7/5(2)* significantly improves Blue's offensive structure, while 24/22(2)* only slightly imporves Blue's defense. The double-hit moves are reasonable but leave a lot of blots and don't actually make any new points. In my opinion the 5 point is too valuable to pass up here.
How do we play a backgame? The concensus was to hit on the five point, butthe followup is far from clear.
Play Votes ScoreB/23(2), 24/22*, 7/5* 4 100B/23(2), 7/5(2)* 4 90B/21(2) 3 80B/23, B/21, 24/22* 2 70B/23(2), 24/22(2)* 1 60B/23(2), 24/22*, 10/8 0 40B/23(2), 7/5*, 5/3* 0 40
Problem 6
| 122 132 | White money game Blue |
Chuck Bower: 11/8.
Moving up is unnecessary since the 18-point (White's 7-point) is open.If White is going to attack, make him do it on his least desirable point.11/9, 6/5 is tempting, but invites attack. Blue is likely to have an efficientplay next time regadless of his throw, so don't give White extra incentive tohit loose. This game is up for grabs so be patient. 11/8 is strong AND safe.
Steve Clark: 11/8.
In general I do not like to come up to the 22 point in this type of position.This play just invites checkers onto my head in a situation were the opponentalready has the stronger board.
The real question in my mind is whether, after playing 11-9, I should continueon to the 8 point. I rather think I should. 11-9, 6-5 looks so nice. We areall set to extend our prime. We have maximum flexibility. Unfortunately ouropponent will have a roll in the mean time. And so many of his rolls will bepretty good. He has roll that escape and hit us. He has rolls the expand hisown prime. If nothing good comes up on his dice, he will hit us on his acepoint in order to prevent us from making our prime. Since he has the strongerboard, this is not all bad for him. If we play 11-8, there is less value tohis hits on the ace point. We will not have a second blot to aim at. Wheneveryou consider slotting, either at the front or back of a prime, risks on otherparts of the board need to be considered. Here I think the risks are toohigh. I will play 11-8.
Malcolm Davis: 24/22, 6/5.
Somehow or other, 24/22, 6/5 looks right, although behind in the race. I should know thisplay, but am not sure.
Ray Fogerlund: 11/9, 6/5.
Slot the back and diversify. Stepping up in these typesof positions just gives White something to do while waiting for a numberthat escapes her last back man. Like pound the crap out of my scrawnylittle blot that has no business leading with it's chin here. Stay back outof harms way, little guy, and let the frontal position overwhelm White.Then, it shall be a dandy fine time to stroll around the board towardshome...
Bruce Haight: 11/9, 6/5.
Coming under the gun with 24/22 seems too risky since we have sixes to escape anyway. White will surely be moving up with ones and twos so let's get the builders in place.
Hal Heinrich: 11/9, 6/5.
Blue is down in the race, so a prime versus prime struggle would favourBlue. After unstacking the six point, slotting the nine is natural.
Ron Karr: 11/9, 6/5.
Good builder distribution; stay as much out of harm's wayas possible on White's side. It's more risky than 11/8, because ifWhite attacks I won't like having the extra blot around, but I'mguessing the extra builder is worth it.
George Klitsas: 11/9, 6/5.
Given that moving the back checker is only asking for trouble, since White has the better board and would happily hit even loose, only one play looks outstanding to me here, namely 11/9 6/5. Every number is working : sixes escape, fours make the nine point from the mid and aces, twos, threes and fives work on the four point. Blue must take the risk of being hit with 1-6 and 2-5 in order to be in this ideal position in building and flexibility terms - those are not bad rolls for White in any case.
Laila Leonhardt: 11/9, 6/5.
Moving under the gun in White's home board will only heightened the risk ofbeing hit and missing out on rolls that would help built a prime in front ofWhites back checker. Play optimal builders to create a prime. Remember thecube has not yet been turned, so if White gets lucky and hits with a 7 itwill be an easy pass, but the gains outweighs the price.
Rob Maier: 11/9, 6/5.
We're losing the race, so moving the back checker is the wrong idea,especially as it exposes us more to the attack. The one area we arewinning is the priming battle, and we should move to increase ouradvantage there. 11/9, 6/5 gives us four builders for the 4 point and anunduplicated 4 to make the 9 point, while sixes allow us to run if wewish. We can't ask for any better diversification.
David Montgomery: 11/9, 6/5.
Blue has no motivation to advance the back checker. He is behind inthe race and already has an escape route. Moving up just makes iteasier for White to attack. 11/8, adding a builder while leaving no fly shots, is probably underrated by most players. But I thinkit's worth it to give the four shots to get a fourth builder and slotthe back of Blue's prime.
Snowie: 24/22, 6/5.
The number one priority is to escape the back checker. Each of us has onechecker back, and whoever escapes first will probably win. White has onlythree builders trained on the three point, so I'm not too worried aboutstepping up.
Kit Woolsey: 11/9, 6/5.
My back checker is fine where it is, hiding out of harms way but poised toescape if I roll a six. One of my main goals is to contain White's backchecker, and my play maximizes my chances of completing a five-prime withrelatively little risk.
Chris Yep: 11/9, 6/5.
Blue will be behind by 7 pips after this roll. Blue's blocking structure is better with 6s blocked and a solid 4-prime compared to White's broken 4-prime. Thematically Blue should stay back. Moving up to the 22 point makes it easier for Blue to escape, but it also makes it easier for White to attack. Since it's not clear who gains from Blue moving the back checker up, I believe Blue should concentrate on improving his position on the other side of the board. Of the three remaining moves, I prefer 11/9 6/5. Although it gives up a 1-6 shot (somewhat duplicated because by hitting, White has to pass up the opportunity to make his bar point), it optimally spreads out Blue's builders (in particular it unstacks the 6 point so that both the 5 and 6 points have 3 checkers). At the same time it slots the 9 point letting Blue make a 5-prime with any 4.
Summary: The panel found it clear to just work on the offense andleave the back checker out of harms way. Considering that it escapeswith sixes and White has the stronger board, this seems thematic. Howeverour resident bot thought otherwise. Did its circuits get confused?
Play Votes Score11/9, 6/5 10 10024/22, 6/5 2 6011/8 2 6024/22, 11/10 0 4024/23, 7/5 0 4011/10, 7/5 0 407/5, 6/5 0 40
Problem 7
| 148 161 | White money game Blue |
Chuck Bower: 21/13.
Blue is behind and is anxious to make something happen. But with cubeownership, the game isn't THAT far from even. 21/13 looks passive, butputs/keeps all checkers in good position. Anything else gives White a lot of(unnecessary) targets, or produces "top-heavy" stacking. Don't try to forcea bad roll into a good one.
Steve Clark: 24/22, 10/4.
It is important to be safe somewhere. So I would not make some play like24-16. These plays just leave too many blots, all of which will soon end up onthe bar. Sometimes it is correct to partially escape and leave two men back onthe 24 point but I do not like it here. The problem with, for example 21-13 isthat it leave both men back and still gives a direct shot in the outfield.That is too many defects for that play.
We seem to be left with 2 candidates. 10-4, 8-6 and 10-4, 24-22. Either onecould be right but I prefer coming up to the 22 point. We have as many innerpoints as our opponent. He has 3 blots to clear up. We duplicate his roll of4,3 very well. Of course the risks are fairly high, but the potential gainsare also great. I like this play.
Malcolm Davis: 24/22, 21/15.
Looks reasonable - some duplication. Very tough play. Difficult to run whenbehind in the race, but can't find a better alternative.
Ray Fogerlund: 24/22, 10/4.
This can't be too bad. When the position is confusingand difficult, simplify it. I am behind in the race, this number does not"play itself". I want a better anchor, so splitting is the way to get it.While I am trying to achieve that goal, blots on my side of the board are aliability.. So, I think I will put this one in a nice comfy spot on my 4point and await further developments.
Bruce Haight: 21/13.
This play seems like I am more concerned with being gammoned than winning this game, but those plays with four blots are just too risky for my blood.
Hal Heinrich: 24/16.
This is a difficult position -- running out is thematic, but looks dangerous here. 24/22 10/4 is safer now, but it increases the distancebetween Blue's two armies -- and the responsibility assigned to thestripped midpoint is too big for two men. 24/16 is a risky play, but itmeets the requirements of this position.
Ron Karr: 24/22, 10/4.
Maximizing chances to make an advanced anchor. Whitecan attack, but doesn't have enough checkers in place for a completeblitz, so worst case I should remake the ace point. Playing 21/13gives White more leeway to bring builders down, so I think it's tooconservative, while playing 21/15 (or 24/16) seems too loose anddoesn't do much toward making an anchor.
George Klitsas: 21/13.
Leaving four blots strewn around (with 24/16 or 24/22 21/15) is suicidal. Also, 10/4, a concession in itself, with heavy future consequences, unfortunately must be accompanied with further burning (Greek expression for �burying�) like 8/6 or 6/4, or the semi-suicidal, wide-open 24/22. These thoughts leave us with 21/13 as the only conceivable play, which is obviously better that 21/15 10/8.
Laila Leonhardt: 24/22, 10/4.
It is very important that Blue get an advanced anchor, else he will be ingreat gammon danger if he stays back on the 24-point while White attacks orpoints on the 20-point.By stepping up, it's likely that White will point on one of the checkers,but also give Blue return shots and a chance at creating the advancedanchor. There is no reason to give White good 1's; therefore the 6 should beplayed to the 4-point.
Rob Maier: 24/22, 10/4.
Splitting serves the dual goal of increasing the pressure on White's bloton the eight point and increasing our chances of making an advancedanchor. Now is the time for bold rather than passive play.
David Montgomery: 24/22, 10/4.
I don't think plays that leave multiple blots and 23+ shots in theoutfield are viable candidates. Playing all on the offensive sideis conceivable, but either 8/6 or 6/4 is a very ugly deuce. 21/13puts no pressure on White, isolates the back checkers, and leaves15 outside shots. 24/22 10/4 gives White some attackingchances, but it's not too dangerous. This play tries to establishan advanced anchor, an important counter to White's bar point and escaped back checker. It also puts pressure on White's outfield.
Snowie: 21/13.
My play fortifies the midpoint, takes the blot on the 21 point out of danger,and leaves me with only one blot. Other approaches are less constructiveor too dangerous.
Kit Woolsey: 24/16.
It is vital to contest the outfield. White has only a two-point board, sothe shots this play leaves aren't too dangerous. If I stay back on the24 point, I am likely to get buried in a priming battle.
Chris Yep: 21/13.
I believe the top two moves are 24/22 10/4 and 21/13. Since White has 4 men on his midpoint and a blot on Blue's 9 point, outfield coverage appears to be the most important feature of this position. 24/16 is too loose; it gives White too many double-hit numbers. The other 4 moves don't provide enough outfield coverage compared to 24/22 10/4 and 21/13.
I have a slight preference for 21/13, putting immediate pressure on White's 16 point blot, and giving Blue a spare on the midpoint which will allow him to keep the midpoint if he ever hits White's rearmost checker as it tries to run to safety. In addition Blue doesn't bring his builder on the 10 point in past his open 5 point, increasing his chance of making the 5, 7, 9 or 10 point in the future. The advantages of 24/22 10/4 are that it simultaneously puts pressure on both of White's blots, while also giving Blue a lot of coverage over White's outfield. However, it gives up the anchor, which is uncomfortable, and allows White to attack. I have a slight preference for keeping the anchor and bolstering the midpoint with 21/13.
Summary:The vote was split between stranding the back men and a massive attempt foran advanced anchor or an accident. Is my outfield contesting choice of24/16 really that bad?
Play Votes Score24/22, 10/4 6 10021/13 5 9024/16 2 7024/22, 21/15 1 6021/15, 10/8 0 4010/4, 8/6 0 4010/4, 6/4 0 40
Problem 8
| 129 98 | White money game Blue |
Chuck Bower: 23/22*, 10/7.
Hitting seems mandatory, since staying on the 23-point puts little pressureon White. After that, 10/7 kills future 6's, an old timing ploy. This oneseems clear, which makes me wary...
Steve Clark: 23/22*, 10/7.
10-7, 23-22 comes immediately to mind. He will have to bust his primeimmediately almost half the time. If he flunks, I have slowed myself down asbest I could so that he will have plenty of chances to bust on the next rolland possibly for a few more rolls. Furthermore I will be at the edge of theprime so that whenever he breaks, I will be positioned to take advantage.Other plays which hit are weaker because the do not kill my 6's next roll.
If we do not hit, white has more rolls which break his prime immediately, butwe will not be so well positioned to take advantage. We will not be up to theedge of his prime. In general it is best to get as many of our opponent'scheckers back as possible. It becomes much harder for him to keep a primetogether when he is running out of checkers. Each position must be examinedon its merits but I believe the general rule applies here.
If I were to avoid hitting, I would still kill the 6's with 10-7 rather thantrying to extend the prime forward. But that is not directly relevant to thisproblem because I am going to play 10-7, 23-22.
Malcolm Davis: 23/22*, 10/7.
Have to hit and hope that opponent comes in. Seems to likely to break withnon-hitting play.
Ray Fogerlund: 10/7, 4/3.
Oh, Ms. White, would you like some nice new rope?All the better to hang yourself, my pretty! This play kills my sixes, andforces her to play hers. What's more, she has to go first. I have theadvantage in timing, but it might go south if I hit and she fails to enter.This is a delicate business, so it always seems better to have two plans.First off, I would like her to play and ruin her position. Secondly I wouldlike to slow myself down some and/or have maximum potential to make a 6prime of my own and force her to Krakatoa, East of Java...
Bruce Haight: 23/22*, 10/7.
This is a great problem. We all know the first priority in positions like this is to get to the front of Whites prime but is it worth putting White on the bar to do it? Since White is a favorite to come back in quickly I think it is worth it, and I like killing sixes by moving 10/7.
Hal Heinrich: 23/22*, 10/7
Play 10/7 kills sixes, so that much is clear. Hitting gives White a lotof bad entries, and leaves Blue at the edge of the prime when itbreaks. Not hitting leaves White some time to prevent Blue from leapingwith a single six. It's hard to quantify mathematically, but it feelslike hitting is right by a big margin.
Ron Karr: 23/22* 10/7.
Hitting when White has a 6-prime? The problem is, ifI let him play, all his 6s maintain the 6-prime, while other numbersallow him to break from the rear and keep the good 5-prime, so his onlybad numbers are large doubles. Next roll he might have some problems,but even then I still have to escape before crunching.
If I hit, he has a bunch of numbers to enter and break the prime,giving me immediate escaping chances. And 10/7 is mandatory to kill6s. Then I'll have good chances to keep the bar point for a while,while waiting for him to enter and break.
George Klitsas: 10/7, 4/3.
A tough problem. At least one can reject the slotting plays. From the plays that start with hitting on the twenty-two point, 23/22* 10/7 is better (for it saves a six) than 23/22* 6/3 and better than the slotting play 23/22* 5/2, since Blue wants White to enter with something like a 2-4, which forces a break and in that case, Blue definitely does not want to have another man sent back. From the non-hitting plays that rely on giving White all the timing he needs to break, 10/7 4/3 looks best. Here the slotting plays have more merit. One can visualize favorable sequences for Blue (for example Blue plays 10/9 5/2, White rolls a 4-2 played 9/3, Blue rolls a 6-2 closing the two-point and White can't spread a checker (24/23) if he happens to roll now an ace. But this is more of a parlay than a mere favorable sequence and there are many frequent sequences unfavorable for Blue (Blue plays again 10/9 5/2 and White rolls a 3-1 for example) that make the slotting play clearly worse in the long run. The slottingplaysrejected, it's an issue between 23/22* 10/7 and 10/7 4/3. The former is based on immediate entering rolls that break White's prime , the latter on a guess (educated hope?) that White will lose the timing battle more often than not. 23/22* 10/7 should be able to win more gammons, because of the third White checker sent back, but also lose more plain games, since it is quite common a scenario for Blue to crunch and face optimal redoubles. I am not at all sure what's the best play here (actually, I played 72 games each way and I can't say I ended up much the wiser) but since I must vote, I'll go for the quiet variation, 10/7 4/3.
Laila Leonhardt: 10/7, 4/3.
This is all about timing. Blue will get in a lot of trouble if he hits Whiteand White stays on the bar.Better play is to kill the 6's by playing to the bar point, and wait forWhite to break his prime.
Rob Maier: 23/22*, 10/7.
I haven't been able to make up my mind whether hitting or not hitting wins moregames, but I'm certain that hitting wins quite a lot more gammons, and that is probably enough to swing the decision in that direction.
David Montgomery: 23/22*, 10/7.
Not hitting looks like a blunder. If left alone White can oftenadvance the prime by covering her 3 point, this roll or later on.The way to make White crack is to hit so that White has no spare checkers. After hitting, 10/7 looks clear. This kills sixes and improves most of Blue's fives.
Snowie: 23/22*, 10/7.
Every checker I send back increases my gammon chances considerably. Whitewould have to stay out a long time to win the priming battle. Otherapproaches allow him to roll his prime forward.
Kit Woolsey: 23/22*, 10,7.
If I leave White's blot alone, White has 12 extra pips to play with up frontand I will have to keep moving. By hitting, I force White to break as soonas he enters if he doesn't roll 2-6 from the bar. Getting the outfield checkeronto the bar point is big. Not only does this freeze my sixes, but it givesme a badly needed five to play. Keeping my bar point is vital.
Chris Yep: 23/22*, 10/7.
Hitting looks clear to me. In a prime vs. prime game there are two important factors to consider: (1) the number of spare pips each side has before cracking and (2) the number of men each side has behind the opponent's prime. 23/22* moves to the edge of White's prime and sends a third man back. Although White has a 6-prime, it will almost always crack as soon as White enters from the bar (White is unlikely to stay on the bar for more than a turn or two). Not hitting would leave Blue with 13 spare pips to play with, assuming that he can comfortably make his 2 point. Although Blue's 6s are killed after 10/7 4/3, his position will become awkward if he can't quickly make the 2 point. White, on the other hand has at least 18 spare pips before his prime starts cracking (if necessary and if he gets the right dice he can often point on White to buy a little more time).
If Blue hits he sends a 3rd man significantly increasing his gammon chances. With the 3 I believe Blue should play 10/7 in order to kill his 6s. Slotting the 2 point with 5/2 is not necessary. Although it might be better when White fails to hit back on Blue's 2 point, Blue loses too much when hit. In addition it doesn't kill Blue's 6s.
Summary: Everybody on the panel got the concept of killing sixes bymoving to the bar point, a key concept in a priming battle. The largemajority of the panel believes that the gain from the added space makeshitting correct.
Play Votes Score23/22*, 10/7 11 10010/7, 4/3 3 7023/22*, 6/3 0 4023/22*, 5/2 0 4010/9, 5/2 0 406/2 0 40
1 2 3 4 5 6 7 8Chuck Bower B/21, 24/16*, 8/4* 24/16 11/8*, 5/4 16/11, 6/5* B/21(2) 11/8 21/13 23/22*, 10/7Steve Clark B/21, 24/16*, 8/4* 24/21, 13/8 11/10, 5/2* 13/7 B/21(2) 11/8 24/22, 10/4 23/22*, 10/7 Malcolm Davis B/21, 24/20(2), 13/9 23/15 11/8*, 10/9 24/23, 13/8 B/21(2) 24/22 6/5 24/22, 21/15 23/22*, 10/7Ray Fogerlund B/21, 24/16*, 8/4* 24/16 11/10, 5/2* 16/11, 6/5* B/23(2), 24/22(2)* 11/9, 6/5 24/22, 10/4 10/7, 4/3Bruce Haight B/21, 24/16*, 13/9 23/15 11/8*, 5/4 16/11, 6/5* B/23(2), 7/5(2)* 11/9, 6/5 21/13 23/22*, 10/7Hal Heinrich B/21, 24/16*, 8/4* 23/15 11/8*, 8/7 16/11, 6/5* B/23(2), 24/22*, 7/5* 11/9, 6/5 24/16 23/22*, 10/7Ron Karr B/21, 24/16*, 8/4* 24/16 11/8*, 8/7 16/10 B/23(2), 24/22*, 7/5* 11/9, 6/5 24/22, 10/4 23/22*, 10/7George Klitsas B/21, 24/16*, 8/4* 24/16 11/8*, 8/7 16/11, 6/5* B/23(2), 7/5(2)* 11/9, 6/5 21/13 10/7, 4/3Laila Leonhardt B/21, 24/16*, 8/4* 23/20, 13/8 11/8*, 5/4 16/11, 6/5* B/23(2), 24/22*, 7/5* 11/9, 6/5 24/22, 10/4 10/7, 4/3Rob Maier B/21, 24/20, 8/4(2)* 24/16 11/8*, 8/7 24/23, 16/11 B/23(2), 24/22*, 7/5* 11/9, 6/5 24/22, 10/4 23/22*, 10/7David Montgomery B/21, 24/20, 24/16* 24/21, 13/8 11/8*, 8/7 16/11, 6/5* B/23, B/21, 24/22* 11/9, 6/5 24/22, 10/4 23/22*, 10/7Snowie B/21, 13/9, 8/4(2)* 24/16 11/8*, 5/4 16/11, 6/5* B/23(2), 7/5(2)* 24/22, 6/5 21/13 23/22*, 10/7Kit Woolsey B/21, 24/20, 8/4(2)* 24/16 11/8*, 8/7 24/23, 13/8 B/23, B/21, 24/22* 11/9, 6/5 24/16 23/22*, 10/7Chris Yep B/21, 24/20, 24/16* 24/16 11/8*, 5/4 16/11, 6/5* B/23(2), 7/5(2)* 11/9, 6/5 21/13 23/22*, 10/7