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Quiz Solutions


Readers Answers


Problem 1

160








141

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White



money game




Blue

Alan Alsop: 8/3, 6/3.
Ahead in the race so running must be considered. Moving from the bar pt 18/15, 18/13 has merit, but18/10 is doubtful leaving a lonely man back. Bringing down a man from the mid pt does create an extra builder. This all allows White the time necessary to play his own game. I believe making the 3 pt is the stronger move although exposing the 8 pt. The extra men on the 6 pt and with White having a weak position this is the better move.

Chuck Bower: 18/10.
Blue has a big race lead and several tactical choices: agression, safety, or running. White's vulnerable blot in the homeboard eases Blue's concerns considerably, eliminating the safe option. Loose hits in Blue's homeboard, OTOH seem to help White, particularly in the race. Making the 3-point adds structure and unstacks the heavy 6-point, but also gives White several shots at improving. 18/10 also adds to Blue's structure, but the return hits are far less costly. I think this situation provides Blue with a good chance to take advantage of White's homeboard blot and attempt to press his race lead, so 18/10 gets my vote.

Ilia Guzei: 13/10, 6/1*.
Hitting is good as I am unstacking the 6 point while duplicating White's ones and forcing him to move up in my board to facilitate my bearing in. 13/10 prepares a landing place and while bearing on my 4 point.

Oystein Johansen: 13/10, 13/8.
Tough problem. I'm up in the race, so I should play safe, but I can't. Avery common problem. Since White doesn't have any board yet and even a blotthere, I don't think I should necessarily play the safest 13/5 or 13/106/1*. I will just get into a similar decision next roll. I don't likeleaving the bar point either, since if a chequer is hit then it won't haveany communication to an anchor. Making the three point leaves to many blotsand may spoil the current game plan, which is running home. This leaves thebest play 13/8 13/10. I won't start an argument with a player in chouettevoting for 13/5 either.

Neil Kazaross: 18/15, 18/13.
We have a nice race lead here and need to consider whether to try to disengage with 18-13, 18-15 or to find some play on our own side of the board. Let's around for a 5 after covering the 10 point. Continuing 10-5 is too frontloading and seems inferior to the other 5's. 6-1x has the merit of unstacking and some be the most gammonish play. 18-13 dupes aces, but I think this play isn't as good as the running 18-13, 18-15. 13-8 after 13-10 is a nice building play also duping aces, but I think 6-1x has more going for it.
Looking at it all, and noting our nice race lead, I slightly prefer to run and dupe 3's with 18-13, 18-15 so that's my vote. I realize that it still will take another turn or two to really clean things up after this play, but White has little board made.

George Klitsas: 18/15, 18/13.
It seems thematic to move from the 18 point. The timing is such (Blue is well ahead in the race) that, if he does not make his move now, he will face in all probability great difficulties later. Between the two candidates, I prefer 18/15 18/13. Three's are duplicated and Blue's blot on the ten point is practically immune for that roll, since only 33 hit and cover White's slot.

Laila Leonhardt: 18/15, 18/13.
Clearing the 18 point has to be top priority for Blue.He is ahead in the race has a stronger position and a possible gammon threatand he wants to get off the 18 point before White starts building a betterboard.
Blue has to choose between 18/15-18/13 or 18/10So lets briefly look at what will guide him to making a decision on whatmove to make:
18/10While will hit with all 6's and 1's, 22, 33, 4-226 numbers and of these6-1, 6-3, 1-3, 11 33 22 hits and covers (9 numbers)
18/15 18/13Will be hit with all 3's and 2-1,5-3,6-3,6-219 numbers and of these3-1,33, 5-3 hits and covers (5 numbers)
Leaving 2 blots may seem like an extra risk, but Blue is in no danger ofgetting double hit and therefore should go with the move that would minimizethe chances of getting hit in the first place.

Snowie: 13/10, 6/1*.
The ten point is a valuable asset. Let's combine that with a loose hiton the ace point. This takes away half of White's roll, and gives himalmost no numbers which hit and make the five point. If we can keep Whiteoff balance for a bit, very good things might happen. More passive playsgive White a chance to consolidate his mess.

Marty Storer: 13/10, 13/8.
Very tough. I reject 18/10 right away; too many hit-coverscompared to 18/13 18/15. If I hadn't seen rollout resultsfrom Problem 8 of the October 2001 quiz, I would have picked13/5. That minimizes shots and keeps all assets, evenadding a builder, though with a conspicuous frontload;however, nothing's out of play. But what intially lookedobvious to me for 10/01 #8, 13/3, actually fared worsethan a more ambitious play. This problem is similarenough to that one to give me pause; actually, I reject13/5 as missing a good opportunity to improve. How toimprove? Making the 3 point, as in a problem last month,is attractive; but I don't like the 6 hit-covers, plus 62to hit two, plus 64 to hit and safety, plus some 5-duplicationof returns on other hitting numbers. So it's either 18/1518/13, trying to race when ahead, giving only 5 hit-coversand providing return shots in case White hits the 10-pointbuilder; or 13/8 13/10. I don't have a strong feeling eitherway, but I have another type of reference position for comparison:After starting with 66 and following with 62 or 63, it's oftenright to break the midpoint with 13/7 13/x, adding an outsidebuilder rather than slotting inside. The reason is that beinghit on the midpoint hurts less than being hit in the inner board,and the threat to improve the prime is still strong. Thatsituation seems similar to this position; leaving a blot on themidpoint hurts less, giving only 3 hit-covers while keeping thedefensive 18 point. 13/8 13/10 also adds building power,reinforcing the stripped 8 point and making the 10 point, whichis a good base for priming and attacking threats. Breaking the18 point to try to flee is reasonable, but it leaves 15 shots andsome consolidation worries when the blots are missed. Also,some return shots with 5's, bar/20*, are duplicated with 15/10*.Abandoning the 18 point early, trying to race when ahead, iscorrect less often than many people think.

Bob Stringer: 18/15, 18/13.
Ahead in the race and with a better board I see no reason to leavedirect shots or to isolate the anchor on White's bar point. Thatmakes the choice between 18/10 and 18/15, 18/13. Hope I countedright, but the former leaves 24 shots, which is too many even ifsome of those shots are pretty bad for White (6-4 or 4-1, forexample). The latter leaves only 15 shots, and while it also puts*two* men in jeopardy, if White misses it will be somewhat easierto consolidate the position, so that's my choice.

Casper van der Tak: 18/10.
Ahead in the race, so race. Making the 10-point is useful, and the bar is becoming a liability for Blue. By breaking the bar now that Blue has the better board and White has a blot in his board implements the racing plan at an opportune time. If Blue waits, White's position is likely to get stronger, making later hits more costly.

Kit Woolsey: 18/15, 18/13.
We are ahead in the race, and White's board is currently non-existent.This looks like a good time to break off the back anchor and try to bringall of our checkers home together. White doesn't have very many hit and covernumbers. Other approaches improve our offense, but not very much, and theback checkers will be a problem later on when White has a stronger board.

Chris Yep: 18/15, 18/13.
In some respects this is a pay now vs. pay later problem. Blue is ahead 27 pips after-roll. Because of Blue's substantial race lead, White has plenty of time to hold his key points while he waits for Blue to clear the 18 point. Instead of getting squeezed off his anchor at a later point in time (when White is likely to have a stronger board), it looks right to run now while White has a weak board. Other plays leave Blue with a stripped inflexible position.

Summary: When ahead in the race, race, says the panel. It sure looksto be the thematic play here.

   Play                 Votes   Score18/15, 18/13              6      10018/10                     2       7013/10, 13/8               2       7013/10, 6/1*               2       708/3, 6/3                  1       6013/5                      0       4010/2*                     0       40

Problem 2

151








173

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White



money game




Blue

Alan Alsop: 6/5, 6/3*.
Attack or defend, Make which 5 pt? The first thought as always is to make home pts. But this would leave Blues three back men a trifle vulnerable. White has made the 9 pt and with builders on the 8 and 6 pts. A tempo move would certainly help to keep White of balance. So a hit combined with making a valuable pt is the move.

Chuck Bower: 6/5, 6/3*.
With such a race deficit and White's lack of anchor and two blots, makingthe 20-point looks way too conservative to me. Blue would like to hit andmake the 5-point -- two good things. Of the two plays which do both, one candidate is more flexible but breaks a valuable point (8-point). The otherlooks awkward, leaving no spares on the 6-point, but maintains three homeside points. Bill Robertie has pointed out that the bots are consistent in their opinions that when flexibility and points are in competition, points win.

Ilia Guzei: 6/5, 6/3*.
What else is there? The five point is forever, so 6/5 is clear. Now the usual bold play principles apply - my board is stronger and I have more checkers back - attacking with 6/3* is indicated.

Oystein Johansen: 6/5, 6/3*.
When I pick up my dice, there should be two points in my board, and a Whitechequer on the bar! Anything else is out of my list of candidates. Thisleaves only 8/7* 8/5 and 6/5 6/3*. Even though 6/5 6/3* give White 14return shots while 8/7* 8/5 gives even more. If I play 6/5 6/3* I thinkWhite must clean up on her defensive side of the board. She must anchorwith a 7 combination and play 18/13 with a none dancing five. (Except 52).This again will make time to for me to anchor at the other side of theboard or attack the wretch. I think this play makes me the favorite to turnthe first cube. 6/5 6/3* it is!

Neil Kazaross: 6/5, 6/3*.
We're behind in the race and with more men back and want to do something toattack with this roll. I simply think that 24-20 is too passive since we get hit again with 2's and 5's safe up for White and 4's make the bar anchor. I'd play 24-20 at GS, but here I look for more than an inferior holding game (noting his 9 point allready made)
8-5 8-7x can work but I prefer 6-5 6-3 x even though it strips our mid point. Every responding six except 63 and 61 is now awful for White and we retain 3 forward points rather than 2.
We also can play 6-5 24-21, but I fear that leaves White too many attacking jokers.
Thus, I'll strike first with 6-5 6-3x.

George Klitsas: 8/7*, 8/5.
For starters, Blue must make his five point, I think. After that, all moves that activate one of the stranglers, look to me better than bringing one down (13/10) or adding a builder (6/5). Still, Blue's timing is suspect (in a possible holding game he will be around 20 pips behind, maybe the worst range for such a game type) and I think that he must play boldly (8/7* 8/5) in order to gain or lose ground by force. In the first case, Blue will equalize the race and, in the second, he might be able to play a well timed back game or holding game [8/7* 8/5 fights better with more "re-hit" ammunition than another alternative, 6/5 6/3*, which is almost as good and would be for sure best, if Blue had another spare on the six point].

Laila Leonhardt: 6/5, 6/3*.
Blue wants to keep White from having full rolls to start building board andprime. Blue has more checkers back than White, and shouldn't be afraid toget more send back if that would keep White from building his prime.When your opponent is threatening to make points that will make him a largefavorite then usually it is a good idea to keep him busy by taking half aroll away (hitting him)Also look for the awkwardness you can cause.If White rolls a 5 or a 6 next time, most of these numbers wont play verywell for him and some outright awkward.

Snowie: 6/5, 6/3*.
Hitting and voering is clear Anything else is too passive. I'm not going to give up my eight point andleave a million return shots by playing 8/7*, 8/5. Therefore, 6/5, 6/3*it is.

Marty Storer: 6/5, 6/3*.
Blue must hit to forestall White's threats to attack, anchor orescape. 24/20 is out of the question; it ensures a high-anchorholding game, but little else. It's a desperation maneuver whenBlue isn't desperate. That leaves 8/5 8/7* and 6/5 6/3* toconsider. Often in similar situations, Blue would choose tobreak the outside point to leave fewer returns, or fewer doublehits. Here, breaking the 8 point leaves 6 more returns on Blue'sside, and saves only slightly on the double-hit count, giving 44instead of 33 and 31 (White plays bar/22*/18 with 43). 6/5 6/3*keeps the very valuable 8 point, cuts returns substantially, andgives White 4 very awkward 6's to enter. I think this choice ispretty clear.

Bob Stringer: 6/5, 6/3*.
Offense before defense, especially since White has no board. Thatmeans I'm making my 5 point before I make his. 24/20, leaving theblot on my 5 uncovered, would be pretty sick, anyway. White hasthe makings of a decent offense if he can get it going, and so Ilike hitting to keep him off balance. I'm behind in the race, sobeing hit back isn't that serious. So, 6/5 to make the 5, and 6/3*to keep the position moving along. If White doesn't get a goodroll, I might even hit that checker on the bar point as well.

Casper van der Tak: 8/7*, 8/5.
Hits and makes the 5 point. Sure, White can hit back with most numbers, but Blue has the better board, more checkers back, and is behind in the race so Blue does not lose too much by being hit back. And hitting prevents White from using his builders.
The alternative is 24/21 6/5 I think - making the 5 point and going for an advanced anchor. But that leaves White complete freedom next roll.

Kit Woolsey: 8/7*, 8/5.
Making the offensive five point is a must, and hitting something looksright. My choice gives up the eight point and leaves some combinationshots from the bar, but if White hits one of these shots it is far fromfatal. I make sure that two checkers are back, and don't give White anydouble-hitting numbers which aren't doubles.

Chris Yep: 24/21, 6/5.
Blue has a shortage of checkers up front, so it's essential to put them where they belong. If Blue doesn't make his 5 point now, he may not make it for a long time. Covering with a 1 or 3 looks essential. Hitting loose on the 3 pt. (6/3*) breaks White's connectivity, but strips Blue's 6 point. 6/3* also typically serves another purpose -- attacking, but since Blue has a shortage of checkers for his offense, attacking loses some of its appeal. I think Blue does better playing more positionally here. I prefer 24/21 6/5, maximizing Blue's chances to make an advanced anchor next turn. Blue should not be worried about a hitting contest here; with a stronger board and more men back, Blue stands to gain should an exchange of hits occur.

Summary: The panel went for the attack in the inner board, even thoughthis meant stripping the six point and leaving the direct shot. This showsa lot of respect for the value of the eight point.

   Play                 Votes   Score6/5, 6/3*                 9      1008/7*, 8/5                 3       7024/21, 6/5                1       6024/20                     0       4024/23, 8/5                0       4013/10, 6/5                0       408/5, 6/5                  0       40

Problem 3

117








161

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White



money game




Blue

Alan Alsop: 24/16.
To weak for any forward game. A back game will crunch quite easily. Not much left. Doubled again Blue is in to the end. Blue has an advanced anchor and some degree of a board but struggling in timing. The only way I can see to save this situation is move out with a back man and with a bit of luck hit White and keep him hemmed in. Failing that Blue can play a 3 pt game.

Chuck Bower: 24/16.
Blue's timing for a backgame or even a priming game is very bad. Short of White rolling a couple sets of big doubles, I think it's going to stay that way. Getting out (22/16) and keeping the high anchor (24/22) make the most sense to me. Some may call this "playing not to lose", but gammons are a real part of the game and Blue maintains winning chances by keeping the 22-point anchor, preventing strangulation.

Ilia Guzei: 24/16.
Fleeing with one checker is important, so it's 22/16 with the 6. Then remaking the advanced anchor with 24/22 remains. Attacking with 6/4 duplicates White's 4's, but since White will be hitting with a four (and 31 or 22) anyway and my entering numbers can play awkwardly the hit is too risky.

Oystein Johansen: 24/16.
8/2 6/4* ? What kind of 1970s play is that? That move goes out of the listat once. I such positions I usually don't have arguments, just a gutfeeling. My gut feeling says 24/16. Playing a backgame when your opponenthas a prime is usually a bad idea, and I won't have enough timing for thisgame plan. Just run, and hope that something good happens.

Neil Kazaross: 24/16.
We don't have a very good position with 4 men behind a deep 5prime and shaky looking timing. While I have sympathy for hitting loose with the 2 and jumping out with the 6, that play will result in too many terrible disasters to me. Another valid idea is to continue playing as a backgame with some forward chances with 6-4x, 11-5. That would likely have been the expert choice in the pre bot era, but I fear that the timing still won't be right considering White's two men on the midpoint and the difficulties Blue will face in jumping out with the spare if hit. Blue isn't all that likely to go forward if not hit.
My preference is to simply minimize the damage and hop out 24-16. Either alternerative could be somewhat superior, but I'll play to be G'd less often from this bad position and still retain some chances to win.

George Klitsas: 22/16, 6/4*.
A very interesting problem. Blue can play chicken to save the gammon (24/22 11/5), practically abandoning any hope of going forwards [barring a miracle], but I am not sure that Blue can save significantly more gammons that way, compared to just taking the risk of going forwards (22/16 6/4*). Two other moves (11/5 8/6 and 11/5 6/4*) will need also a lot of luck to extricate the back checkers. A last candidate is the sophisticated 8/2 6/4*. This might time Blue's back game, but can also backfire ending to a nothing game. It seems that 6/4*, if it is the half part of the correct move, must be combined with 22/16 and that is my final word.

Laila Leonhardt: 8/2, 6/4*.
Time to commit.Blue is running out of timing and soon he will be forced to crunch his homeboard and even forced of the anchor.Blue should try to revitalize his backgame by getting more checkers sendback so he can keep his board and flexibility until White has to startbearing in and breaking up his prime.Running from either point in White's homeboard is very much like conceding agammon right there.

Snowie: 24/16.
The best way to play a back game is to not play one until you have nochoice. My timing is in serious jeopardy, and it is vital to jump outinto the outfield now with this fine roll. In addition, holding the lead anchoris a must. Perhaps I can win forntwards, or perhaps I will be hit and can thenfall back into a backgame. If I don't get out now, it will soon becrunch time.or per

Marty Storer: 22/16, 6/4*.
Another tough one. In positions like this I generally try toavoid plays that fully commit to a backgame. Isn't this abackgame? Maybe and maybe not. Anyway, I reject 8/2 6/4* astoo committal (checker to the 2 point) and not necessarily aguarantee of timing. How about 11/5 6/4*, which is lesscommittal? I still don't like the timing much. If Blue isgoing to hit, he should probably try to go forward rather thanbackward. 22/16 6/4* seems to me to be the best hitting move.Is the more weenie 24/16 better? I'm not sure; it's good. Ittries for timing and keeps the edge-anchor, but it feels toomuch like an attempt to lose like a gentleman. 22/16 6/4* seemslike the best try to win, gaining a lot on White's missing numbers,especially 26 and 15. If hit, Blue may return hit on the 22,recover the 22, or keep timing for an acepoint game. HopefullyI won't be forced to abdicate the Oscar Mayer Crown aftermaking this big play.

Bob Stringer: 24/16.
I suspect I'm out of my depth in this kind of a backgame, whichlooks pretty grim. My timing doesn't look good, which means thatpassively waiting for something to happen isn't the way to go. Thechoice seems to be either 24/16, getting a man from the ace pointout of White's board, or something with 6/4*, in the hopes ofmaking the 4 point and maybe trapping White's back man. I can seetalking myself into a very deep gloom over this one. TrappingWhite while his board crunches seems wildly optimistic, since hehas two checkers on his midpoint which can bide their time.Likewise, I think I'm kidding myself if I expect to escape two ofmy back men, maintain a decent looking board, and then win asterling 3 point holding game. Aargh. I try to remember Kit'sadmonition that the glass is half full, but here it looks likeit's half full of something disgusting. So . . . since hittingincreases my chance of losing a gammon, I refuse to do it. I'llplay 24/16, be glad he can't double me again, and hope he getssome really stupid rolls.

Casper van der Tak: 24/16.
This position is unplayable as a backgame, Blue is not close to having the timing he needs, and efforts at recifying the timing by having additional checkers sent back (11/5 6/4* and 8/2 6/4*) will backfire, because of White's solid prime (Blue will enter quickly, and will only gain timing if he can spring the back checker before White slots and (maybe) covers the back of the prime, which does not happen often. In all other variations, Blue loses timing by being hit. At DMP, these approaches might be better, but not here.
24/16 aims to actify a back checker, increases outfield presence and reduces the number of gammon losses. If hit, Blue may remake his anchor. The best alternative seems 24/22 11/5.

Kit Woolsey: 11/5, 6/4*.
My timing for the back game isn't so great, but I'm not willing to giveup on the back game yet. Neither am I willing to let White escape withoutmaking a fight out of it. 11/5, 6/4* works on both of my objectives. IfWhite flunks I can make the four point and will have a chance to gofoward. If White hits back, this may help my timing if I am able to springthe fifth back checker.

Chris Yep: 24/16.
Blue doesn't have the timing for a 1-3 backgame. Thus his two main choices are attacking or shifting to a 22 pt. holding game. Attacking while White has a 5-prime doesn't look right, since Blue currently only has a 3-pt. board. I like 24/16. If Blue is hit he'll simply re-enter and not be much worse off than his current position. If not hit, Blue increases his outfield coverage and improves his timing, since he won't have to move any of his front checkers this turn.

Summary: In the pre-bot era, I'll bet that 24/16 would not have beena popular choice among the experts. They would not have given up on theback game so easily. Today the emphasis is away from back games -- toomany gammons. However, I wonder if the old-timers just might be righton this one.

   Play                 Votes   Score24/16                     9      10022/16, 6/4*               2       7011/5, 6/4*                1       608/2, 6/4*                 1       6024/22, 11/5               0       4011/5, 8/6                 0       40

Problem 4

57








117

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White



money game




Blue

Alan Alsop: 20/17, 18/17.
Ouch, Blue is in a bit of trouble. Doubled and looking a gammon in the face, trouble looms. Mind you there is not a great deal one can do. As Blue can92t hit it only leaves tidying up to best effect. This really only leaves the above move, duplicating 5's and leaving 3's

Chuck Bower: 13/9.
Blue has decent chances at winning this game, so taking a defensivestance (for example, 20/17, 18/17) seems too pessimistic. Blueshould just maximize hits next turn. The two factors that gointo that are avoiding being hit, and positioning checkers tomaximize shots when missed, and 13/9 accomplishes both. White getsonly 1's, 5-5, 6-4, 2-2, 3-3 that hit without leaving direct returnshots, and Blue's three back checkers make it hard for White toget home safely this turn, and maybe even next turn.

Ilia Guzei: 20/17, 18/17.
Four blots scattered around is too much - getting gammoned is avoidable, so I would anchor up first. And if missed I will likely get a direct shot.

Oystein Johansen: 20/17, 18/17.
Whoops, I can't hit. I don't think this is the right time to play big. Ijust make the 17 point and save a lot of gammons. The only alternative movemust be 13/9, since this leave fewer direct shots, but I'm still praying Iwon't be hit. 20/17 18/17 must be better!

Neil Kazaross: 20/17, 18/17.
Two plays come to mind here and stay there. 13-9 or 17(2). I think 13-9wins a bit more often than 17(2) but fear that 17(2) loses more than twice as many gammons as games it costs. Once in a while a random point in the outfield in this position type can block something effectively on a later roll.
Slight preference for 17(2) for me.

George Klitsas: 13/9.
A problem that needs exact calculations, difficult and cumbersome for a human (a count of the possible two-ply shots is not enough, one must take into account a rough estimation of the probability of a gammon in each case). I think that playing as safe as possible (20/17 18/17) is not the best move, tho most players in a chouette, would first make that play and then, perhaps, realize that Blue can still lose a fair number of gammons. By instinct, I prefer 13/9 over 20/16, which is second-best (imo) and slightly better than the third-best 20/17 4/3, due to the duplication of one of White's best rolls, namely 53.

Laila Leonhardt: 13/9.
At first glance it may seem 'big' to leave 1's 3's and 5's to hit,But when you are faced with a decision look at what your opponent reallywants to do and what he would want to avoid.White would prefer hitting on the outside and would like to avoid hitting inhis home board and thereby giving you are direct hit.With 13/9 you leave the minimum outside hitting numbers and create moredirect hit scenarios for your next roll.

Snowie: 20/17, 18/17.
Blot minimizaion and outfield coverage. White has no safe landingplace for his outfield checker if he can't hit. If I move the checkeron my midpoint, this gives White some safe places to stop.

Marty Storer: 20/17, 18/17.
The shot count after this and the alternative 13/9 lookspretty close at first glance; in my head I get a differenceof some 3+% in favor of 13/9. That's close enough to makeme want to minimize blots to try to save some gammons. Iwon't set pen to paper or strain my brain any more. Countingshots over 2 ply is fine if there aren't too many alternativesfor each play; imagine opponent's reaction if you try to setand reset the checkers for each one. Here, I hit loose andleft a second blot if doing so minimized shots; Blue's cubepossession means White is in a lot of trouble after havingone blot hit, almost as much as after being hit twice. I'llleave it to others to try to work things out more exactly.

Bob Stringer: 20/17, 18/17.
I tried to spend a little bit of time over this, just to give theposition its due, but it looks like a no-brainer to me. White getsa direct shot regardless of anything I do, and if he hits it whileI have blots laying around it's gammon time. Even if he doesn'thit in the outfield right away, he'll hit loose in his board if hecan. That means I have to pick up two blots by making the 17point. No choice as I see it.

Casper van der Tak: 20/17, 18/17.
Errr... Do I have to answer this? At my first go at the problem set I skipped this, since I had no clue what to do. But I suppose I have to say something...
Blue is in big danger of losing a gammon, even if Blue does not get hit he is often gammoned in a straight race. Hence Blue needs to be realistic in this position - losing a single game is a good result from here.
Being hit is a disaster, reducing winning chances and upping the gammon losses. Open plays like 20/16 and 20/17 13/12 or 20/17 4/3 can be discarded - in too many cases White hits and continues to scoop up blots for the gammon or backgammon if we are really unlucky. Getting hit reduces Blue's hitting chances tremendously.
Remain two choices: 13/9 and 20/17 18/17. 13/9 may seem to provide Blue more hitting chances, but is that really true? After 13/9, White can play some of the missing numbers in the no-mans land behind Blue's checker on the 9 (eg 43 17/14 6/2 32 17/15 6/3), reducing the number of Blue's hits. After 20/17 18/17, White does not have this opportunity. So on misses like 21 and 31, Blue will get more shots. And from a joker-control perspective, making the 17 reduces the downside of the disaster scenarios.
20/17, 18/17 it is!

Kit Woolsey: 13/9.
Minimizes outfield shots, duplicates aces, and keep spread out to catchWhite as he comes around. Making the 17 point cleans up a couple ofblots, but I think I need to be optimistic and go all out for a shot.

Chris Yep: 20/17, 18/17.
No matter what Blue plays he has to leave a direct shot. It looks like Blue is about even money to get gammoned so safetying blots could be crucial. I like 20/17 18/17, cutting down Blue's blots from 4 to 2, while still providing decent outfield coverage.

Summary: Is it right to minimize the blots, even if there are more direct shots inthe outfield and you lose some of the double-coverage? The panel says yes.I guess I can be convinced this is right.

   Play                 Votes   Score20/17, 18/17              9      10013/9                      4       8020/16                     0       4020/17, 13/12              0       4020/17, 4/3                0       40

Problem 5

152








153

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White



money game




Blue

Alan Alsop: 13/8.
Moving up from the back and coming under the gun is asking for trouble with White eagerly waiting to pounce. Bringing down two men is a great opportunity to make more home pts. Blue unfortunately has split which is natural at this stage, but it could incur White hitting and with two men in the outer board it could leave Blue in a bad position. A steady move is called for.

Chuck Bower: 23/18.
With no anchor, I believe Blue needs to step carefully here. Bringingeven one loose builder down from the midpoint (let alone two) looksrisky as White will definitely go into attack mode if given the chance.For me the two finalists are 23/18 and 13/8. The former tries for anadvanced anchor with moderate risk, and in addition pressures White'sblot on his 9-point. 13/8 moves a good builder to a slightly betterlocation but otherwise does nothing to improve things. I think therelative positions render taking some risk worthwhile, so my play is23/18.

Ilia Guzei: 13/8.
White has many checkers trained on his 5 and bar points so I am not sticking my head out. Let's wait one turn and see what good things will happen for me then. This turn - no extra blots with 13/11, no action plays.

Oystein Johansen: 13/11, 13/10.
I don't like coming under the gun, so I leave the back chequers as theyare. Should I play the supersafe 13/8 or try to do something constructivelike 13/11 13/10. I think it's still early in the game so I simply play13/11 13/10, and try do something constructive my next move. If I'm hit itwon't be too bad.

Neil Kazaross: 23/20, 13/11.
I have a slight preference for 23-20 13-11 here over 23-18 and 13-8. Idon't really care for 11& 10 stripping the midpoint. 13-8 seems just a bit too passive for my tastes. Very slightly I prefer the slightly bigger play to his 5 point along with the builder on our 11 to 23-18. Note that once your opponent has a point closed in his board you lose some normal return shots after the split to his bar. This, combined with the fact that his 8 point isn't stripped cause me to go for 23-20 13-11

George Klitsas: 23/20, 13/11.
If Blue is going to play "under the gun", he must slot a point that he wants to make (the 20 or the 18 and not the 22 point). Between the 20 and the 18 points, it seems preferable to slot the 20 point, since, if White does not make the point on Blue's head and chooses to hit loose, Blue hill have much more return shots from the bar. Other moves, like slotting the five point (13/11 8/5) or bringing two down , even when succeed in making new points, will lead to a prime vs prime type of game, in which Blue has the disadvantage for timing reasons. In fact, in these two cases, Blue will hardly be able to use those builders or the slot, because White plays first and will attack them directly or indirectly by attacking on the other side. I left last the unproductive 13/8, which might not be the worst move, but for sure not my selection, which is 23/20 13/11.

Laila Leonhardt: 13/11, 13/10.
It's early in the game. With the back checker split and White threatening tospend his roll improving his prime, it's a good time to make sure thatyou'll get a chance to do something constructive in return. By brining 2checkers down you are in a position to counter prime if White makes a pointand the split back checkers gives extra flexibility if Blue should get hit.

Snowie: 13/8.
My back checkers are fine where they are now. There is no need to split themagain. Simply bringing in more reinforcements for the eight point in orderto prepare for my evenutal attack looks just right.

Marty Storer: 23/20, 13/11.
Ugly. The race is about even, and Blue has found what lookslike the worst roll. White has threats; what can Blue do toforestall them? He can aggressively advance a back checker,or fearfully play the weenie-safe 13/8, hoping for betterthings next time. Though such weenie plays are often thebest of a bad lot, here it seems too hard to find enoughnext time, after White has probably made some good pointand Blue has depleted his midpoint. 13/10 13/11 is a ding-dangdangerous two-front midpoint-stripping catch-up play that feelslike a slot-and-split, so that's out. Between 23/20 13/11 and23/18, I'd rather try for the 20 point and duplicate the betterset of hitting/pointing numbers. The builder on the 11 is a smallplus in favor of advancing to the 20.

Bob Stringer: 23/18.
Although White hasn't split yet, he's in the better position toattack. That means neither slotting nor coming up to the 20 pointis in the cards, and I should also be a little cautious aboutleaving two indirect shots in the outfield with 13/11, 13/10.24/22, 13/10 is just too strange-looking; it's not as risky as23/20, but it doesn't have the same up-side either. 13/8 is toopassive. So 23/18 looks like it's the play. White would rather makehis 5 point, but he can't ignore a checker on the bar point. Sure,the odds are that my blot will be hit, but the great odds are thatWhite won't point on it, and so I may get a return shot.

Casper van der Tak: 13/11, 13/10.
Blue is ahead in the race, and White has the better points and better priming potential. Blue is not keen on entering a priming contest, but what is the alternative to steer the game in another direction? I suppose cases could be made for further activating the back checkers, but White has three builders poised to hit and point on Blue. Since Blue's back checkers are already split, there is no great urgency to resplit them, and Blue can concentrate on building his position.

Kit Woolsey: 23/18.
A standard distraction play. White is threatening to make a valuable innerboard point. By stepping out to his bar point I force him to deal withthis checker, which prevents him from making best use of a roll whichwould otherwise make the five or three pont. Getting hit doesn't hurtme that much, and I might roll a good number from the bar. If I am missed,I will probably be able to make the anchor or escape the checker.

Chris Yep: 24/22, 13/10.
Making the 4 or 5 point will significantly improve Blue's offense. At the same time Blue's back men are starting to feel some pressure. I like 24/22 13/10 which attempts to work on both sides of the board (23/20 13/11 is also possible, but is more risky since it slots the point White wants to make next).

Summary: Quite a diversity of opinion on what would appear to bea relatively simple and common type of problem. There are so manydifferent themes possible, and it is far from clear where the prioritiesare. A fascinating problem for an early game position.

   Play                 Votes   Score13/11, 13/10              3      10013/8                      3       9023/18                     3       9023/20, 13/11              3       9024/22, 13/10              1       7013/11, 8/5                0       40

Problem 6

147








157

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White



money game




Blue

Alan Alsop: 13/7, 10/7.
There are a few outstanding possibilities to improve Blues lot. It still is a preliminary position. Both sides are jockeying for position. White has no great threats, Blue can hit, run or make a pt. Hitting is not constructive it wastes men and gives White the opportunity to take advantage. The bar pt looks good to me over the other plays at present.

Chuck Bower: 21/15, 13/10.
As was the case in problem 1, White's inner board blot gives Blue license to play boldly. Unfortunately the bold plays (hitting) aren't all that constructive. They don't gain much in the race, and if White return hits, Blue will be an underdog to hit White's homeboard blot. Blue hasn't made a single new point this game and this roll gives him such a chance. IMO Blue should use this roll to add structure. Last month,(problem 6) when given the choice between making the barpoint or an alternate outfield point (the 11-point then), the barpoint won out. Here,however, I think the 10-point gets the edge. With a close race (Blueis actually slightly behind), blocking opp's advanced anchor is moreimportant than simply setting up to bear in safely. Furthermore White hasn't even made that advanced anchor yet, and builders on the10-point are more efficient than on the 7-point. Finally, Whiteisn't under much pressure to run the back checker, so blocking itwith the 7-point is less important than last month. 13/10 is my three.
I tend to avoid communication (6 or fewer pips of separation)with two loose back checkers since that usually provides opp a lot ofconvenient double hits. However, here White's double hits leave TWOhomeboard blots. I started the analysis of this problem pointing outWhite's achilles heel on his acepoint and I end my report with thatas well. Blue need not be concerned with the double hit, so keep thoseback checkers connected: 21/15.

Ilia Guzei: 13/7, 10/7.
Solid and well balanced. It will likely result in a mutual holding game with timing on my side. Alternatively, 10/4*/1* is a good aggressive play. Putting two one the bar will give me time to anchor or make an inner board point if not hit back. If I am hit I may hit him right back. He's got a budding prime while I can't anchor, so I will keep him off balance. The double hit may be a bit difficult to follow up and that's why I prefer making the bar.

Oystein Johansen: 10/4*, 4/1*.
Is this a problem? 10/4*/1*. Then I'll anchor or run home while my opponentis busy on the bar. The only alternative candidate I can see must be 13/710/7. This slows the things down a bit and White can do some good thingslike anchoring or start an attack on my 21 and 20 point. After a doublehit, there will soon be a cubeturn and I think I will have a much morepowerful cube if the next rolls go my way, than the cube my opponent servesme if things goes her way.

Neil Kazaross: 10/4*, 4/1*.
At first glance, what could be simpler ? Just make our 10 point and hop out21-15 duping 3's and keeping linkage. But, this does leave quite a few nice rolls for White. Somehow, linkage of 5's with blots from the 5 to 10 point doesn't work out as well as one would suspect. (Normally preferable to have linked 6's early on) Is 20-14 the better 6 after covering ? I'm not sure, it prevents some attack rolls with 1's but doesn't dupe the anchoring 3.
I took a good look at both positions after covering and switched my play to a completely different option and now vote for 10-4x-1x as best here. This throws two enemy checkers on the bar and gains 5 pips in the race, while protecting our advanced slots in White's board. As a bonus, and the factor which caused me to slightly prefer the double hit, White has a blot on his ace point which can be tagged in subsequent complications. (Note that I don't care for making our bar point with this 6-3, since I feel the 3 close alternatives are better)

George Klitsas: 13/7, 10/7.
For sure all moves have merit here and I would not be surprised if any of them could be proven to be best. It's more or less a matter of style and the move I would make on the table is the positional one ,13/7 10/7.

Laila Leonhardt: 21/15, 13/10.
This is a 'visual pleasing' position.It may look like making a point in the prime (7point) would be a strongerplay and it usually would be.But backgammon is essentially about 2 things,Control and how to make your opponent loose it.The pleasing duplication of 3's and the flexibility of your position shouldgive you that nice warm fuzzy feeling of control (yes, pulling your leghere)

Snowie: 13/7, 10/7.
Why not make the best point available? My back checkers aren't in muchdanger. Other approaches seem weaker to me.

Marty Storer: 21/15, 13/10.
This play puts pressure on White's advanced back checker,duplicates 3's to anchor and hit, controls outfield territorywithout dyscommunicating between 14 and 8, gets one backchecker out of some multiple-builder danger, and keepsthe back checkers in communication. No other move doesmore. A common motif is to play 20/14 to minimize opponent'sdouble hits; here, Blue need not fear those because of theblot in White's board.

Bob Stringer: 13/7, 10/7.
I don't like having both back men sitting under White's guns likethis, but he does have that blot on the 24 point, which means that ifhe does do something I should get a return shot. Accordingly, thisturn is devoted to offense. As usual, I see no reason for thedouble hit when I don't have any board and there's a decent pointto be made. The bar point is better than the 10, and I don't seeany reason not to make it.

Casper van der Tak: 13/7, 10/7.
First my choice was 13/10 20/14. This makes a somewhat useful point, and then 20/14 is kind of thematic to avoid double hits, which is often a more important consideration than keeping the checkers connected. But wait! White has a home-point board, so Blue does not need to fear double-hits so much. 13/10 21/15 has the advantage of leaving the back checkers connected, with limited (if any) drawbacks, so it must be a better play than 13/10 20/14. The duplications of 3s is also a consideration.
A different approach is making the bar. In the end I chose that approach, since White has a checker on the 24 which would become bocked. Moreover, Blue is a very slight bit behind in the race, so playing for contact seems somewhat indicated.

Kit Woolsey: 21/15, 13/10.
Assets are assets. White isn't threatening much, so there doesn't seemto be any urgency to hit loose. Coming out to the 15 point looks bestwith the six, since that duplicates White's threes.

Chris Yep: 13/7, 10/7.
13/7 10/7 creates a solid blocking point, while still leaving at least one spare on each of the key points (6, 8, and 13). 10/4*/1* is also strong, but looks too committal. The other moves are also fine, but in my opinion it's too hard to pass up the bar point here.

Summary: Is making the bar point and leaving those two checkersback there to get battered on really so obvious? The ten point lookslike a fine asset to me. Great control of the outer board, and sixaway from White's lead checker. I'm not at all convinced about this one.

   Play                 Votes   Score13/7, 10/7                7      10021/15, 13/10              4       8010/4*, 4/1*               2       7013/4*                     0       4020/14, 13/10              0       40

Problem 7

168








169

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White



money game




Blue

Alan Alsop: 21/13.
If Blue could pt on Whites head then I would go for the bar pt. As he can't, hitting would strip his position badly. Moving up from the back =is a risky position with White having extra builders on the 6 pt and 13 =pt. Making the 4 pt leaves two blots. The stronger plays unfortunately =are the weaker positional plays. I'll go for the boring but safe play. =

Chuck Bower: 21/13.
Problems 5 and 7 have a common theme: the race is close and Blue hasthe choice between loose and tight. As with problem 5, I don't likethe wide open plays. Here White has both a better board and an anchor. Hitting gives up the valuable midpoint and provides White with lots of returns. Moving off the 24-point leaves Blue with no anchor to go with his weaker homeboard -- not in the safe-vs-bold book. Meanwhile 21/13leaves zero blots, keeps the anchor, and adds a spare to a pointthat desperately needs one. Blue keeps a slight race lead in theprocess. We are so conditioned to strive for constructive gains inthe early game that quiet plays like 21/13 here are often overlooked.

Ilia Guzei: 21/13.
The race is even and my board is weaker, so I am not scattering any blots around. Making the 4 point also leaves a direct shot. Attacking with 13/7, 13/11 concedes the mid point early in the game - not called for yet. After 21/13 my position is solid and it's White who has to perform, otherwise I am well positioned to attack or make inner board points.

Oystein Johansen: 21/13.
Hitting 13/11 13/7* must be bad. I just don't want to start a blot hittingcontest when I have a weaker board. I would like an advanced anchor, but Ican't, and I don't like being attacked. My opponent will love to attack methe next roll since she has a stronger board and I don't have anything atall. Just to avoid being attacked the next roll, I think I must play 21/13.It's a bit static and inflexible, but I can't see anything else. Making thefour point also gives White to many chances.

Neil Kazaross: 21/13.
Hitting on our bar seems out of the question here when it breaks themidpoint and we are outboarded with no advanced anchor. White has decent 2's from the bar to counter attack inside if he misses the blot on the bar. Thus we look for something that doesn't risk splitting our armies so severely if it backfires.
We can make our 4 point , but that leaves many good options for White. It seems best to just leave our frontal position alone and look for something better with our back checkers. The linking 24-16 seems a bit better than 24-22, 21-15, but both these plays give White nice attacking shots along with his anchoring 6's and decent 5's. Can we do better, since these often overrated linking plays leave jokers ?
Noting that we have no spare on our midpoint, which is preventing us from hitting on our bar here, I think we can do better by simply running 21-13. This simply accepts our disadvantage with out leaving White some crushers. Note that White has only 8 forward checkers and still has 3 back checkers. I'll balance my position with 21-13 and hope for better rolls to follow. This is a slight preference for me over 24-16.

George Klitsas: 10/4, 6/4.
Here I don't like the wide open play 24/16, despite the duplication of 4's or the similar 24/22 21/15, which duplicates 3's instead. I don't like 21/13, either, because it isolates the back checkers. For another reason, I don't vote for 13/11 13/7*, as well (dividing Blue's army in two). Remains the constructive 10/4 6/4, which is my choice. This play leaves a shot, but White will lose a potential link for his back checkers, if he is able to hit only from Blue's bar point.

Laila Leonhardt: 24/16.
Out and About.Again an early game position, with even race and lots of possibilities andno cube turned.Get out and grab that flexibility. Sitting around lurking in the corner willonly get you in troublesome positions that you are going to find yourselfpassing a cube and setting up for next game.There will be time enough to play it safe once you have a position toprotect.

Snowie: 21/13.
Hitting is too rich. It would be okay if it just involved the bloton the bar point, but giving up the midpoint which is my outpost in theoutfield is too much of a concession. It is better to reinforce thisoutpost. My play has the disadvantage of stranding my back men, butcurrently they aren't in too much danger. Nothing else has much appeal.

Marty Storer: 21/13.
The classic safe-vs-bold factors favor a safe play overall.This weenie play gets Blue down to two checkers back againstthree, and maintains pressure against White's back checkersat small risk. White doesn't yet have enough of a forwardthreat to warrant 24/16 or 21/15 24/22. Making the 4 pointis all right, but I don't like White's double threat to hitand anchor. The anchor would nullify much of the goodeffect of making the 4 point.

Bob Stringer: 21/13.
I don't like 10/4, 6/4 because it needlessly leaves a shot. Also,making the 4 point isn't *that* big of an improvement, since inaddition to leaving a blot I have to give up a different point.24/16 looks too vulnerable -- with blots on both the 21 and 16points, when White has the better board. 24/22, 21/15 begs to beattacked. 13/11, 13/7* gives up the midpoint too early. Thatleaves 21/13, which is just fine. It gets a man to safety, andgives me something to play with on the midpoint.

Casper van der Tak: 24/16.
Blue is slightly ahead in the race, so let's try to activate those back checkers, and let them work together. 21/13 is the wrong idea - isolates the back checkers. 13/11 13/7* gives up the midpoint, isolate the back checkers, and risks a blot hitting contest while White's board is better and at White side of the board - risks losing ground in the race.
10/4 6/4 gives up an useful point to make another (a more useful one, that is true). The net gain is marginal, and in this position the play leaves all 3s, 21 and 54 to hit, which is too much.
Two plays seem logical 24/16 and 24/22 21/15. I prefer the first, since it leaves less shots that hit the Blue blot in the outfield, and since splitting to the 21 is better than splitting to the 22. 24/16 leaves more double-hits, but also more return hit variations. On balance, I like 24/16 best.

Kit Woolsey: 21/13.
Giving up my midpoint and leaving a lot of return shots seems to be too muchof a concession. My problem is outfield control, and my play gives me athird checker on the midpoint to play with. My back checkers aren't intoo much danger of being hemmed in. Making the four point looks nice, butthis gives up the ten point and leaves a lot of hitting numbers.

Chris Yep: 21/13.
10/4 6/4 makes the 4 point but gives White good 2s, 3s, and 4s. 13/11 13/7* fights for the bar point, but breaks the midpoint, while trying to slug it out with an inferior board. 24/22 21/15 and 24/16 are possible; I do believe that the outfield is the key area of the board in this position. However I prefer 21/13. Although it strands the back men it puts a valuable spare on the midpoint, which is likely to come in handy in the near future.

Summary: The panel was quite clear about choosing the simple runningplay. That spare on the midpoint can come in quite handy.

   Play                 Votes   Score21/13                    10      10024/16                     2       7010/4, 6/4                 1       6024/22, 21/15              0       4013/11, 13/7*              0       40

Problem 8

165








130

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White



money game




Blue

Alan Alsop: 24/21(2), 4/1(2)*.
Move up to the 21 pt is definitely the first part of the move. What =about the second part? Carrying on is possible, still leaving two =blots. Moving from the 8 pt is pointless. Blocking the bar pt would =definitely be on especially if White was holding the one pt. It is still =a good move perhaps not as strong. White has good distribution and in =with excellent chances to take control of the game. Therefore I think it =would be wise to hit White keeping him off balance.

Chuck Bower: 24/21(2), 4/1(2)*.
Shifting points in the homeboard is a lot more common today due to botinfluence. Although more common in blitz mode, occasionally it can be donewith opponent owning an anchor, and I think it is right here. Three things point towards this move: 1) Blue has a vulnerable blot on the 15-point which needs protection, so diverting White's attention helpsaccomplish that. 2) White has a vulnerable blot on his 8-point. Again,forcing White to come in from the bar makes it harder to safety that blot.3) Blue is well positioned on the homeside to remake the 4-pointin the near future.

Ilia Guzei: 24/21(2), 4/1(2)*.
Making an advanced anchor with 24/21(2) is good in all variations as the game has a ways to go. If things go badly, the anchor is there to fall back onto. If things go well, it will be easier to bring the back checkers around from that point. What to do with the other two 3's? 10/7(2) makes a 4-prime and blocks White's checker on the 24 point, but it's too passive as I do have two blots. Shifting 4/1(2)* has a lot going for it - White is on the bar against a 4 point board and if he dances I will be shooting at his blot on the 15 point. I also have four checkers trained on my 4 point that I could remake with numbers that do not hit.

Oystein Johansen: 24/21(2), 4/1(2)*.
In such situations it is very often right to switch points. 24/21(2)4/1*(2) keeps a chequer in the air. The argument against this play must bethat Blue has lots of chequers to bring home before everything is gin. Butstill after this play there's eight rolls that remakes the four point inthe next roll alone, assuming nothing goes wrong -- like the blot on 8 gethit. I don't it's right to lift the blot with 24/21 8/5 4/1*(2). It's justlooks wrong. 24/21(2) 4/1*(2) must be the right move!

Neil Kazaross: 24/21(2), 4/1(2)*.
This is the only one of this problem set that is very clear to me. I don'tlike any cute looking plays making our 15 point and leaving us stripped while White has many nice rolls. This isn't a beauty or purity contest so I think it's really clear to shift 4-1x(2) and anchor up with 24-21(2) . A nice bonus is that White has another blot in range and may end up semi-blitzed if he dances. This play is clear in my mind as strong and necessary to hopefully prevent White from improving and using his potential. We have the better board, we don't have real priming chances with two men already behind his 3 anchor and we are miles ahead in the race. The switching attack play is very clear.

George Klitsas: 24/21(2), 4/1(2)*.
The five listed candidates, after some thought, are reduced to two for me, namely the bold 24/21(2) 4/1*(2) and the positional and much more quiet 24/21(2) 10/7(2). The first should win more gammons but could often backfire. The latter gives too much freedom to White, I think, and good diversification for his numbers (5's and 3's hit, 4's make the crucial 16 point). Ugly as it might seem, I will go for 24/21(2) 4/1*(2).

Laila Leonhardt: 24/21(2), 10/7(2).
Making the 7th point looks to me as a must here,It creates the absolutely strongest prime you can wish for in the currentgame and puts pressure on White to get a deuce to get his back checker inplay, else it will sit there for Blue to hit on when he finds himselfcornered and needs are diversion to escape from White's out board control.Moving up in the homeboard will ensure Blue a bigger contact surface withWhite, which he with a much stronger board will always welcome, but alsoforces White to extra caution

Snowie: 24/21(2), 4/1(2)*.
I have a four-point board. White has a tasty blot in the outfield. Attack!The potential gain if White flunks is huge. The shift off of the fourpoint isn't so bad, since I remain with the made ten point gazing downon the now empty four point.

Marty Storer: 24/21(2), 4/1(2)*.
White has good structure; left alone he may improve it.With White owning the cube, Blue must play to the end, andthis looks like the time to strike. Switching to the 1may be ugly, but if White fans or enters with a bad number,Blue has a great chance to power home to a gammon. IfBlue switches points, he may as well make the valuable21 while attacking White's second blot. Plays that hitloose seem too risky..

Bob Stringer: 24/21(2), 4/1(2)*.
I don't like the three plays that don't involve shifting andhitting with 4/1(2).* Two of them leave two blots in the outfield,and the third stacks 'em up on the 5 point -- too ugly. Leavingtwo blots on a hitting play isn't as risky, since White has to usehalf his roll to enter. 24/21, 8/5, 4/1(2)* uglifies that 5 pointagain and leaves open the possibility of an accident. 24/21(2),4/1(2)*, on the other hand, makes things nice and safe in White'sboard and maximizes my chance of re-making the 5 point, so that'show I play it.

Casper van der Tak: 24/21(2), 4/1(2)*.
Puts White on the bar against a four-point board, aims at a second blot, advances the anchor and prepares to escape, protects the blot on the 15 point by putting White on the bar, and keeps builders in position to remake the 4-point - what more do we want? Time to bulldozer this position home.

Kit Woolsey: 24/21(2), 10/7(2).
I can't see any of the shifting plays. The short term gain of puttingWhite on the bar will be compensated for by the long term loss of thefour pont. My solid play puts my checkers in good places for upcomingrolls. White's threes are duplicated, and he will have to think twicebefore breaking his anchor to hit on my eight point.

Chris Yep: 24/21(2), 4/1(2)*.
White has the better timing, thus it is essential to get the back men moving (all the candidate moves include moving at least one back man). Blue's gammon chances will increase significantly if he can send a 4th checker back (he'll also win more games). I strongly prefer 24/21(2) 4/1(2)*. This moves advances Blue's anchor and connects all his checkers. At the same time it attacks White's blot (44% of the time White will stay on the bar). Note further that Blue's numbers are diversified next turn. 1s, 4s, and 6s bear on the open 4 point, while 5s hit in the outfield (if White is still on the bar). 2s can be used to make the 8 point or move the outfield checker.

Summary: The panel was near unanimous in favor of the shifting play.Does the short term benefit of putting White on the bar against the four-pointboard compensate for the long term weakness of the hole on the four point.I guess that I can be convinced that it does, particularly since White isthreatening to make his nine point. However, making the bar point looksso much prettier.

   Play                 Votes   Score24/21(2), 4/1(2)*        11      10024/21(2), 10/7(2)         2       7024/15, 8/5                0       4024/18(2)                  0       4024/21, 8/5, 4/1(2)*       0       40




Vote Summary

                    1                     2                      3                    4                    5                      6                 7                     8Alan Alsop         8/3, 6/3            6/5, 6/3*              24/16                20/17, 18/17         13/8                   13/7, 10/7        21/13                 24/21(2), 4/1(2)*Chuck Bower        18/10               6/5, 6/3*              24/16                13/9                 23/18                  21/15, 13/10      21/13                 24/21(2), 4/1(2)*Ilia Guzei         13/10, 6/1*         6/5, 6/3*              24/16                20/17, 18/17         13/8                   13/7, 10/7        21/13                 24/21(2), 4/1(2)*Oystein Johansen   13/10, 13/8         6/5, 6/3*              24/16                20/17, 18/17         13/11, 13/10           10/4*, 4/1*       21/13                 24/21(2), 4/1(2)*Neil Kazaross      18/15, 18/13        6/5, 6/3*              24/16                20/17, 18/17         23/20, 13/11           10/4*, 4/1*       21/13                 24/21(2), 4/1(2)*George Klitsas     18/15, 18/13        8/7*, 8/5              22/16, 6/4*          13/9                 23/20, 13/11           13/7, 10/7        10/4, 6/4             24/21(2), 4/1(2)*Laila Leonhardt    18/15, 18/13        6/5, 6/3*              8/2, 6/4*            13/9                 13/11, 13/10           21/15, 13/10      24/16                 24/21(2), 10/7(2)Snowie             13/10, 6/1*         6/5, 6/3*              24/16                20/17, 18/17         13/8                   13/7, 10/7        21/13                 24/21(2), 4/1(2)*Marty Storer       13/10, 13/8         6/5, 6/3*              22/16, 6/4*          20/17, 18/17         23/20, 13/11           21/15, 13/10      21/13                 24/21(2), 4/1(2)*Bob Stringer       18/15, 18/13        6/5, 6/3*              24/16                20/17, 18/17         23/18                  13/7, 10/7        21/13                 24/21(2), 4/1(2)*Casper van der Tak 18/10               8/7*, 8/5              24/16                20/17, 18/17         13/11, 13/10           13/7, 10/7        24/16                 24/21(2), 4/1(2)*Kit Woolsey        18/15, 18/13        8/7*, 8/5              11/5, 6/4*           13/9                 23/18                  21/15, 13/10      21/13                 24/21(2), 10/7(2)Chris Yep          18/15, 18/13        24/21, 6/5             24/16                20/17, 18/17         24/22, 13/10           13/7, 10/7        21/13                 24/21(2), 4/1(2)*

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