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Quiz Solutions


Readers Answers


Problem 1

114








146

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White



money game




Blue

Chuck Bower: 9/7, 5/4.
White has a couple of glaring weaknesses: a poor board containing a blot,and one checker partially trapped on the other side. Blue's play should aim at exploiting these. The position calls for a bold play. Hitting loose is bold, but it may not gain much. With limited amount of builders, Blue wants to concentrate on making his points more-or-lessin order. That means the 7-point, 3-point, and maybe the 9-point, but NOT the 2-point. Blue's setup appears better for priming than for keeping White on the rail.
For me the decision comes down to slotting the 7-point (9/7, 5/4) or making the 7- and slotting the 8-point (9/7, 8/7). I don't like moving 5/4, but I see several reasons I'd rather keep the 8-point. 1) If I can't make both points, I'd rather block from 6 points away than 5 away. 2) If hit, 64 and 66 escape after 7(2) but only 55 after 9/7, 5/4. This means better return shots. 3) If White hits but doesn't advance that checker further (i.e. stops on the point he hits on) then I will get 1's and 6's as return shots for 9/7, 5/4 instead of just 5's with the alternative. 4) There is slightly more hit-and-cover duplication after 9/7, 5/4 in the sense that a five covers the blot on White's 2-point cleanly whereas a six cover breaks White's 8-point. Does all this offset the ugly accompaniment of moving the spare lower in the home board? I think so.

Steve Clark: 9/6.
The prime building plays of 9-7,8-7 or 9-7, 5-4 are not for me. Theseplays usually gain only when we are under a lot of pressure to succeedright now. One of these play might be right, but neither reallyattracts me.
The real question in my mind is whether to hit him or to play 9-6,waiting for a better chance next time. The arguments in favor ofhitting are that: 1, we have a better board; 2, we are way behind inthe race so getting his is not so bad; and 3, he has left a spare bloton his 2 point to shoot at if we are hit.
These all are important factors but I will not hit anyway. If I play9-6, he is unlikely to escape. Even if he does so, I will have somedirect shot at him. If he does not escape, we will be better organizednext tern to point on his head or make some other valuable play. I likethis better. My play is 9-6.

Malcolm Davis: 9/7, 8/7.
Can't see playing 13/10 or 13/11, 9/8. As usual, a tough play. A few years ago, Iwould have automatically hit, 5/2*. Maybe I should go back to my old style, I don't know. Itseems that I am too far behind in the race to gain enough by attacking. If my opponent does not escape, I will now attack, make the 8-point, or unload the 20-point for more outfield control.

Doug Doub: 9/7, 5/4.
Lots of reasonable choices here. We can attack White with 5-2*, get abuilder to a good spot with 9-6 and hope for something good next roll, ortry to prime the back man in either of two ways.
If White were on our 3pt, then it would be clear to attack. Not so clearwhen he is back on our deuce point. I have a slight preference for 9-7,5-4.
Although it is better to have the four in a row should White hit us, and perhaps if he steps up to our 3pt, White's sixes play very poorly from hispresent position, and I am reluctant to give him a good six. Also, we haveone addtional cover number for our bar point than we would for our 8pt.
We have a limited number of men to work with and cannot expect to fill inour prime naturally. We are also well behind in the race, and White has ablot in his board. These features lead me to believe that slotting is asensible approach in this position.

Ray Fogerlund: 5/2*.
My ideas about money play must suck, because I always lose...Nevertheless... It seems like it would be nice to block White in here, but in the long run it is quite unlikely, White usually manages to just get out before we trap her. Slotting the bar, or making it and leaving the 8 point slotted share the same theme. White must miss, and we must cover, for this plan to work. Being this far behind in the race indicates that we are necessarily somewhat short on wood to build this structure. So, maybe just hitting White is better. How often have YOU danced on a 3 point board? Let's give White a chance to do so. If hit, we may be able to hunt for White's 23 point checker or station a man deeper in White's fractured board for potential contact later. I think hitting is more in line with Blue's strength, (ie: his better board) and will take better advantage of White's weaknesses in this position.

Roger Gabrielson: 9/7, 5/4.
All Magriel indicators (advanced anchor,more men back, better home board, blot in opponent'shome board) point to bold play. A little short ofammunition for the blitz after 5/2*, so going for theprime looks better. The blot in White's home boardmakes it safe to slot. If White runs, say with 5-2 or5-3, we get more return shots from being hit enpassant. Slot 7 rather than 8-point because of thechance of a double shot at White's back checker if ithits without advancing with 4-1, 5-1, 6-5 (and maybe5-4).

Hal Heinrich: 9/7, 5/4.
Blue is well behind in the race, and will face a potent cube ifWhite escapes. If Blue can create a five prime in front of White'srear checker, Blue will once again be happy to have doubled. Slottingthe bar point is Blue's best chance to achieve this -- and after thatplaying 5/4 is clear. If White hits the slot, Blue has reasonable return shots. But if Blue doesn't slot the bar point, the chances ofmaking it next time are poor.

George Klitsas: 9/7, 8/7.
Make the bar point (9/7 8/7). Lots of arguments in favor of this play. First of all, it�s a direct road to victory - Blue is behind in the race and must opt for a priming game - the probability of making a strong five point prime, blocking White�s escaping sixes , is decent. With any other play White leaps with any five and 6-1, now with any six and 5-1. Even being hit with a six by White, Blue has many return shots.

Laila Leonhardt: 9/6.
Blue is trailing in the race, and it is important that White doesn't leappast Blue's prime. But hitting will only risk sending back a builder. Betterto get another builder ready for pointing on White if he fails to escapenext roll.

Rob Maier: 5/2*.
Unable even to jump into the outfield, it seems a bold play is in order.The slotting play 9/7 5/4 is attractive, but leaves White only one taskperform, and is not decisive in any case. Hitting requires White to firstcome in and then get out, and often coming in will give us a shot at asecond blot.

Snowie: 9/7, 8/7.
All factors point to a bold play. Since I must contain White's back checker,the direct route of making the four-prime and slotting the back edge isbest. If White hits I will have return shots, and if White doesn't hitI will be prepared to either attack or make the fifth point in the primedepending on my next roll.

Kit Woolsey: 5/2*.
Blue is behind in the race, has the stronger inner board, and White has onlyone man back. Blue's biggest fear is that White escapes the back checker.The loose hit prevents White from doing this in one roll. It is no disasterif White hits back -- in fact, it may allow Blue to send a second checkerback. If the loose hit works, Blue may be able to cement his advantage.

Chris Yep: 9/7, 5/4.
Blue is way behind in the race and has three men back to White's one. In addition, Blue has a stronger board and the security of an advanced anchor, while White has a blot in his inner board. This just screams toward a bold play! Passive plays like 13/10, 13/11 9/8, and 9/6 just don't meet the requirements of this position. I also don't like 9/8 5/3 since it slots the 3 point instead of the more important 7 point. 5/2* is a reasonable move, but Blue will often have to break the stripped 8 point to cover. It looks like Blue doesn't quite have enough ammunition in range to make such an attack feasible. Best of all in my opinion is 9/7 5/4 which is slightly superior to 9/7 8/7. After 9/7 5/4 Blue has slightly more numbers that cover next turn (6s instead of 5s). Also 9/7 5/4 makes it more difficult for White to escape on the next roll. For example, if White rolls 5-1 or 5-6, note the perfect diversification: Blue needs 2s, 3s, 4s, and 5s to enter from the bar and 1s and 6s to hit White's back man. In comparison, if Blue plays 9/7 8/7, Blue will on average have fewer return shots at White if White only runs partway out with 6-x (in particular, Blue will never have two outfield points in direct range of White's back man).

Summary: The popular choices were to slot in the outer board, going after the prime.Is this really right? I thought the theme was not to let the bad guyhave a chance to escape in one roll. But maybe here it is the right idea,since the loose hit is hard to follow up.

   Play                    Votes   Score9/7, 5/4                  5      1009/7, 8/7                  3       805/2*                      3       809/6                       2       7013/10                     0       4013/11, 9/8                0       409/8, 5/3                  0       40

Problem 2

146








150

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White



money game




Blue

Chuck Bower: 10/5*.
White is vulnerable with two blots and no new points. Blue should takeadvantage by attacking 6/5*. 11/7 should be considered, along with thetwo accompanying fours that can be found in the quiz: 24/20 and 10/6.Here I believe keeping a checker on the 24-point prevents White froma cheap safetying move (7/x). If White is going to return hit, Blueshould see to it that it is in White's home board where he can thenget many return shots. Thus 10/6 appears to be the best four.

Steve Clark: 24/20, 21/20.
I wouldn't play 11-10, 8-4. This might look like a pretty blockingplay, but I can feel the blot attractors on the 21 point workingovertime. The play gives our opponent complete freedom without givingus a good point on either inner board.
What about hitting with 10-5? This could be the right play, but it alsofeels too loose for me. I would rather have my position put together alittle better before I made this hit. 24-20, 21-20 does just that. Ofcourse he could hit me and escape but I will have a reasonable positionwith reasonable chances in any case. If he rolls a poor number, I willbe very happy to have orgainized my position as best I could.

Malcolm Davis: 24/20, 21/20.
For me, a difficult choice between this play and hitting. I almost can't resisthitting, but it just seems that hitting does not do enough damage. With the 20-point made, if my opponent does not escape, I am in pretty good shape, If he does, I will try to win the race. If I get hit with a five, I will just have to hit back.

Doug Doub: 24/20, 21/20.
Usually, when your opponent moves to your 5pt and you can hit him with anace, it is clear to do so, unless you have a VERY good alternative. In thisposition, of course we do have that alternative, otherwise this problemwould not be here. Making the defensive anchor is a very sound play. Howto choose?
The race is rather close, and fives will play very well for Whiteregardless of which play we select. I think that is easy to not appreciatehow difficult it can be for White to get his back man safe. He is totallyblocked on a fourth of his numbers, and cannot get past our 10pt withanother eleven numbers. Even when he does escape, we are likely to havedirect shots at his blot on his bar point.
Our back men have lost their outlet on the 13pt. It is more importantthan usual that they be able to link up and try to move out together.Making the defense 5pt looks like the best strategy in this position.

Ray Fogerlund: 24/20, 21/20.
I don't really even want to think about this one. I just makeWhite's 5 point, and hope she doesn't get a 5. And, if she does, big deal!

Roger Gabrielson: 24/20, 21/20.
Making the 20-point would be obviousbut for those fifteen rolls hitting the blot on the10-point, letting White pull ahead in the race whileescaping. But we do get some return shots.
Covering the 10-point has appeal, leaving White theproblem of all those shots at the blots on our 5 and18-points, but ten rolls immediately point on our21-point blot. If we play 24/20 with the four, fourmore rolls point on us, so 8/4 looks better, thoughdouble-edged should a blot-hitting contest ensue. Heretoo we get some return shots even if pointed on.
Hitting on the 5-point looks too loose for toolittle gain when there are such worthy alternatives.
I'm voting for the 20-point because it avoidsimmediate disaster and our back checkers are isolatedwith our midpoint gone.

Hal Heinrich: 24/20, 6/5*.
This is an early position where nobody has made an inner board pointand the race is close, so we hit on the five point -- locking up the twenty point is way too passive. Finding the four to play is the hardpart. If I had the option, I'd pick my dice right here! Even though it's not listed as a candidate, continuing on to the ace point isworth considering. Here, I'd advance to the twenty point -- this playonly loses equity on 1-1 and 2-2, while providing an extra slot foran advanced anchor if Blue is hit.

George Klitsas: 24/20, 21/20.
I like the security offered by making opponent�s five point (24/20 21/20) - if my blot is hit by White, I will have some return shots and I will have a sound take for a long time whatever happens. If not hit, my builders will be well positioned to attack - White can�t cover everything at his very next roll.

Laila Leonhardt: 24/20, 21/20
Even race, and nice opportunity to make the 21-point and putting pressure onWhite to hit or safety his back checker. If hit Blue still has a good gameand might also have return hits.
By hitting loose on the 5 point Blue just risks to get 2 checkers on the barand putting him in position where White controls the game.

Rob Maier: 24/20, 21/20.
The five point is a long term asset. Other plays have some potential, butleave us vulnerable to attack. I'm not very confident about this one, butthe five point seems right pretty often.

Snowie: 24/20, 21/20.
Defense! White has a pile of checkers which are looking for a blot to poundon, and I'm not going to give him the satisfaction. If White doesn't escapehis back checker, I will be the one doing the pounding with my anchor toback me up.

Kit Woolsey: 24/20, 21/20.
This solidifies the defense for good, and forces White to roll a five orhave the worst of it. Hitting loose is loose indeed, and doing neithergives White freedom to improve on either side of the board.

Chris Yep: 24/20, 21/20.
Hitting seems natural, but on a closer look I prefer the simple 24/20 21/20. Hitting (24/20 6/5* or 10/5*) probably loses too much when White hits back. Furthermore, White has a fair number of rolls which hit twice with a strong initiative. On the other hand, the really passive moves (24/20 11/10 and 11/10 8/4) give White too many options. If Blue plays 24/20 11/10 he gives White two nice targets to attack. 11/10 8/4 stays out of the way of some of White's attack numbers, but at the same time it dumps a blot into Blue's inner board making it both more attractive for White to attack and less attractive for Blue to attack next turn. 24/20 21/20 makes an advanced anchor, guaranteeing Blue of at least an even game. Furthermore, the race is about even, so even if there is no more hitting, Blue has decent chances in a holding/racing game. Also, White will still have two blots to clean up. Usually White won't be able to clean up both blots. If, for example, White safeties his front blot (e.g. by making the bar point or using it to make a point behind Blue's anchor) but is unable to safety his back blot, Blue will be able to launch a strong attack on White's back man (especially if it is still sitting on Blue's 5 point, which will often be the case).

Summary: The panel was very solid on locking up the anchor first andworrying about the rest later. Sure makes a lot of sense.

   Play                    Votes   Score24/20, 21/20             11      10024/20, 6/5*               1       6010/5*                     1       6024/20, 11/10              0       4011/10, 8/4                0       40

Problem 3

146








167

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White



money game




Blue

Chuck Bower: 24/18, 13/11.
Once you've made the acepoint, modern advice says holding and racing arethe type of games to play. Blue is quite a bit behind in the race, ...so... let's hold! 24/20(2) works but doesn't really put any pressure on White. 24/18, 13/11 keeps a deep fielder and tempts White to give up the anchor. Blue should then procede to build his board, but that comes later. For now, 24/18, 13/11 grabs an (pseudo-)anchor, keeps pressure on White, and unstacks the heavy midpoint. If White chooses to "mix it up" by hitting, Blue stands to be the one to gain.

Steve Clark: 24/20(2).
It took me a long time to find the best play for this problem. 24-20(2)doesn't look promising because of the blot on the 18 point. I keptplaying 24-18 in my mind and then looking for the best remaining 2. Ikept sorting through them in my mind, but none of them are very good atall. I then tried 24-22(2), 13-11(2) but any checkers on the 22 pointare more blocked than I they were back on the 24 point.
Finally I went back to 24-20(2) and realized that this play with theblot on the 18 point is a lot better than making the 18 point andleaving a blot elsewhere. I had a lot of difficultly recognizing thevalue of this play because I had initially rejected it with the idea ofmoving on to more likely plays. In a game situation I might have foundit difficult to devote the time necessary to go back and reexamine thepossibilities. I think there is a good chance I would have made thewrong play.

Malcolm Davis: 24/20(2).
I have already made the 1-point. I own the cube. The advanced anchor seemsessential. It would be nice to make the 11-point with two of the dueces, but I don't believe it contains effectively enough to forego the strategic value of the 20-point. The 22-point is not advanced enough for me in this position.

Doug Doub: 24/22(2), 13/11(2).
Plenty of choices. It would be nice to make the defensive bar point, butthe last deuce would not be very productive. 24-20(2) would also be a verysolid play. I like making the 11pt, because it not only unstacks a heavypoint, but since we are trailing in the race by a meaningful amout, it seemsthat it is more likely that we would be holding our opponent, rather than heholding us.
Making the defensive 22pt puts some pressure on White's 9pt, but staysback far enough to make it difficult for White to play safely. 24-20(2)could be better, but I think it makes it too easy for White to play safelybehind us.

Ray Fogerlund: 24/22(2), 13/11(2).
I think that blocking the point 6 away fromWhite's anchor is the most important aspect. Stepping up to the 3 anchor sort of self blocks my own 6's but it threatens Whites outfield points. I want to make it difficult for White to "disengage" when I am down in the race.

Roger Gabrielson: 24/18, 6/4.
Trailing in the race suggests making aless advanced anchor but the made ace point suggestsnot having the timing to keep it. Covering the blot isnice, especially with White's sixes not playing toocomfortably. And we keep a checker on the 24-point,preventing White from handling awkward rolls byplaying behind us.
Stripping the 6-point with 6/4 is ugly and the4-point may be hard to cover, but alternatives lookworse. 24/22 asks to be pointed on while letting Whiteplay behind us. 13/11 gives White sixes to hit. Mostrolls play comfortably next turn after 6/4. At worstwe'll leave the shot we avoided leaving this turn.

Hal Heinrich: 24/22(2), 13/11(2).
Blue has made the deepest point possible, which boosts the importanceof making an advanced anchor. So making the twenty or eighteen pointbecome the front-runner candidates. However, neither of these approaches feel right. The reason is that Blue is behind in the raceand an underdog. Making both the twenty-two and eleven points makes progress on both sides of the board. After grabbing the twenty-two,making the eleven point restrains White's rear men while unstackingthe mid point smoothes out Blue's position. Certainly this is moreimportant than continuing on to the twenty or eighteen.

George Klitsas: 24/20(2).
I am in love with 24/18 13/11 but I will marry 24/20(2) risking a divorce in due time. The first play, keeping an eye on every corner of the board, is creative enough to get the applause of the crowd but gives White the opportunity to increase dramatically his race advantage by hitting the blot - it's true that in doing so White will lose his anchor and be exposed to return shots, but I don�t know if this is enough compensation. Other than that, by locking the 18 point , Blue won�t worry anymore about being primed or semi-primed by White. The point of 24/20(2) on the other hand is that White won�t be able to put his spares on the six point where they naturally belong (the five point) - also, the blot on the 18 point is practically immune. I will play 24/20(2) .Still, if I am entitled to give an advice, don�t do that mistake in life.

Laila Leonhardt: 24/18, 13/11
This is the textbook definition of an ugly position...only 6 point and 1point made, no builders or prime and no checkers on the bar.
Blue should avoid trying for any kind of possible back game, and get hischeckers around and go for the race.

Rob Maier: 24/18, 13/11.
Making the bar is clear, as is staying back on the ace point. Thequestion is the last deuce. By coming down with the last two, we keepsome flexibility, and have the option of making a point in front of theanchor next time. If the blot is hit, it isn't necessarily bad, as Whitemust break the anchor. 6/4 just seems too inflexible.

Snowie: 24/20(2).
White has an advanced anchor, so I need one just as good in order toequalize the position. I have already made my ace point, so I can't riskgetting involved in any priming battle. I'll simply battle out themutual holding game.

Kit Woolsey: 24/22(2), 13/11(2).
Blue is behind in the race, so there must be a premium on unstacking themidpoint and making the best point for blocking White's back checkers.Other plays are more oriented towards a mutual holding game, which wouldleave Blue at a clear disadvantage. One large doubles by White, andhe would be off and running.

Chris Yep: 24/22(2), 13/11(2).
Similar to problem 3 in last month's quiz. The difference here is that now Blue is behind 13 pips in the race after the roll, so Blue won't mind staying a little farther back (on the 22 point) if he can productively use some of the 2s elsewhere. In contrast to last month's problem, here I prefer 24/22(2) 13/11(2). 13/11(2) bears directly on White's anchor. Also, Blue still has good chances to later improve to an advanced anchor; if White hits Blue's 18-point blot, Blue will usually have a fair number of returns from the bar. It's true that this move ties up a lot of Blue's checkers, leaving Blue with a somewhat inflexible position. However, by only coming up to the 22 point, Blue makes it difficult for White to play safely. If White is unable to make the 4 or 5 point soon, he will likely have to awkwardly dump checkers behind Blue's anchor.

Summary: In a close vote between offense and defense, the nod went tooffense with making the big blocking 11 point. That seems to be the righttheme behind in the race, but perhaps not.

   Play                    Votes   Score24/22(2), 13/11(2)        5      10024/20(2)                  4       9024/18, 13/11              3       8024/18, 6/4                1       6024/22, 24/18              0       4013/9(2)                   0       40

Problem 4

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134

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White



money game




Blue

Chuck Bower: 23/21, 6/3.
It's hard to find problems where voluntarily leaving a double shot is right.I don't think this is one. 6/3 puts some teeth in Blue's board (and fearin White's eyes). After that, 23/21 makes a move to improve Blue's timingwithout risking the race lead. Blue's strength is his board, and White'sstrength is the prime. 6/3 stengthens Blue's board and 23/21 attempts totake some of the muscle out of White's prime. How can you do better thanthat?

Steve Clark: 23/21, 6/3.
6-3, 23-21 looks like the right play here. In all similar situationsthe hit must be examined very closely. Putting the opponent on the baris so nice that there must be substantial defects for such a play to berejected. In this instance, however, I reject the hit beacause, first,I am leaving a lot of loose blot around, and, second, the hit does notsolve the problem of my checkers on the 23 point. They are blocked inrather badly so I should devote likely rolls to escaping while I havethe chance.
Like so many plays in backgammon, a number of factors combine to make6-3, 23-21 a winner. It strengthens my board while moving a checker upto 21 point where it will have a better chance of escaping. White willbe reluctant to hit loose on his 4 point against my much strongerboard. Furthermore much of his ammunition for hitting is back on myside of the board. If I wait to try to escape, I am likely to face amore difficult prospect than I do now. The situation would be differentif I was behind in the race, but as it stands, trying to escape nowseems to be the right idea.

Malcolm Davis: 23/18.
Seems pretty clear. It is no bargain for your opponent to break the 8 or 9-pint to hiton the 7. Being substantially ahead in the race, I need to make the 18-point. It would be nice to make the 3-point with the three, but too dangerous to play the two to the 21-point. Hitting on the 8-point has merit, but not enough.

Doug Doub: 23/21, 6/3.
This one looks clear. Although it would be nice to hit, we would havetwo blots in our board and would lose a great deal on a return hit. Wecannot stay stuck on White's deuce point and expect to win this game.Getting out to White's bar point would be useful, but covering our 3ptgreatly strengthens our position.
Completing a fourth point in our board puts us much better placed shoulda blot hitting contest ensue. If we are not attacked we would have 2's tocover the 21pt, 3's and 5's to get to White's bar point, and 6's to leapover those points. Our board is strong enough to make an exchange of hitsadvantageous, but we also have a useful lead in the race. How bad can thatbe?

Ray Fogerlund: 13/8*.
Without an attractive alternative, I just hit. Three point boardshave always been my nemesis, so I try to let my three point boards become my opponents nemesis. In a way, you can increase your opponents reservoir of BAD LUCK if you always hit. Then, they always get a chance to dance, even on 1 and two point boards. Since 26 from the bar is the most often rolled number in Backgammon lore... This play is particularly strong here... :-).

Roger Gabrielson: 23/21, 6/3.
We can't hit because of those blots inour home board. Ahead in the race, our game willcrumble if we sit on the 23-point. So let's cover oneof the blots and make a break for it before White getsmore artillery in place, while we lead four to two inhome board points and that blot is still sitting onour 8-point.

Hal Heinrich: 23/21, 6/3.
Blue is ahead in the race, has the stronger board, and owns the cube!However, those two men back on the twenty-three point behind White'sbroken four-prime seem like sufficient compensation for all theseadvantages! As a rule, breaking your anchor into eleven enemy men whoare ready and eager to hurt you is a blunder. Besides, there's the open bar point thru which Blue might run next turn. Even so, this lookslike an exception. Blue can make a four point board and split -- Whitemay have eleven attackers, but only a 10/36 chance to make the four point. An additional 3 numbers make the two point -- so Blue has closeto a two thirds chance of not being pointed on. And if pointed on, Bluestill has return shots -- not to mention of decent chance at a timingcorrection.

George Klitsas: 23/21, 6/3.
Blue must definitely activate his back checkers now, trying for an advanced anchor - he's ahead in the race which is very bad taking into account the high risk of being primed. If he stays back on the 23 point with two checkers he will suffer a slow death . Everything else being equal, I would prefer to go all the way to the 18 point (23/18) but making a fourth inner point tips the balance and I vote for 23/21 6/3.

Laila Leonhardt: 23/21, 6/3.
Hitting loose Blue would be in a big gammon jeopardy. Instead Blue shouldstrengthen his board by making the 3-point, making less attractive for Whiteto leave blots. By splitting the back checkers Blue gets more outfieldcontrol, and also makes it harder for White to find a move next time thatwon't leave Blue a shot.

Rob Maier: 23/21, 6/3.
Hitting seems like the wrong idea. Blue needs to start moving forwardfrom the back. 23/18 runs as far as possible, but does nothing to cleanup Blue's board. White will be happy to attack to checkers if possible.23/21 prepares to run, and 6/3 strengthens the board. Attacking is farmore dangerous now for White.

Snowie: 23/21, 6/3.
Hitting is way to risky with two inner board blots. I have to get off the23 point before I get stuck there, and I have to cover the blots in myinner board. My play accomplishes both of these objectives.

Kit Woolsey: 23/21, 6/3.
Blue is ahead in the race and has the stronger board, but White has thatannoying blockade. This seems to argue for doing something with theback checkers. If Blue stays back on the 23 point he will suffocate.23/18 is appealing, but Blue really would like to tidy up his board.23/21, 6/3 accomplishes both of the desirable goals with minimal risk.

Chris Yep: 23/21, 6/3.
Blue has a substantial race advantage and is sitting on an inferior anchor (the 23-point anchor vs. White's 18-point anchor). In addition, White's bar point anchor puts direct pressure on Blue's midpoint. Blue only has three spares to play with (two on the midpoint and one on his 6 point). He has to start moving his back men soon, before he runs out of time. At the minimum Blue needs to quickly try to improve to a better anchor. If he waits until White brings around his spare checkers, it will probably be too dangerous to split. Given this, I believe Blue should play either 23/18 or 23/21 6/3. 13/8*, with the plan of escaping the back men after a successful attack, is also possible, but with two inner board blots, White has a good chance of hitting back, including several strong double hits. 23/18 has the advantage of controlling more of the outfield and splitting to a more desirable point. However, it leaves a weak inner board with two blots. I have a slight preference for 23/21 6/3 which makes a stronger board and leaves only one inner board blot. A strong inner board will help Blue if White tries to attack him as he runs his back men to the outfield. Also, Blue may get some shots at White as White brings his two outfield spares around the board. In both of these cases, a better board will help Blue. I think these considerations are more important than coming out to the 18 point.

Summary: The play which does two good things got solid support on thisproblem. It sure makes good thematic sense, even though there is dangerof being pounded away.

   Play                    Votes   Score23/21, 6/3               11      10023/18                     1       6013/8*                     1       6013/11, 6/3                0       4013/10, 3/1                0       406/1                       0       40

Problem 5

152








136

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White



money game




Blue

Chuck Bower: 10/4*, 6/5.
Blue's checker on the 10-point cannot be safetied. Therefore it should beused for maximum value, and 10/4* accomplishes that. 23/22 is tempting,getting ready to escape. But the action is on Blue's side, and 6/5 createseither a cover checker for the 4-point (if White misses) or a bullet forthe 4-point if White return hits. The back checker on the 23-point is notin any danger and should be easily extracted later. The pressure is all on White, so let's keep it there. 10/4*, 6/5 is my choice.

Steve Clark: 10/4*, 6/5.
23-17 doesn't look very attractive. It allows White too many goodhitting rolls. Besides mother taught me that if I have to leave adirect shot, I should hit a blot if possible. Suppose I do hit on the 4point, which ace should I play? 23-22 prepares to escape but I ratherprefer 6-5 because of the added diversification. The real alternativeis to play 13-7, 8-7, making a 4 point prime. That might be the rightidea, but it has the disadvantage of allowing White freedom to play hisentire roll in a situation where there are lots of things he would liketo build (or hit). I am not entirely sure here but I will play 10-4,6-5.

Malcolm Davis: 23/22, 10/4*.
I have a better board, I have given away the cube, and I am behind in the race.23/16 seems too passive. Making the 7-point has obvious merit, but I am hitting. Playing theace, 6/5, is appealing, but I believe coming up to the 22 point and threatening to escape ismore effective.

Doug Doub: 10/4, 6/5*.
When you have to leave a shot, it is usually better to make the initialhit yourself. Here, White is sitting on the point we would most like tomake, and we can unstack our 6pt in the process. Making the bar point wouldallow White many rolls to either hit or anchor, equalizing the game.Hitting is clear here.

Ray Fogerlund: 13/7, 8/7.
Quiet, but nice.

Roger Gabrielson: 13/7, 8/7.
We do have the stronger board, butleading in the race wirh one checker back arguesagainst the loose hit, which isn't needed as adiversion as White's builders aren't too threatening.Leaping into the outfield is unconstructive and makesnearly all White's rolls good. Making the 7-pointgives us four in a row and lots of pressure whileleaving fewest damaging returns.

Hal Heinrich: 10/4*, 6/5.
I don't see the problem here. There is no safe play, so Blue hits onthe four point. After that, unstacking the six point is clear.

George Klitsas: 13/7, 8/7.
It's between 10/4* 6/5 and making the bar point (13/7 8/7). I believe the two plays are close and I would not object to any of them in a chouette. I slightly prefer making the bar point - the four point prime will be there to stay.The strength of a four point prime in similar positions is often underestimated.

Laila Leonhardt: 10/4*, 6/5.
Blue's position is stronger, more home points, builders and flexibility.Blue should hit White on the 4 point and keep attacking until he makes thenpoint, and continue the offensive strategy.
The cube is turned, and when Blue succeeds to close out White he will mostlikely be winning a gammon.

Rob Maier: 23/22, 10/4*.
Blue leaves shots regardless, so we might as well attack. For the ace,moving to the five point doesn't add many cover numbers, while moving tothe 22 point gives us more chances to escape cleanly.

Snowie: 10/4*, 6/5.
I'm going to fight for my four point with all I have. I have the strongerinner board if it comes to a blot-hitting contest, and my men are well-poisitionedto carry out an attack. If White doesn't hit back, I could blow him out ofthe water.

Kit Woolsey: 10/4*, 6/5.
Running is thematic with the racing lead, but that leaves White witha lot of good numbers. Making the bar point is nice, but again Whitewould have good threes and sixes. The attacking play of 10/4*, 6/5 willwork very well when White is unable to hit back, and since Blue has thestronger inner board he should come out okay in a blot-hitting contest.

Chris Yep: 10/4*, 6/5.
If Blue hits with 10/4*, the best 1 has to be 6/5. 23/22 only marginally improves Blue's position. 4/3 gives White 17 returns instead of 18 after 6/5. However, 6/5 unstacks the heavy 6 point, giving Blue 3 direct covers (instead of 2) for the more important 4 point. This factor almost surely outweighs the one extra return shot. Of the non-hitting plays, I slightly favor 13/7 8/7, which minimizes White's hitting numbers. However, it still gives White a direct shot. It also leaves an inflexible position with all the spares on the 6 point. Since Blue has to leave a direct shot in any case, I think he should play 10/4* 6/5 which simultaneously knocks White off Blue's 4 point and unstacks the 6 point.

Summary: The natural hitting play won a solid majority of the votes. Since Bluemust leave a shot whatever he does, this seems like the thematic thingto do.

   Play                    Votes   Score10/4*, 6/5                8      10013/7, 8/7                 3       7023/22, 10/4*              2       6023/16                     0       4010/4*, 4/3                0       40

Problem 6

151








156

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White



money game




Blue

Chuck Bower: 24/18, 7/2*.
I see two approaches here: grab the 18-point or run one checker to safety.Of the three anchor plays, 7/2* is the least of evils as it leaves abouthalf as many shots as 13/8 and forces half of White's roll. Hiding a checker on the acepoint is likely to haunt Blue in the future. Of the running plays, I like 24/13 since the remaining checker will be halfway home and return shots are likely if White succedes in hitting.
It's not clear that Blue wants to race since he has a better board andWhite has no anchor. That fact has pushed me off the fence in favor ofanchoring and hitting loose on the deuce.

Steve Clark: 24/18, 6/1.
The play that immediately comes to mind is 24-18, 6-1, the total weenieplay. The obvious defect in this play is that I have littlediversification. At first I was unconcerned because I am unlikely toleave any serious shots in the next few rolls. On second thought Inotice the real weakness is that I will be poorly placed to build newpoints, thus allowing White to safely make an anchor.
Unfortunately none of the alternatives really attract me. I reallywould like to make White's bar point and none of the other 5's seem atall worth while. I do not want to hit on the 2 point. This justgives him the attractive alternatives of making my 4 point or hitting meon the 2. 13-8 looks worse.
I am not particularly happy with my choice but everything else lookseven worse so I guess I am stuck with 24-18, 6-1.

Malcolm Davis: 24/18, 13/8.
Playing the six to the 18-point seems mandatory. Moving the five to the 8-pointis the pure, natural play. If missed, it is a big gain, and getting hit is not the end of the world. As Nathan Jones would say, "Put the checkers where they are supposed to go."

Doug Doub: 18/7.
I would like to make the defensive bar point but there would be no decentfive to play. Attacking on the deuce point is not needed as a tempo play,and with our limited ammunition, it is going too deep in our board to havemuch chance of success as a blitzing move.
18-7 gets a back man safely to a reasonable spot and leaves no returns.It may not be terribly exciting, but it is a useful improvement to ourposition and has fewer flaws than the alternatives.

Ray Fogerlund: 24/18, 13/8.
Snowie will probably hate this play. I'd have torelearn how to play Backgammon to do anything else! They miss this double shot quite often, you know... and with the bar anchor and White's stacked position it will be nearly impossible for White to avoid further contact. Slot the point you'd like to make.

Roger Gabrielson: 24/18, 7/2*.
It's tempting to hang back on the24-point to try to make it harder for White to playsafe, but the race is even and it might not always bethis easy to escape. Making the 18-point offerslong-term security while maintaining some attackingchances.
13/8 also tempts but leaves White too many goodnumbers. 6/1 is just ugly. 7/2* is left. We could getlucky and blitz White and, if not, nothing too bad ishappening, yet.

Hal Heinrich: 24/18, 7/2*.
The race is fairly even, so trying to race with 18/7 doesn't have muchto commend it. 24/18 is the six, and now the choice is between 13/8 and 7/2*. 13/8 is not so bad -- sure the blot gets hit most of thetime, but that's no tragedy and when the slot works it's great. Butwhat clinches the 7/2* hit is White's stacks on the six and eight points. The reason is that hitting makes it much harder to unstack in a good way! Super stacks really boost the value of loose hits and that's important here.

George Klitsas: 18/7.
Here it's between 18/7 and 24/18 7/2*. The former leaves me worrying a little (I should worry more, I guess) about the back checker but White has no board yet. The latter leaves a blot and buries a checker at the same time - also it seems that Blue will encounter difficulties disengaging later from the anchor on his opponent�s bar point. I will stick to the positional play (18/7).

Laila Leonhardt: 18/7.
Get another builder around to prepare for the attack in case White fails toroll a 2 and anchor on Blue's 4 point. Making the 18 point has little value,Blue is not under pressure to be primed because he leaves 1 checker behindand the 18 point will have to be cleared and that could become a problem.Leaving a blot on the 18 point would give White a change to hit loose on Blueand force Blue to be using his rolls to come in instead of making points orprime.

Rob Maier: 18/7.
With White in such disarray, staying back on the 24 point seems clear,especially with no clear racing advantage. Bringing the checker to thebar point adds more ammunition for an attack, and forces White to dosomething without the opportunity to hit.

Snowie: 18/7.
Forget the anchor -- I'd just have to get off it. My game plan is to attackWhite's back checkers if he is unable to link them, and I need to getmy ammunition into position. 18/7 gives me the guns I want. My back checkershouldn't have too much trouble escaping considering that White has no board.

Kit Woolsey: 24/18, 7/2*.
Grabs the anchor, and puts White on the bar. Going deep to the two pointisn't terrible in this sort of position, since it isn't likely to turninto a priming battle. Other approaches don't appear to accomplishvery much.

Chris Yep: 18/7.
I believe the best way to play against White's "candlestick" position is to leave the checker on White's ace point. Playing 24/18 relieves the pressure on White. If White can make an anchor he'll be content to just sit on the anchor while building up his board. Leaving a checker on White's ace point thwarts this strategy. If Blue does play 24/18 however, I think he should do it in combination with 7/2*. If Blue is hit back he will often be able enter low in White's board (thus still guarding against White slotting and building up his board), while if he's not hit back he can continue attacking. 13/2* is similar, but even looser. Either of these might be correct, but I prefer 18/7 which escapes one back man completely and still preserves Blue's options to attack in the future if White is unable to anchor. I don't like 7/1 6/1 at all. While it makes another inner board point, it strips his position and removes two useful spares that Blue may need in the future. Also it increases White's chances of eventually anchoring; if White anchors, Blue's checkers on the ace point are out of play.

Summary: Making the anchor seemed like a reflex action to me. I must admit that the plurality choice of 18/7 does have a lot of appeal.However I'm still not convinced.

   Play                    Votes   Score18/7                      6      10024/18, 7/2*               4       8024/18, 13/8               2       7024/18, 6/1                1       6024/13                     0       4013/2*                     0       407/1, 6/1                  0       40

Problem 7

174








143

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White



money game




Blue

Chuck Bower: 22/13.
Ahead in the race--let's race! Blue was hoping to make either the 5- or 4-point, but this consolation prize of trading the 9-point for the 3-point just doesn't seem worth it. The barpoint is reasonable, but with White on the rail, Blue can dull one thorn (the remaining back checker) and save the 9-point and builders for next roll, where making the more desirable 5- and 4-points will be considerably more rewarding.

Steve Clark: 13/7, 10/7.
I would not make the 3 point here. This looks a little loose despitethe fact that I am making a new inner point board. Nor does 22-16,13-10 draw approval. The real choices to me are 22-13 or 13-7, 10-7.In general getting away is worth a lot, particularly when our otherblots are fairly well organized for future action, as is the case here.Even so I will make the other play.
Making the bar point contains no immediate threat and it does leave onechecker back. But it does make a 4 point prime which is likely to haveconsiderable long term value. I would be more concerned about thechecker on the 22 point if White had much potential to contain it. Buthere his blots are all in awkward places so that I likely should be ableto escape in the near future.

Malcolm Davis: 9/3, 6/3.
Sorry, but I am making the 3-point. Escaping is pretty good, and making the 7-pointhas a lot of value, but I have given away the cube, and now I want to "play some backgammon." Myfirst objective is to win a backgammon! If not, then I will settle for a gammon.

Doug Doub: 22/16, 13/10.
We can hardly go wrong with any of the top four choices in this fineposition. Making the bar point secures four in a row, with three opposingmen caught behind. The 3pt, though not as strong as some other points wouldbe a useful addition, and our other men would be in great position to addanother key point. It does have the drawback of losing our entire advantageshould White throw 55, though it clearly has the biggest upside, since therewould be four chances for White to fan.
Either of those plays could be best, but I am inclined to keep the 9ptthis turn, rather than break it for the 3pt. The reason that I am not wildabout making the bar point is that I would like to develop that stack on our6pt, and if the bar point is made here, then the two men there would not beable to be freely used to make an inner point.
If I don't make either my bar point or 3pt, then 22-16 is my onlysensible six. I think that using the three to cover the 10pt is worth thesix extra shots, especially since 54 and 43 would offer highly constructiveplays to White inside our inner board, and we would lose less if we got hiton the 16pt than on the 10pt.

Ray Fogerlund: 22/13.
See ya!

Roger Gabrielson: 9/3, 6/3.
Opponent dancing with wretched position =attack = inner board point. Opponent's inner boardsays indirect shots no concern, more so as White hasbetter use for 5-4 than hitting.

Hal Heinrich: 13/7, 10/7.
Blue is a happy camper in this position -- White is sorry to have taken the cube and Blue now rolls a good number. Making the bar pointor running out with 22/16 13/10 seem equally strong to me. I'll opt for the bar point because of how White's 6-1, 6-2, and 6-3 play.

George Klitsas: 13/7, 10/7.
Bar point (13/7 10/7). Often one says to himself "I have a lot of time and opportunities to make this or the other important point". Make it now. The checker on the 22 point will have no difficulty at all escaping at his ease.

Laila Leonhardt: 13/7, 10/7.
Blue is in a strong position, with no immediate threats from White. The 7point is aesthetically pleasing, 4 in a row. Usually when a move pleases theeye, it tends to be correct.
Another tempting move would be to make the 3 point, but leaving 2 blots andgiving White a change to get back in the game in a few shot exchanges seemslike an unnecessary risk.

Rob Maier: 9/3, 6/3.
With White on the bar and a blot on the ace point, it is time to startbuilding up the board. Making the bar or running just give White moretime to recover.

Snowie: 13/7, 10/7.
Why not? This gives me a solid four-prime with good chances to improve.My back man will be able to escape later -- for now, the checker is moreof an annoyance to White.

Kit Woolsey: 13/7, 10/7.
The bar point is forever, particularly considering that White has two checkerson Blue's ace point. Blue's back checker isn't in much danger of beingtrapped, and should have little difficulty escaping in the future. Rightnow, the emphasis should be on offense.

Chris Yep: 13/7, 10/7.
I like 13/7 10/7. Even though it strips the midpoint, creating a solid 4-prime against 3 checkers while leaving no shots looks best. Blue would like to unstack his 6 point. However, exposing two outfield blots (instead of none) to make the 3 point doesn't seem like a fair trade. Blue would also like to run his back checker soon. However, he's not yet in any danger of being primed and with White's ace point blot, Blue can try running next turn with the knowledge that he'll usually have return shots from the bar should White hit him.

Summary: The prime is the thing, says the majority of the panel. It suredoes look pretty.

   Play                    Votes   Score13/7, 10/7                7      1009/3, 6/3                  3       8022/13                     2       7022/16, 13/10              1       60

Problem 8

136








195

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White



money game




Blue

Chuck Bower: 16/10, 6/5*.
In the old days when backgames were a sign of virility, 24/23 (locking up the 2-5 backgame) and 13/7 (tempting White into adding to Blue's timing) would have been my choice. (24/23, 16/10 might be the better backgameplay, anyway.) I've since learned that backgames are a last resort, and attempting to go forward is preferable. 23/16 is a strong double- (triple-?) holding game play. However, 6/5*,16/10 goes for Blue's most important offensive point in one last ditch effort to win forward. UntilBlue can establish some kind of home board, White will be free to moveas he wishes. If White return hits then going for the second defensive point will become the top priority.

Steve Clark: 23/16.
Anything involving 24-23 seems like the wrong idea. I do not want toplay a back game nor does White particularly threaten these checkers.The two plays that look potentially best are 23-16 and 16-10, 6-5.
23-16 leaves me reasonably placed to interfere as White attempts tobring his checkers around. Unfortunately it leave White free to playhis entire roll and threatens very little until I can build my innerboard.
16-10, 6-5 is much looser but at least starts the 5 point and preventsWhite from playing his entire roll. back in problem 5 I had difficultychoosing between rolls because I am unsure of the objective merits ofthe alternatives. In this instance the I am uncertain for a slightlydifferent reason, here I judge them to be rather equal. Well, I have topick one so I will go with 23-16.

Malcolm Davis: 23/16.
Not enough "wood" to play 16/10, 6.5*. My play is a little passive, but I own thecube, and the game has a long way to go. Would not play the six to the 18-point in my wildest dreams, and it seems too early to make the 23-point.

Doug Doub: 16/10, 6/5*.
This is the natural developing move, going after the best point in ourboard and not minding a great deal whether we get hit or not.
I was sorely tempted to play 24-23 with the ace, however. We could getblown away into a very poor 5pt game, should White throw 55's and we fail tocover the 23pt quickly, or get saddled with a poor 1-5 backgame if he throws44's or even 65 or 54. Still, a great deal has to happen for us to not geteither the 23 or 22 point. It appears that the gains from making our 5ptwhen successful, figure to be worth the risk.

Ray Fogerlund: 23/16.
This may end up being a back game, but I don't want tocommit to it yet. It would be natural to attack on the 5 point with the ace, or to lock up the deuce point anchor and then get to work. However, making the 16 point, owning the 5 point and having a blot stationed on the ace point will provide plenty of resistance to White as she attempts to break contact and cash in on her racing lead. I will build my board during the next few turns... Preparing my home for company!

Roger Gabrielson: 23/16.
Don't panic. Back games are a last resort.Still not favored but we're not getting gammoned, have the whole board covered, and just might get a fewshots before this is over, maybe after making someinner-board points.

Hal Heinrich: 23/16.
16/10 6/5* is the traditional lets-play-a-backgame approach -- anapproach I like and that might be right here. But Blue does not yethave a back game, and may not get one. Making the sixteen point givesBlue a nicely flowing position -- it's much easier to give up the midif you have the sixteen! White'll have to roll pretty well to get home without leaving shots. And now Blue can still built the inner boardvery aggressively.

George Klitsas: 23/16.
The most difficult problem in this set in my opinion. Three plans are conceivable here. First, trying to go forward - 16/10 6/5* looks the appropriate move in that case. Second, play a five-point holding game which is stronger than usual with the additional outfield post created by the very first move of Blue (23/16). A third option is a 2-5 backgame, the timing of which is best helped by 24/23 13/7, "forcing" White to hit blots. Most experts believe that a backgame should be the last resource, especially when timing is suspect, as it is here - Blue is not behind enough in the race, so I will reject plan three. Plan a (16/10 6/5*) could work, but could also backfire. Many optimists could think that , even after being hit, Blue should be able to make a second back anchor and play a back game and the most optimists between them would be sure that this second anchor would be the two or the three point. Reality is often cruel, tho, and in many cases Blue would simply watch his blots scooped up and himselflosing a gammon without ever making a second anchor, even on the inferior ace point. Remains the sound 23/16, which is my choice. It will be very difficult for White to avoid leaving blots and Blue could even make it playable regarding the race alone. A passing thought: the chosen move seems to be best in terms of recube equity, as well.

Laila Leonhardt: 16/10, 6/5*.
When you own an advanced anchor and you are trailing in the race by a lot,and you have back checkers ready for making another back point, beaggressive. Try to see if you can succeed in attacking White's last backchecker and maybe get him to leave another blot, and if all else fails getinto a back game/holding game and take your time building your home boardpoints. Try to avoid building lower points in your home board and watch yourtiming carefully. You don't want to be squeezed into playing your high rollsinto your low points because you got primed.

Rob Maier: 16/10, 6/5*.
Something of a toss-up. If the timing were more tilted I would opt formaking the 23 point. As it is, we should still try to go forward, if onlyto finish the job of fixing our timing. Passive plays like 23/16 shouldbe rejected.

Snowie: 24/23, 16/10.
I hate backgames as much or more than the next guy, but sometimes you justgotta play them. I am so far behind in the race that making the anchoron the two point is far better than making any other anchor. Any otherapproach risks having a position without much play.

Kit Woolsey: 16/10, 6/5*.
Making another point on White's side of the board with 23/16 or 24/23 anda six somewhere is tempting, but I think Blue can afford to try for more.If he can make his five point he will get an offense going, and if he ishit back after the loose hit he will be a favorite to make another anchorin White's board and play some kind of a backgame. 16/10, 6/5* lookslike the play which can win either frontwards or backwards.

Chris Yep: 16/10, 6/5*.
With Blue having a big race deficit, four back men to White's one, and an advanced anchor, everything points toward a bold play. 6/5* looks natural, unstacking the 6 point, fighting for the 5 point, and preventing White from escaping in one roll. With the 6, 16/10 looks best. 24/18 doesn't do much. It slots an advanced anchor, but Blue already has one. It also gives Blue more outfield control, but that doesn't look like the most important consideration here. 13/7 is the most aggressive 6, but it leaves too many blots. It gives White more numbers to hit back from the bar while leaving Blue only slightly better when White misses. Thus, I prefer 16/10, which still gives Blue a lot of covers for the 5 point, while reducing the number of return hits from the bar. Although White only has a 2 point board, Blue still has to show it some respect. The blot on White's 9 point is especially vulnerable since if White hits it, he simultaneously brings down a builder for the 3 and 7 point; also Blue will often have to break his anchor to return hit there.
Although I like 16/10 6/5*, the non-hitting plays are not necessarily bad. With Blue only having 6 men on his side of the board, it might be right to concentrate on defense (24/23 16/10 or 24/23 13/7) or outfield control (23/16), but since the 5 point is the biggest point on the board, I prefer 16/10 6/5*.

Summary: An even division between solidly locking up the outfieldpoint and stirring the checkers around with a loose hit. What is remarkableabout this position is that the lone vote for digging in ones heels andmaking the 23 point came from our resident bot. The bots have been showingus time and time again the evils of playing a backgame, yet here all theexperts shy away from one while Snowie is willing to sit and wait. Havewe come full circle?

   Play                    Votes   Score16/10, 6/5*               6      10023/16                     6       9024/23, 16/10              1       6024/18, 6/5*               0       4024/23, 13/7               0       4023/22, 16/10              0       4016/9                      0       4013/7, 6/5*                0       40




Vote Summary

                   1                     2                      3                    4                    5                      6                 7                 8Chuck Bower       9/7, 5/4              10/5*                  24/18, 13/11         23/21, 6/3           10/4*, 6/5             24/18, 7/2*       22/13             16/10, 6/5*Steve Clark       9/6                   24/20, 21/20           24/20(2)             23/21, 6/3           10/4*, 6/5             24/18, 6/1        13/7, 10/7        23/16Malcolm Davis     9/7, 8/7              24/20, 21/20           24/20(2)             23/18                23/22, 10/4*           24/18, 13/8       9/3, 6/3          23/16Doug Doub         9/7, 5/4              24/20, 21/20           24/22(2), 13/11(2)   23/21, 6/3           10/4, 6/5*             18/7              22/16, 13/10      16/10, 6/5*Ray Fogerlund     5/2*                  24/20, 21/20           24/22(2), 13/11(2)   13/8*                13/7, 8/7              24/18, 13/8       22/13             23/16Roger Gabrielson  9/7, 5/4              24/20, 21/20           24/18, 6/4           23/21, 6/3           13/7, 8/7              24/18, 7/2*       9/3, 6/3          23/16Hal Heinrich      9/7, 5/4              24/20, 6/5*            24/22(2), 13/11(2)   23/21, 6/3           10/4*, 6/5             24/18, 7/2*       13/7, 10/7        23/16George Klitsas    9/7, 8/7              24/20, 21/20           24/20(2)             23/21, 6/3           13/7, 8/7              18/7              13/7, 10/7        23/16Laila Leonhardt   9/6                   24/20, 21/20           24/18, 13/11         23/21, 6/3           10/4*, 6/5             18/7              13/7, 10/7        16/10, 6/5*Rob Maier         5/2*                  24/20, 21/20           24/18, 13/11         23/21, 6/3           23/22, 10/4*           18/7              9/3, 6/3          16/10, 6/5*Snowie            9/7, 8/7              24/20, 21/20           24/20(2)             23/21, 6/3           10/4*, 6/5             18/7              13/7, 10/7        24/23, 16/10Kit Woolsey       5/2*                  24/20, 21/20           24/22(2), 13/11(2)   23/21, 6/3           10/4*, 6/5             24/18, 7/2*       13/7, 10/7        16/10, 6/5*Chris Yep         9/7, 5/4              24/20, 21/20           24/22(2), 13/11(2)   23/21, 6/3           10/4*, 6/5             18/7              13/7, 10/7        16/10, 6/5*

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