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Problem 1
| 167 164 | White money game Blue |
Alan Alsop: 24/21, 20/15.
This is a move for the back men. Neither side is in a great position. Playing the above move covers Whites movement and duplicates his good numbers.
Chuck Bower: 10/5, 8/5.
When no candidate is appealing, grab the diamond.
George Klitsas: 10/5, 8/5.
Bringing two down looks nice, but has the long term disadvantage of losing the midpoint and isolating the back checkers. Making the five point [10/5 8/5] can�t be bad in a vast number of early positions, and this one is not an exception, I think. That�s my choice. My second choice would be to take off half of White�s roll (not with the wide open 24/21 6/1*, but with the more safe 10/7 6/1*).
Snowie: 24/21, 20/15.
My offense is fine as it is. Outfield control and fluidity are where Ineed to do my work. My play communicates all of my checkers andduplicates a lot of White's numbers.
Marty Storer: 10/5, 8/5.
Whatever Blue does besides vacate themidpoint, White has plenty of good hitting numbers; Bluestill needs the midpoint, so he may as well get somethingin return for the direct shot. The 5 point is valuable,and even if White hits he may leave many returns. Thoughthe race is close, Blue has more checkers back, so boldnessought to be a virtue.
Bob Stringer: 24/21, 6/1*.
Man. None of these plays looks especially tasty. 13/10, 13/8 and 10/5,8/5 are the only two plays that make points and both are pretty dismal- it's too early to consider vacating the midpoint, and making the 5point has the big downside of leaving a direct shot. Since I can'tmake any productive points, what can I do to increase the chance of animprovement on my next roll? 24/21, 6/1* looks like it does the trick- hitting makes White use one of his dice to re-enter, and that makesit less dangerous for me to advance to the 21 point. Also, it's hardto see how, barring doubles, White's going to be able to do anythingproductive with his next roll. And if he hits me, I'll have a prettygood chance of making an advanced anchor.
Casper van der Tak: 24/21, 20/15.
The key to this problem is that Blue is somewhat ahead in the race, but has more checkers back. It is therefore important to mobilize the back checkers. Plays like 13/8 13/10 and 10/5 8/5 do not address the main issue of the position: they leave the back checkers isolated by giving up the midpoint, respectively leave costly shots at the 8-point while trading in a working blocking point.
Logical moves are 24/16, 24/21 6/1* and 24/21 20/15. Of these, 24/16 seems the weakest, since it diversifies White�s numbers: 1s, 2s, and 3s hit inside, 4s and 5s hit outside. 24/21 6/1* holds more appeal to me, making an aggressive bid for an advanced anchor and increased outfield control. However, if the blot on the ace gets hits this would be very costly for the race. Therefore, 24/21 20/15 is my first choice; this only leaves 2s, 3s and 4s for White to hit.
Steve Wood: 24/21, 6/1*.
I'd like to make the 5-point, but that leaves white too many good numbers. Better to make the tempo play and split. This leaves my good priming position intact and increases my high anchor making potential.
Kit Woolsey: 24/21, 20/15.
While making the five point would be nice, I can't see sacrificing theeight point, leaving a direct shot, and failing to do something with theback checkers. Getting off the 24 point is especially important whenthe opponent owns his bar point. 24/21, 20/15 looks like the bestroute due to the duplication of hitting threes and fours -- I want to cutdown on White's double-hits.
Chris Yep: 13/10, 13/8.
Running into the outfield (two different ways) is a decent move, but gives White too many double hits in my opinion. Instead of playing to White's strength, I believe Blue should work on his own front position. There is no need to hit loose (24/21 6/1* or 10/7 6/1*) as White isn't threatening much. Also 10/5 8/5 is bad since it leaves Blue vulnerable on both sides of the board. I like the solid 13/10 13/8, grabbing the valuable 10 point and adding a spare to the stripped 8 point. At the same time Blue retains his advanced anchor slot and continues to pressure the outfield.
Summary: This interesting problem had scattered votes for each ofthe various themes. I don't have any strong feelings as to whichis correct.
Play Votes Score24/21, 20/15 4 10010/5, 8/5 3 9024/21, 6/1* 2 8013/10, 13/8 1 7024/16 0 4020/15, 10/7 0 4010/7, 6/1* 0 40
Problem 2
| 121 132 | White money game Blue |
Alan Alsop: 11/7, 10/7.
Too many shots hit from Whites last man to leave the outfield alone by running. Blue could hit if he thought it helps. There is not sufficient cover to hit. I believe that making the bar pt is the stronger play.
Chuck Bower: 10/3*.
A tough decision, with three different themes to choosefrom. Running the back checker solves one problem butleaves White with 7 shots and 7 clean escapes whileholding the race lead. Making the barpoint adds a solidasset but leaves the back checker vulnerable to bothpoint-on-head and pick-and-pass rolls, or even loose hits.Hitting loose (I prefer 10/3* of the three choices) risksat least 14 return hits and 2-2 PoH.
Time's a wasting and I still don't have a clear choice."One back, attack." "When in doubt, hit." "Go for thegammon without cube access." Is that enough axioms?10/3*, but I'm far from sure.
George Klitsas: 10/3*.
The real choice is between 11/7 10/7 and 10/3*. Other candidates are either leaving too many blots strewn around or too much freedom for White. Making the five prime is strong (in general, stronger than one thinks) but the position of the cube and my race disadvantage sway me to the aggressive 10/3*. I believe (something very difficult to prove, tho), that after 10/3*, White will have fewer opportunities to use the cube efficiently against Blue (compared to 11/7 10/7), since, if things go well for White, he will often lose his market and, if things go badly, he might be closed out often enough (I hope!).
Snowie: 11/7, 10/7.
White's inner board is as strong as mine, so getting involved in a blot-hittingcontest doesn't make sense. The five-prime will go a long way towardcontaining White's back checker, and if White is unable to escape I willbe better positioned to attack next roll.
Marty Storer: 13/9, 6/3*.
Blue can run, but then White has a directshot, plus, to hit or escape. If White doesn't immediatelyescape, there may easily be future escape opportunities.Blue can make the five-prime, but I'd rather attack now,13/9 6/3*, maximizing builders and minimizing returns.If White misses, Blue is doing very well; if White hits,Blue is still alive.
Bob Stringer: 11/7, 10/7.
I'm not that far behind in the race, but I am behind, with three blotslying around. My position sure looks better if I pick up two of thoseblots and make a 5 point prime. If I were White, that's the play Iwouldn't want to see. 10/3* is tempting, but it can go big either way- White's board is just as strong as mine, and what with my blot onhis 5 point, things could become gammonish if he enters right away andhits. Making the 5 point prime, on the other hand, looks both solidand threatening, and even if White is able to escape, the race isclose enough that I still have good chances.
Casper van der Tak: 11/7, 10/7.
I have considerable sympathy for hitting (probably 10/3* to keep the blot count down), but in the end prefer the solid asset of the bar point. This leaves Blue in a better position to launch an attack next turn - or just escape the back checker. Very difficult to provide solid arguments for 11/7 10/7 - mostly feel.
Steve Wood: 11/7, 10/7.
Hit, prime or escape ? If I had cube access, I would be tempted to hit hoping for a dance followed by a cube. Here I prefer the solid priming play whilst cleaning up 2 blots.
Kit Woolsey: 11/7, 10/7.
I don't have an advantage in inner board strength, so getting involvedin a blot-hitting contest doesn't seem like the right idea. I am behindin the race making it important to prevent White from escaping, butthe downside of a loose hit is too great. It appears best to simplymake the bar point, which cleans up my blots and forces White toperform on his next roll. If White is unable to escape, I will be inbetter position to attack next turn.
Chris Yep: 11/7, 10/7.
Grabbing a solid prime with 11/7 10/7 looks very strong. Can anything beat it? I doubt it. 20/13 is out of the question; in exchange for escaping Blue's back man (which wasn't in much danger anyway), it gives White most 7s and 8s to hit and fails to lock up the 5-prime. Attacking is decent, but not necessary since the race is close (note White's race wastage: 2 men on his ace point and an open 5 point; also White will have to play safely for awhile, sometimes causing even more wastage). Thus I like the simple 11/7 10/7.
Summary: The panel was clearly in favor of locking up the bar pointasset over a loose-hitting play. It is hard to argue with that conclusion.A bird in the hand, as they say.
Play Votes Score11/7, 10/7 7 10010/3* 2 7013/9, 6/3* 1 6020/13 0 4020/16, 6/3* 0 4011/7, 6/3* 0 40
Problem 3
| 173 151 | White money game Blue |
Alan Alsop: 23/22, 13/9.
Secure the back men and create trouble for White by bringing down a man on the 9 pt. This threatens White asking him to hit and escape.
Chuck Bower: 23/22, 13/9.
Make progress on both sides of the board and unstack theheaviest point in the process. Blue doesn't like gettinghit, but he's still in the driver's seat if that happens.
George Klitsas: 13/8.
Both 23/22 13/9 and 23/18, give White the chance to recover in race terms and this should be avoided, I think. 23/22 8/4, has two drawbacks : the rear checkers are not in big danger and should be kept diversified and the spare on Blue�s 8 point is more valuable there in order to make eventually the bar point. Remain the thematic 8/3*, which would probably be my choice, if Blue had direct or indirect covers, other than from the naked 8 point, and the quiet 13/8, overloading the 8 point. The latter is not the most attractive move in the world, still it takes my vote by a process of elimination of the alternatives.
Snowie: 13/8.
My forces are too thin to be attacking, and White isn't threateningmuch so hitting is not too important. Best is to bring in somemore ammunitiion for the future attack.
Marty Storer: 13/8.
Magriel's criteria favor a safe play, and 13/8is safe. Blue maintains the edge in the race and in numberof back checkers; many improvements are possible next time--such as running, anchoring, or attacking from the 8 pointwith a spare in place for covering.
Bob Stringer: 13/8.
My initial inclination was to hit with 8/5*, but that strips the 8point, and any follow-up is a couple rolls away. I don't like eitherplay that involves 23/22, since that makes it harder to get the backmen out of there. Since I currently have the better board and Whitehas 3 men back, I'm hoping that I won't need an anchor. As for 23/18 -well, I confess I just don't know how to assess that one. It could begood, and it could give White too much of a chance to get somethinggoing; I just don't know. 13/8 is solid, and while it doesn'timmediately add all that much to my flexibility, it does give meadditional ammo if I later get a roll that justifies hitting on the 3point.
Casper van der Tak: 23/18.
Blue is ahead in the race, so anchoring on the 22 should not be a high priority - the anchor is too deep. Three plays have merit: 13/8, 23/18 and 8/3*. 8/3* fights for the point at the edge of Blue�s prime, and would be my choice with another cover in place. As it is, although close, I think 8/3* risks too much in the race for too little positional gains. 13/8 is relatively safe, and keeps the back checkers split. Although a bit anti-climactic, this got to be a strong contender. 23/18 tries to make a break for it. This play is most in line with the status of the race, and hence is my choice. I expect that 13/8, 8/3* and 23/18 will be close together in the vote and in rollouts.
Steve Wood: 8/3*.
2 of the 3 criteria suggest a passive play. I don't like coming out into a triple shot with such an appealing alternative. Hit.
Kit Woolsey: 8/3*.
Why not? I have the stronger inner board, and the three point is at theedge of my blockade. The loose hit goes after the point I want to make,as well as putting White on the bar and preventing him from making anyoffensive progress for at least a roll.
Chris Yep: 23/18.
Blue really doesn't need an anchor. His back men are not in much danger. Furthermore, if he made the 22-point anchor, he would soon have to break it. 13/8 and 8/3* no doubt help Blue's position, but I believe that Blue's highest priority is to link up his back men with the rest of his checkers and convert the position into a race. I believe this is the right time to play 23/18. It connects Blue's back men with his midpoint and splits to an advanced anchor while Blue has a stronger board than White.
Summary: The concensus was clearly in favor of a waiting play, andmost popular was to leave the back checkers alone and bring down somemore reinforcement for the eight point. Maybe I'm getting impatient, butI still don't see it. Aren't we supposed to fight for points at the edgeof our blockade, particularly when we have the stronger inner board?
Play Votes Score13/8 4 10023/18 2 8023/22, 13/9 2 808/3* 2 8023/22, 8/4 0 40
Problem 4
| 168 96 | White money game Blue |
Alan Alsop: 7/6, 7/4.
Not much choice but to move from the bar pt. The third man on the 5 pt gives White extra scope to hold onto this point. Blue will hope White shifts men around soon, including from the midpt. Blue can't run far with this throw exposing two blots, so break and bring extra builders into play.
Chuck Bower: 15/11.
Outfield points are landing pads. Try to get home whileWhite's board is a minimal threat.
George Klitsas: 6/2.
The long term weakness caused by 6/2, is more than one thinks, still less than the immediate blots left by most alternatives (15/11 is probably the worst of them, leaving two vulnerable blots). I slightly prefer 6/2 over the more pleasing to the eye, 7/6 7/4 [which also clears a point that Blue eventually would like to clear], for it provides more landing places for Blue�s checkers on his 15 point.
Snowie: 7/6, 7/4.
I'm going to have to clear the bar point sometime, and this is a veryconvenient roll to clear it with the spares being put in good places.There is no real need to keep the bar point for blocking purposes, sinceWhite isn't going to be moving his back checkers anyway.
Marty Storer: 6/2.
Color me weenie, at least for a roll. White'sposition isn't necessarily improving, so Blue can affordto put a spare in bad position, keeping White's 33 as aroot number and hoping to hit or to clear at least onechecker from the 15 point next time.
Bob Stringer: 7/6, 7/4.
Where to start? Well, it can't be right to start dumping checkers onthe low points while I'm still worried about bringing around those twomen on the 15 point. So that rules out 6/2 and 8/7, 6/3, unless I comeup with a really good reason to hate everything else. Er. Actually, Ido hate 8/4, giving White a shot. And I hate 15/11, giving White adouble shot. And I hate 7/6, 7/4, which vacates the bar point andgives White more breathing room if the game takes a particular turn.But White has to roll next, and what's he going to do? A good portionof his rolls are going to have him running with the extra checker onmy 5 point, and if I hit it that will certainly ease the task of mybringing up the checkers on the 15 point. So in short, I have tworeasonably safe ways of moving up those stragglers - roll doubles orhit White's checker if it runs. I think I'd rather wait to see if thathappens than leave blots lying around before I have to.
Casper van der Tak: 7/6, 7/4.
White has many checkers back, and a weak structure for containing checkers. This is not likely to improve a lot soon. White�s game plan is to mobilize some checkers from the 5-point, to build his board, and to hit shots - and not necessarily in that order. Blue should like to make the execution of this plan difficult, so Blue would like to make it difficult for White to mobilize checkers, build the board, and hit shots.
15/11 �paying now� may look plausible, but in fact it gives White the chance to mobilize checkers with hits. It is difficult to get the two blots safe, so the likely result is that White makes some forward progress while hitting, which helps to mobilize the back checkers and bring in builders.
Now have a look at 7/4 7/6. Giving up a useful blocking point? Not really, since White is not going to move from the ace (unless with 66), and the checkers on the 20 point are not very well blocked to begin with. In the meantime, Blue creates some useful spares, and Blue retains control over the outfield, and hopes to hit any blot that White may dare to leave. Next roll, Blue will try to scoot for home leaving one blot.
7/4 7/6 is a wait and see approach at a moment when White�s moves are going to hurt White.
Steve Wood: 7/6, 7/4.
I'd like to play 15/11 but 75% of the time I'm hit at least once. White's timing is fragile so a checker will probably be moving from his 20-point. I hope to hit that next time and bring my back checkers home.
Kit Woolsey: 7/6, 7/4.
I don't need the bar point for blocking purposes, so this looks like a goodtime to clear it and put another spare on the six point for futureflexibility. With any luck I can bring one of the back checkers homenext roll and let White try to contain a single checker with hismoth-eaten board. The key is to have a good structure for the futurewhen White has built up his board and getting hit will be more serious.
Chris Yep: 7/6, 7/4.
Blue has an overwhelming position. How can he squeeze the most out of it? Noting that both players have stripped positions (with White's being potentially very awkward), 7/6 7/4 stands out to me. It leaves no shots and gives Blue 2 spares on high points. Also, holding the 15 point one more turn will frequently cause White problems. Though this move gives up the 7 point, it really only hurts in the sense of taking away one of Blue's landing spots. White is not anxious to leave his 24 point since he will be vulnerable to an attack with the checker he leaves behind. Furthermore the 7 point has to be cleared anyway before Blue can begin his bearoff.
Summary: The panel strongly voted to clear the bar point. This isone area where the bots have made their presence felt. I would bet thatten years ago there would have been much less support for this play.
Play Votes Score7/6, 7/4 7 1006/2 2 7015/11 1 608/4 0 408/7, 6/3 0 40
Problem 5
| 152 143 | White money game Blue |
Alan Alsop: 13/9, 6/1*.
Hit the man on the 1 pt and move down from the midpt. Not much choice on this move but hope the next throw is more accommodating.
Chuck Bower: 13/9, 13/8.
This is an easy play for a midpoint iconoclast. Bringthe builders/attackers into position. Blue would likethe action to be in his homeboard, slapping around White's lonely straggler.
George Klitsas: 13/4.
To me, it�s between 13/4 and 13/8 6/2. Although the latter leaves fewer immediate hits, I slightly prefer 13/4, for it leads to more compact positions in the long term, in Blue�s effort to contain White�s rear checker.
Snowie: 13/9, 6/1*.
Nothing is productive, and I'm going to have to leave a shot whatever I do.Therefore, I might as well develop my position and put White on thebar. A blitz may seem a long way off, but with White having justone lone checker back it is still possible.
Marty Storer: 13/9, 6/1*.
This is reasonable since it brings an outsidebuilder for more pressure when White misses; also White's61 is a bad hitting number, and his 62 and 66 aren't verygood. The problem is the checker on the 1 point, which isn'ttoo well placed. However, it's not too badly placed either,because Blue wants to attack the lonely blot, and wouldn'tmind covering. I think the tactical benefits are good enoughto make 6/1* 13/9 slightly better than 13/4, which is myvery close second choice. Blue doesn't want to break themidpoint and probably would rather play 13/4, keeping thebar point, instead of 8/3 7/3, gaining a two-point boardbut losing the better blocking point.
Bob Stringer: 13/9, 6/1*.
I have to leave a blot. Hitting White with 6/1* starts to unstack my 6point, and if White enters without hitting, I won't mind dumping morecheckers behind his straggler, since I'm ahead in the race. Plus, 13/9improves my flexibility a bit.
Casper van der Tak: 13/9, 6/1*.
Blue is going to leave quite some shots no matter what, and this play has the advantage of putting White on the bar, taking away half the roll, and possibly forcing White forward so that next rolls play easier. The play also gets a total of 11 checkers in the zone, so a blitz is not out of the question.
Anyway, 13/9 6/1* is often the play with a 54 after an early 66, so it got to be right�
Steve Wood: 13/9, 6/1*.
There is no pretty play. The tempo hit leaves me good priming possibilities and leaves less returns than the alternative 13/4.
Kit Woolsey: 13/9, 13/8.
I'm going have to leave a shot whatever I do, and I don't need the midpointfor anything since I am sitting on White's bar point. The main plan isto build a blockade to contain White's back checker, with a bar-pointgame or a straight race in reserve. The one thing I don't want is forWhite to hit a shot with that back checker.
Chris Yep: 13/4.
I don't like 18/9. Leaving the anchor is not necessarily bad, but the blot left behind on the 18 point is exposed to a triple shot and Blue has the problem of having to clean up 2 blots next turn. I'm also not a fan of 8/3 7/3 and 7/2 6/2. They leave a direct shot and make a point too deep in Blue's board. 13/9 13/8 strips the midpoint, but is otherwise strong. 13/8 6/2 and 13/9 6/1* look like serious candidates. However I like 13/4. When in doubt it often pays to put your checkers where they do the most good if not hit. If Blue can make the 4 point he'll have a nice offensive position.
Summary: With many possible themes to choose from, the panel wasstrong in their choice of the loose hit on the ace point. It could wellbe right, but it isn't at all obvious to me.
Play Votes Score13/9, 6/1* 6 10013/4 2 7013/9, 13/8 2 7018/9 0 4013/8, 6/2 0 408/3, 7/3 0 407/2, 6/2 0 40
Problem 6
| 157 174 | White money game Blue |
Alan Alsop: 24/21, 18/16*.
Bit of a mess for Blue, I am not surprised he has been doubled. Blue must hit White on the 9 pt, this will give Blue some time to breath. The only logical move to follow this is to bring up a man from the back and consolidate an advanced anchor.
Chuck Bower: 18/16*, 8/5*.
Again, three choices are tempting: pick-and-cover (6/4*/1),hit two (18/16*, 8/5*), hit-and-split (18/16*, 24/21). Iknow you're supposed to cover a blot on the acepoint, butthe resulting position is so stripped, and the juicy blot onthe 16-point won't stay there long. Hitting two strips the8-point leaving only one good cover number. 18/16*, 24/21prepares for a long drawn out game by keeping most checkersin good positions. Although I'm strongly tempted by thediversification of 24/21, 18/16*, I don't think FIVE blots,no anchor, and a worse board compensate. Since I can'thandle the ugliness after 6/4*/1, I'll go all out 70's, beingready for a backgame (as well as a trip to Burger King).
George Klitsas: 18/16*, 16/13.
6/4*/1 is committal in this position and gains only if White dances (6 numbers). One might be attracted by the pure and sophisticated 18/16* 8/5*, which is simply �too rich for my blood�. I am attracted, instead, by the simple and quiet 18/16*/13. The main danger in this position is that White makes a four-prime and this move makes this possibility a remote one. At the same time looks like the move that maximizes Blue�s probability of using the cube effectively in the future.
Snowie: 24/21, 18/16*.
Hitting on the 16 point is a must. I can't let White have thatbuilder. After hitting, best seems to be to make a move for anadvanced anchor while White is on the bar and doesn't havemuch in the way of an attack force.
Marty Storer: 24/21, 18/16*.
Blue has too much work to do for thehit-cover 8/4*/1 to be right; White's structural edge istoo big, and the two checkers out of play will be tooharmful. Because Blue's biggest problem is mobilizingthe checkers on the 24 point, the hit-and-split oughtto be best. It's risky, but so is everything else.
Bob Stringer: 18/16*, 8/5*.
6/4*, 4/1 was my play the first two times I looked at this one, but Idecided I couldn't live with a stripped 6 point this early in thegame. 24/21, 18/16* looks a mite too loose, what with 4 blots spreadaround. And 18/16*, 16/13 is too passive - it invites White to make ahigh anchor, giving him fine points on both sides of the board, whileI have nothing. I doubt that the double hit is significantly moregammonish than the other plays, and it looks like the only way to putup a real fight to build up my own structure.
Casper van der Tak: 18/16*, 8/5*.
What a mess! 6/4* 4/1 is the bot-inspired play, but that looks too anti-positional here (no spare on the 6, and holding both ace-points is bad - especially if the blot on the 18 gets send back as well). 18/16* is useful, to remove a White builder. After that, 8/5* aims for building the 5-point or making an advanced anchor, both of which would be very useful in the upcoming long and complicated positional battle. The main alternative after 18/16* is not 16/13 (stacking the midpoint), but 24/21 to activate the back checkers. However, I am afraid of wipe out sequences starting with double hits or single hits and dance, so I go for 8/5*.
Steve Wood: 18/16*, 8/5*.
The 2 is clear in my mind with the racing gains it achieves. The 3 is trickier, but the double-hit gives me the momentum I want, whilst hindering my opponent in making his golden point.
Kit Woolsey: 24/21, 18/16*.
Hitting on the 16 point has to be right for the race gain and forripping away one of White's valuable builders. Having done that, thislooks like a good time to make a bid for an advanced anchor. White is onthe bar and is very short on attack material, so the split is relativelysafe. My checkers are in good communication with one another, and mynext few rolls should play comfortably.
Chris Yep: 24/21, 18/16*.
When one starts the ace point it's often right to make it as soon as possible. 6/4*/1 does this, but I just can't stomach the look of the resulting front position. I like 24/21 18/16*. Blue is short of checkers in his offensive zone. Blue's position will be awkward for several turns. Blue is very likely to be hit in the near-future. White has a stronger inner board. The action is in the outfield and in White's inner board. For all of these reasons I believe that Blue really needs outfield presence and an advanced anchor. Thus I like 24/21 18/16*.
Summary: In a close vote, splitting the back men won out over theloose double-hit. I'm pretty confident that this is the right decision.Blue doesn't have the ammunition or inner board to want to get involvedin that sort of a battle.
Play Votes Score24/21, 18/16* 5 10018/16*, 8/5* 4 9018/16*, 16/13 1 606/4*, 4/1 0 40
Problem 7
| 116 143 | White money game Blue |
Alan Alsop: 13/10, 13/8.
It's a pity that more can't be done with this throw. Blue is not in a position to run or hit loose. Blue has an advanced anchor and I believe he has no strong alternative but bring down two men.
Chuck Bower: 11/8, 7/2*.
The apparent safest play is 11/6, 7/4, but onespare on the 4-point is already too many. Behind so far in the race, tiptoing into an ugly position is not a winninggameplan. White's homeboard blot means risks aren't thatrisky. If I'm going to leave a blot, I might as well inflict some pain with it.
George Klitsas: 11/6, 7/4.
Despite the duplication of 5�s, if Blue leaves the blot on his bar point and the ugliness of the resulting position after the �safe play� of 11/6 7/4, 11/6 7/4 is my choice. With a little luck, Blue�s semi-buried checkers will find a place on earth and Blue might end up even winning the race.
Snowie: 13/10, 13/8.
The bar point is the point I need to contain White's back checker, andcontaining that checker is the game plan. I don't need the midpointfor anything, particularly since I have the 11 point to monitor my outer board.Therefore, it is best to bring down the builders and hope that Whiteis unable to hit.
Marty Storer: 6/1, 4/1.
This gives a decent chance either to attackthe blot or block it in preparation for attacking. IfWhite hits, the three-point board makes return shotsmore valuable. I think it's close between 6/1 4/1 and7/2* 11/8, which attacks before White can cover.
Bob Stringer: 6/1, 4/1.
Things look dangerous here. White has both the stronger board and thebetter structure, so I don't feel like dropping a second blot onto theboard with something like 13/10, 13/8. 11/8, 11/6 looks plausible, butthe 11 point is too good a point in this position to give it up.Although it thins out my position, I go with making the ace point inorder to equalize the strength of our respective boards.
Casper van der Tak: 13/10, 13/8.
This keeps the checkers in place for making the best blocking points (7-point, 5-point). Other plays do not have the potential for long term containment of White�s last back checker and either give up builders or useful points. 13/8 13/10 seems pretty clear here.
Steve Wood: 13/10, 13/8.
I wanted to make my bar or 5-point to trap white's back checker, but can't. I'll have to do it next roll and accordingly play 13/10 13/8.
Kit Woolsey: 11/8, 7/2*.
I think it is necessary to attempt to do some damage to White's backchecker while I have the chance. If I am hit back I may have a shotat the blot on White's two point, and if I am not hit back there isa possibility of carrying out an attack. Since none of the alternativesare particularly appealing anyway, hit and hope for the best.
Chris Yep: 13/10, 13/8.
Blue is way behind in the race, has more men back then White, and has an advanced anchor. White has a slightly stronger board, but also has an inner board blot. These factors point toward Blue making a bold move. Safe moves like 11/6 7/4 should be quickly discarded. Blue can attack (11/8 7/2*) but only at the expense of breaking his useful 11 point. Since Blue currently only has a 2 point board, it looks better to try a different approach. I like 13/10 13/8. The bar point is key to this position. If Blue can make the bar point, he'll have a 4-prime in front of White's back man. At the same time he'll retain both priming and attacking potential. 13/10 13/8 increases Blue's chances of successfully making the bar point (or the 5 point) or attacking next turn.
Summary: The panel was strong in the bring the builders down theme.The approach makes sense, but I thought the idea was to prevent Whitefrom escaping with one roll when he has one man back and is ahead inthe race. Perhaps this position is an exception.
Play Votes Score13/10, 13/8 5 10011/8, 7/2* 2 706/1, 4/1 2 7011/6, 7/4 1 6011/8, 11/6 0 408/3, 6/3 0 40
Problem 8
| 161 134 | White money game Blue |
Alan Alsop: 13/9, 13/8.
There is not a clear play, which gives Blue better control of the board. Blue will not want to waste too many men by pushing them behind White, which looks the easy option. White is bunched up and lacking some flexibility up front. Moving from the midpt is the only play allowing Blue to keep his structure without too many blots around. White can't hit from the 5 pt. but extra Blue builders are brought down. Blue can recycle if hit from the bar pt or it keeps Blues running momentum flowing. The outfield is adequately covered from the 16 pt.
Chuck Bower: 13/9, 13/8.
Something has got to give. I don't think this is the kind ofposition where dumping checkers behind opp's prime is a wiseploy. Giving up the 16-point not only strands the back checkerbut gives White a ton of shots. The only thing left to do isbring both checkers off the midpoint. After 13/8, 13/9, many of White's subsequent hits give up the real anchor.
George Klitsas: 13/8, 6/2.
13/8 6/2 looks like the most constructive move here.
Snowie: 13/9, 13/8.
I can't afford to take checkers out of play. I am well ahead in therace, so I don't need my midpoint for containing purposes -- it will justbe a point to clear later on. It won't hurt too much to be hit now, andWhite won't want to leave the anchor on my five point. My playputs my checkers where they belong.
Marty Storer: 13/8, 6/2.
.Blue hates to dump two checkers, so mayas well play for a four-point board to improve thetactical situation. It will be very hard for Blue toget home without leaving some shots, and it's not badto leave a shot now in return for good chances to makethe 2 point or to successfully move ahead a runner.It's good to keep the blot on the midpoint, givingpossibilities to relink, as well as more returns comparedto hitting variations after 13/8 13/9.
Bob Stringer: 13/9, 13/8.
Not that I can think of any really similar positions, but I suspectthat I'm nevertheless influenced by the fact that I've been goingthrough Modern Backgammon lately, and have visions of plays that breakthe midpoint in order to gain time. There's too much play left in thisgame in order to be dumping checkers out of play, such as through 6/1,4/1, and I've got to bring my back men around together in order to doit safely. The midpoint is going to be dangerous to break someday, sowhy not do it now, and use the 16 point as my place of relative safety- out of range of a direct shot. And if White hits now, it's not thatbig of a deal, since he doesn't have a board.
Casper van der Tak: 8/4, 8/3.
Ugly, but getting checkers hit back hurts too much (the game plan is to escape and run home), and I don�t want to strip my position to slot a couple of home board (6/1 6/2, my second choice), since these home board points reduce my tactical options. 13/8 13/9 clears a point that will need to be cleared eventually, creates some spares, and leaves 20 shots, and is my third choice over 13/4 and 13/8 6/2 (also 20 shots, but with more repeaters and more difficult clean up).
Steve Wood: 13/9, 13/8.
I want to keep my checkers where they are useful, so I don't dump on my ace/deuce or give up my 8. I want to keep my 16 as a base to escape to. This leaves 13/9 13/8 or 13/4. 13/4 almost kills a checker so 13/8 13/9 it is.
Kit Woolsey: 6/2, 6/1.
Losing the spares on the six point is not appealing, but I would liketo fill in the lower points in my board so this move isn't necessarilytaking checkers out of play. The alternatives involve breakingthe eight point or leaving a shot, which are also things I don't wantto do.
Chris Yep: 13/9, 13/8.
8/4 8/3 and 6/2 6/1 are safe but dump checkers behind White's anchor(s) and cost Blue flexibility. Since White only has a 1-point board, Blue shouldn't be too concerned about playing safely. The most natural move appears to be 13/9 13/8. It doesn't dump any checkers behind White's anchor(s) and is relatively easy to clean up next turn if Blue is missed. Although it loses connectivity with Blue's other outfield checkers, Blue still has control over most of the outfield and can either try to link up his checkers again after he springs his back man or wait for doubles to clear his 16 point.
Summary: The panel was willing to leave the double shot in order tokeep a good structure for the future. In retrospect, I believe that thisis correct. The game isn't going to be decided by the next roll.
Play Votes Score13/9, 13/8 6 10013/8, 6/2 2 708/4, 8/3 1 606/2, 6/1 1 6013/4 0 40
1 2 3 4 5 6 7 8Alan Alsop 24/21, 20/15 11/7, 10/7 23/22, 13/9 7/6, 7/4 13/9, 6/1* 24/21, 18/16* 13/10, 13/8 13/9, 13/8Chuck Bower 10/5, 8/5 10/3* 23/22, 13/9 15/11 13/9, 13/8 18/16*, 8/5* 11/8, 7/2* 13/9, 13/8George Klitsas 10/5, 8/5 10/3* 13/8 6/2 13/4 18/16*, 16/13 11/6, 7/4 13/8, 6/2Snowie 24/21, 20/15 11/7, 10/7 13/8 7/6, 7/4 13/9, 6/1* 24/21, 18/16* 13/10, 13/8 13/9, 13/8Marty Storer 10/5, 8/5 13/9, 6/3* 13/8 6/2 13/9, 6/1* 24/21, 18/16* 6/1, 4/1 13/8, 6/2Bob Stringer 24/21, 6/1* 11/7, 10/7 13/8 7/6, 7/4 13/9, 6/1* 18/16*, 8/5* 6/1, 4/1 13/9, 13/8Casper van der Tak 24/21, 20/15 11/7, 10/7 23/18 7/6, 7/4 13/9, 6/1* 18/16*, 8/5 13/10, 13/8 8/4, 8/3Steve Wood 24/21, 6/1* 11/7, 10/7 8/3* 7/6, 7/4 13/9, 6/1* 18/16*, 8/5* 13/10, 13/8 13/9, 13/8Kit Woolsey 24/21, 20/15 11/7, 10/7 8/3* 7/6, 7/4 13/9, 13/8 24/21, 18/16* 11/8, 7/2* 6/2, 6/1Chris Yep 13/10, 13/8 11/7, 10/7 23/18 7/6, 7/4 13/4 24/21, 18/16* 13/10, 13/8 13/9, 13/8