return to indexReaders Answers
Problem 1
| 153 160 | White money game Blue |
Chuck Bower: 24/20, 13/11.
Early in the game with both sides sparring for position, passivemoves like 13/7 look much too conservative. Of the two splits, 24/20,13/11 gives White fewer clean hits (including point-on-head) than 24/20, 24/22. So it's between 24/20, 13/11 and making the 4-point.
Making the 4-point gives White 15 hits to take a solid race lead withgood chances of escaping one of the back checkers. Throw in six other2's which make the anchor and 3-1 and 1-1 which make the 5-point andWhite has 24 good numbers. If Blue plays 24/20, 13/11, White points-on-head with 10 rolls and makes the 22-point anchor with sixremaining 2's. That totals 16 good numbers. Although the 4-pointis a solid asset, it does give up the 8-point and provides White a lotof good return rolls. I'll go with 24/20, 13/11.
Steve Clark: 24/22, 24/20.
I think it is important to try to escape before White makes more points onhis inner (or outer) board. Both 13-7 and 8-4, 6-4 are poorly directed.
Of the two escaping plays, I am not certain which one is correct. 24-20,13-11 creates some diversification for the stack on the 13 point but it alsodoes provide extra good rolls for White. 24-20, 24-22 always looks a littlestrange to me but I know it is often right. Even if we get hit on the 20point, we still will have the opportunity of making an advanced anchor onthe 22. Either play could be right but I think moving both off the 24 pointis best.
Ray Fogerlund: 13/7.
I would not be surprised if making the 4 point turned outto be a stronger play, but I have learned not to leave blots indiscriminantly as often as I used to. 13/7 and look to improve next turn.
George Klitsas: 24/20, 13/11.
It is thematic for Blue, facing the skeleton of a blockade, to start moving his back checkers. After 24/20 with the four, 24/22 looks almost pointless (Blue often suffers a slow death after making White�s three point) compared to the constructive 13/11 - in that case Blue might use the checker on the 11 point as a builder or just to make the 11 point. This is my choice (24/20 13/11). Tempting and grossly underestimated is the bold 8/4 6/4, which is almost as good and would be my second choice.
Laila Leonhardt: 24/20, 13/11.
Blue has to make an effort to get an advanced anchor before White strengthenshis prime.Moving up will put pressure on White to attack to prevent this happening.The extra builder on the 11 point will work for Blue as an attacker or aprimebuilder and if picked up by an indirect shot Blue will have morenumbers to create the desired 20 point.
Rob Maier: 24/22, 24/20.
I like spliting with the four, and moving up with the two seems better than coming down.
Snowie: 24/22, 24/20.
There isn't much to be done up front without taking undue risks. I wantto get my back men off the 24 point since White has made his bar point,and this looks like the roll to do it.
Marty Storer: 24/22, 24/20.
Every listed play has its attractions and drawbacks. Making the 4 point is too big and I reject it. Itgives White 17 ways to hit, which is a lot. BecauseWhite's only bad rolls are 64 and 41--every othernon-hitting roll makes an advanced anchor, escapes, ordoes something good on White's side--the threatinvolved in making the 4 point doesn't justify therisk. I also reject 13/7 as playing catch-up; it'ssolid, but either of the two remaining plays is moreproactive. I next reject 24/20 13/11; though thatplay is OK, the 11-point builder doesn't help muchagainst White's split checkers. It doesn't add muchbuilding power to the inflexible 6-7-8 formation, soit seems more of a target than an asset. In my mindthat makes 24/20 13/11 too much of a two-front risk. I choose 24/20 24/22, which isn't a bad play at all. Though it advances both checkers to target points andgives White some attacking chances, those aren'toverwhelming, and the play is a decent bid to anchoror race. If attacked on one point, failing a returnhit I can often make the other point with a soliddefensive position.
Bob Stringer: 24/20, 13/11.
Since White's bar point is taken, I have to get the back men movingbefore they get stuck on the ace point. At the same time, White'sstructure is good for attacking, so I don't like moving up both men.24/20, 13/11 also starts doing something in the outfield, so I give itthe nod over 24/22, 24/20. As for the alternatives, 8/4, 6/4 is outbecause it gives White a direct shot in a race that's reasonably even.13/7 is blah and looks like it will quickly lead to an inflexibleposition.
Casper van der Tak: 24/22, 24/20.
After the opponent makes the bar-point early in the game, there is often an incentive to move up with both back checkers. This position is no exception. 13/7 does add a builder, but that is all; 8/4 6/4 leaves too many shots. The main alternative is 24/20 13/11, but that leaves some costly shots at the checker on the 11-point and leaves the checker on the 24 blocked by the bar-point.
Kit Woolsey: 24/22, 24/20.
Making the four point would be nice, but the combination of losing the eightpoint, leaving the direct shot, and leaving two checkers stuck back on the24 point when White has made his bar point seems too much to give away.I need to advance my back checkers before they get hemmed in, and thislooks like the right time and roll to do so before White builds up someoffense.
Chris Yep: 24/22, 24/20.
Blue's front position is not well set up for a priming game. At the same time, due to White's split back checkers and Blue's weak 1 point board, White rates to get an advanced anchor (in many cases it will be wrong for Blue to attack). Instead, the overall board position is that of a mutual holding game. For this reason I like 24/20 with the 4. For the 2 I don't have a strong preference, but I slightly prefer 24/22. If White points on Blue with 2-1 or 3-2, Blue will have more return hits from the bar. Additionally 24/22 slots a second advanced anchor so that if White hits on his 5 point Blue will also have chances to make the 22 point anchor.
Summary: The panel emphasized activating the back checkers in thisearly game position, as the majority went for moving both back men and therewere no votes at all for making the four point. It looks like the properpriority to me.
Play Votes Score24/22, 24/20 7 10024/20, 13/11 4 8013/7 1 608/4, 6/4 0 40
Problem 2
| 129 150 | White money game Blue |
Chuck Bower: 6/3*, 3/2.
One back? Attack! White is poised to escape his last checker with a 6,so take that option away. 24/23 for the second half of the roll givesWhite chances to make awkward entering 6's into decent rolls. Also,White's 44 and 33 have less sting after 3/2 than after 24/23. 3/2 isn'tquite as good offensively, but here Blue wants to continue the attack, andkeeping the back checker out of harm's way better greases that path.
Steve Clark: 13/10, 6/5.
I always look at making the 5 point in these situations. Usually it is thewrong play but not by much. I think this is true here also. The 5 point isalways attractive but it leaves White with both good 5's and 6's.
It could be right to hit here since White is on a square from which he canescape with 6's, particularly since we are well behind in the race. I amreluctant to do so because White has the better board.
I could play safe with 24-23, 13-10, but that looks yuchy. I do not think Iam improving the position of either checker.
The remaining choices seem to involve slotting. Maybe slotting the 5 pointis better than normal. This is also a play that is usually wrong by asmall amount. The alternative seem sufficiently unattractive that this playhas come to the fore. I will go for 13-10, 6-5.
Ray Fogerlund: 13/9.
I am behind in the race, and White is threatening to escapewith a 6. So, I slot the 9 point and threaten the best possible position that I can assuming that White fails to succeed in her quest for an escaping 6. It is worthwhile to point out that stepping up to the 23 point is much more volatile than staying as far back as possible on the ace point. Slotting the 9 point leaves my back checker as far out of harms way as possible.
George Klitsas: 8/5, 6/5.
Making the five point can�t be bad in a position like that, and could well be the best play. Arguments for making the play is Blue�s cramped position, a partial duplication of 5�s for White and the race (Blue is behind enough so that losing more ground is not as important as usual - also being hit might even help him if he eventually makes a defensive anchor).
Laila Leonhardt: 24/23, 13/10.
By moving up to the 23 point Blue takes away a safe builder from White fromthe 8 point that can be used for building the 3,4 and 7 point in the prime.If White does so now, he will have to leave Blue a direct 6 shot. Bringingdown an additional builder for the prime will give Blue an attacker he canuse without breaking the 10 point especially efficient in cases where Whitemay move closer to the prime to have more numbers to escape with.
Rob Maier: 13/9.
A two way shot. Either we are able to make the prime, or we get a second checker sent back, hopefully to anchor.
Snowie: 6/3* 3/2.
First order of business is to make sure White' can't escape that lastback checker in one roll. This means hitting loose. If I am hit back, Idon't want White hitting on a point where he can escape, so I am better offmoving on to the two point. If I can make the two point, that is fine. Iam trying to attack White's lone checker, not prime it.
Marty Storer: 8/5, 6/5.
13/10 24/23 is too passive given White's racing lead. I must either hit, make the 5 point, or slotsomewhere. Forget about 13/9; though it duplicates6's to hit and to escape, it doesn't threaten enough. Likewise 13/10 6/5 seems wrong; making the 5 pointought to be better because it gives more immediateattacking chances. Hitting seems too disjoint; Idon't want to put a blot on my 3 or 2 point. I'llmake the 5 point; though that risks being hit, not allof White's hitting numbers fully escape, and the 5point has immediate and lasting tactical value.
Bob Stringer: 24/23, 6/3*.
Making the 5 point looks very reasonable; it make a great point, andsince I'm already well behind in the race, getting hit is no bigdisaster. However, hitting on the 3 point seems more consistent withthe goal of preventing White's last man from escaping. Since it wouldbe nice to make an inner board point, and the 3 is better than the 2,I'll couple 6/3* with 24/23.
Casper van der Tak: 24/23, 6/3*.
Difficult decision between this and making the 5-point. I often found that attacking is indicated in one checker back vs one checker back positions, especially if opponent I poised to escape, and if opponent is leading in the race. With equal board strength the hit would be pretty clear. Here I truly do not know, it also is a disadvantage to step up under the �sight� of White�s 8-point.
Kit Woolsey: 13/9.
Difficult. The main problem is that I am way behind in the race, so containingWhite's back checker is very important. Normally I don't care for this sortof slotting play, but perhaps it is correct here. If White doesn't hit Imay be able to make a five-prime and work from there. Making the five pointgives White very good fives and sixes, and hitting loose is only atemporary reprieve. I don't believe I can afford to play passively.
Chris Yep: 8/5, 6/5.
Down by 17 pips in the race with a stacked and stripped position, 8/5 6/5 seems to give Blue the best chance to start something on offense. Although White can hit with 5s, 5-2, 5-3, and 5-4 are duplicated since they are good on the other side of the board (unfortunately one disadvantage of 8/5 6/5 is that it makes 5-5 a crusher). If White misses, Blue will have good chances in the upcoming priming or attacking battle. Serious consideration should also be given to 6/3* since White threatens to build next turn, but I like the strength of the 5 point in this position.
Summary: There was no concensus at all about what Blue is supposedto be doing on this very tricky problem. Hit loose? Build? Prime? Playsafe? Slot? I admit that I am still at a loss about the right game planhere.
Play Votes Score8/5, 6/5 3 10013/9 3 9024/23, 6/3* 2 806/3*, 3/2 2 8024/23, 13/10 1 7013/10, 6/5 1 70
Problem 3
| 174 154 | White money game Blue |
Chuck Bower: 22/16, 15/11.
All the candidates make a new point. One candidate leaves only one blot.One candidate gets the backmost checker close to home, and leavesno other checkers on the 'wrong' side of the board. Only one play doesall of the above: 22/16, 15/11.
Steve Clark: 22/16, 15/11.
I would not make the 2 point. I believe it is right to make the 2 only whenclearly constructive alternatives are not available.
Each of the other plays makes a worthwhile point. I will play 22-16, 15-11because it also makes the best effort to escape my last checker. Thedrawback to this move is that, since which has 3 blots back, blocking him ismore valuable than usual. The play I am advocating makes the point leastlikely to hold him in.
Well, should I change my mind? I have almost talked myself into anothermove--but not quite. I will stick with 22-16, 15-11.
Ray Fogerlund: 8/2*, 6/2.
Don't overthink. Make a point on White's head, andglean a massive gain when White fails to enter 11% of the time. Other plays are plausible, but all fail to deny White half of her next roll... Besides, making the deuce point blocks 26 from the bar!
George Klitsas: 15/9, 13/9.
Making the two point on White's head, overextends the position, strips the eight point and leaves three blots strewn around. Blue must play a blocking game, given the number of each players back checkers and the pip count. From the three alternatives, 22/16, 15/11 leaves more of Swiss cheese than a backgammon position. The actual choice is between 15/9 13/9 and 13/7 11/7. The first is, admittedly, more pleasing to the eye, leaves less hitting numbers for White, creating at the same time more builders to make new points. It's only drawback, compared to making the bar point (13/7 11/7) is that it fails to deprive White forever of that important anchor. I went back and forth between those two plays and I finally settled for 15/9 13/9.
Laila Leonhardt: 22/16, 15/11.
Seeing the cube having been turned this early is a pity. A golden rule ofearly doubles is to have at least 1 more point in your homeboard than youropponent. In spite of Blue being ahead in the race the game is far fromsettled as a running game and Blue has given White an extra weapon to fightwith. There is bound to be many situations where Blue is going to regret hiseagerness when he faces a 4 cube. When you double, make sure it hurts. Therehas to be just some doubt whether it is a take or a drop in your opponentsmind for the cube to sting the most. White has more checkers back, so Blueshould go for avoiding contact plays. Simply bring the checkers home and tryto create a prime that warrants a cube (or in this case, wins the game)
Rob Maier: 13/7, 11/7.
I'm not making the two point, even if they do fan 4/36. Making the bar keeps them from making it, and leaving the extra blot doesn't scare me.
Snowie: 22/16, 15/11.
When ahead in the race, race. My play makes a good point, leaves only oneblot, and attempts to run home. Other plays don't do all these good things.
Marty Storer: 13/7, 11/7.
Making the 2 point is too antipositional, and makes itharder to consolidate. All three of the other movesare good. 22/16 15/11 is the most straightforwardattempt to convert the racing lead, but doesn't make aparticularly good structure, nor pressure White's backcheckers much. It may not improve too well in thefuture. So I'll go with the 70's play of making thebar point. Against four checkers back, the bar hasmuch lasting value. Making the 9 point leaves feweroutside shots, but the 9 point isn't as good as thebar, and the outside shots at the 11 point are betterfor White than those at the 15. Also, keeping thechecker on the 15 point gives good outfield controlnext roll. That makes it easier to make an outsidepoint next time, and harder for White to bring out aback man without being hit. This factor is somewhatoffset by the greater number of ways 15/9 13/9 givesto make the 7 or 5 next time, but because the 7 pointis better than the 9 point I still prefer to make thebar.
Bob Stringer: 15/9, 13/9.
Hitting and making the two point is the only play that I ruled out,since it leave me in too much of a disjointed position. I kept jumpingaround the remaining moves, but settled on making the 9 since it's agood point to have, and the man on the 11 point is available to makethe 5 or 7 point later on. Making the bar point, on the other hand,doesn't look as though it will lead to an improvement as readily, andit also leaves that blot on the 15 point. 22/16, 15/11 is a closercall for me, but I reject it for similar reasons -- it doesn't look aslikely to lead to further improvement as does making the 9 point.
Casper van der Tak: 22/16, 15/11.
Blue has a racing lead, so he should aim to bring his checkers home. This play starts to extricate the last back check, builds a useful outfield point, and leaves only one blot. Seems very attractive to me!
Kit Woolsey: 22/16, 15/11.
Ahead in the race, so let's race. Only one blot, an important outer boardpoint, and my last back checker prepared to come home. Other plays makebetter points, but don't make nearly as much progress escaping andcoming home. I want to avoid having a second checker sent back.
Chris Yep: 13/7, 11/7.
Blue can make the 2, 7, 9, or 11 point. All of these moves give White about the same number of shots. Each move looks strong, but I prefer 13/7 11/7 to give Blue the strongest prime. In addition the danger of leaving a second blot (compared to 22/16 15/11) is lessened since White's 3s are somewhat duplicated (he needs 3s to hit each blot and to make the 21 point anchor).
Summary: The votes were divided, but the panel was strong on thesimple running play. This seems quite clear to me.
Play Votes Score22/16, 15/11 6 10013/7, 11/7 3 8015/9, 13/9 2 708/2*, 6/2 1 60
Problem 4
| 160 178 | White money game Blue |
Chuck Bower: 23/21, 11/5.
White is bearing down on Blue's 21-point checker. 23/21 puts a stop tothat. Besides, in this position wouldn't Blue prefer to have an advancedanchor? 13/7 looks like clever duplication, but I prefer to start thepoint I would really like to make -- 11/5.
Steve Clark: 23/21, 11/5.
Once you see its merits, 23-21, 11-5 jumps out at you. This play must bebetter than 23-21, 13-7. It leaves fewer shots, fewer blots, and starts abetter point. Other 6's seem to involve hitting with 8-2. Such moves mayoccasionally be right but they will not be made by me.
Ray Fogerlund: 23/21, 11/5.
No comfortable six for me... but White's positionis already compromised with a buried checker on her ace point. I have missed so many late double shots in backgames, that I am much less inclined to make positional sacrifices just to avoid a double shot. I know that White will miss me a LOT of the time, (just like I have in those stupid backgames), and even when hit my position is very solid with the 21 anchor.
George Klitsas: 23/21, 11/5.
I don't like hitting on the two point, striping at the same time the eight point. Also, although the 11 point could come in handy in the future, it's much more important for Blue to grab the anchor on White's four point, while he can do that. Three plays are eliminated if one thinks along these lines, leaving 23/21 13/7 and 23/21 11/5 as the two final candidates. I prefer the latter, since it slots the better point, leaves less hitting numbers for White and fewer blots, avoiding some double hitting numbers, like 5-4 as in 23/21 13/7.
Laila Leonhardt: 23/21, 11/5.
The advanced anchor! Making the 21 point will ensure that Blue will stay inthe game and avoid the cube for a long time. Notice that White has a builderbehind Blue's checkers. This checker is trapped on a point that White has nointension of making behind an anchor. If Blue is hit and has the choice fromthe bar whether to hit this checker, then in a prime vs. prime game it isusually correct to Not hit the dead checker so White cannot get it back inthe game and use it for his prime.
Make the best of the 6, slot the 5 point. Hitting behind the advanced anchorhas no gain. If not hit Blue will have put a checker out of play and if hithe is still very much in the game the same as if slotting the 5 point andgetting hit, but a big difference in the potential of the position if Blue'sblot on the 5 point doesn't get hit, so worth the extra shots.
Rob Maier: 23/21, 11/5.
Make the anchor, and start a good point.
Snowie: 13/11, 8/2*.
My back checkers aren't in much danger, so it is time to get to work up front.The 11 point is a fine asset. Hitting on the two point is no bargain, butit does take away half of White's roll at relatively little cost. HopefullyI will be able to do something more productive next turn, which is more thanWhite can do. Slotting into a double-shot is not my idea of how to winwhat is likely to become a mutual holding game. The cost of being hit andgiving White a start on an advanced anchor is too great.
Marty Storer: 23/21, 11/5.
This seems almost like a no-brainer. Behind in therace, why do anything but make the 21 point and slot. The 21 point freezes White's stripped 10 point, makeshis 6-point stack look more foolish, and makes it hardfor White to improve on his side. The only questionis whether to slot the 5 or the 7. Though slottingthe 7 is a bit nicer when White misses, I'll slot the5, trying for the better point (versus the betterstructure) and greatly reducing White's chances tohit.
Bob Stringer: 23/21, 13/7.
The two possible structural improvements are moving up the anchor tothe 21 point, or making the 11. Taking the anchor plays first -- Idon't like 8/2* because it puts a man on an unhelpful point; I like13/5 better than 13/7 to the extent that it prepares to make the bestpoint if I'm missed, but the added flexibility of a man on the 11seems more important right now. I'm behind in the race, and so theadded risk of being hit is not such a big deal. As for the plays themake the 11 point -- I'm still prejudiced against hitting on the 2,and the alternative of 13/11, 13/7 strips the midpoint. I therefore gowith 23/21, 13/7 because it's the least bad.
Casper van der Tak: 23/21, 13/7.
In my view, it is quite close between this and 23/21 11/5. I like to improve the defensive position by upgrading the anchor; than 8/2 is pretty much out of the question. 11/5 slots the better point, and leaves less blots; 13/7 un-stacks and increases the chances of making a useful point next turn. Given the blot on White�s ace, reducing the number of blots may not be that important, hence I choose 13/ as the better positional play.
Kit Woolsey: 23/21, 11/5.
Nothing is particularly productive. Given that, I might as well make thepoint I know are good and go after another good point. Advancing my anchorto the 21 point is a definite improvement, and slotting the five point isn'ttoo bad even though White has a double-shot. If White misses I may make thepoint, and if White hits my defense is ready.
Chris Yep: 23/21, 13/7.
23/21 makes an advanced anchor and removes White's threat of making the 4 point on Blue's head. Although 23/21 forces Blue to leave a double shot, it looks better than the alternatives. 13/11 13/7 strips the midpoint and fails to make an advanced anchor while still leaving a double shot. Furthermore, it diversifies White's hitting numbers -- 4s and 5s to hit on the 18 point, 2s, 4s, and 6s to hit loose on the 4 point. 8/2* strips the 8 point and hits behind White's anchor. With both sides having a weak 1 point board and 3 back men, the game figures to go on a long time. It's thematic for Blue to play positionally. 8/2* is wrong for this reason -- since the game figures to last a long time it is very costly to dump checkers deep into one's inner board. Thematically Blue should first play 23/21. With 3 men back and the 21 point checker under the gun, making an advanced anchor is strong. With the 6, Blue can either play 11/5 or 13/7. I slightly prefer 13/7. 11/5 slots a better point, but 13/7 gives Blue more ways to cover and also more return shots if White hits the slot.
Summary: All the humans advanced the anchor, with the dispute beingwhich point to slot. Only our silicon friend did something else. While itis dangerous to bet against Snowie, this time I believe it is off base.Making the 21 point looks so clear.
Play Votes Score23/21, 11/5 8 10023/21, 13/7 3 7013/11, 8/2* 1 6013/11, 13/7 0 4023/21, 8/2* 0 40
Problem 5
| 145 150 | White money game Blue |
Chuck Bower: 23/18.
Scanning Blue's position for flaws, owning the 23-point is a bigeyesore. With no way to improve on the homeside (without giving upthe midpoint and leaving 20 shots there), 23/18 attempts to improve thedefensive side. In the near-term it covers White's inner and outerboards. For the future it provides chances of making the pseudo-anchor.
Steve Clark: 23/18.
It seems so natural to play 23-18. We want to get off the 23 point as soonas is practical. It seems to be time to take action since White has hischeckers randomly strewn around the board where they have accomplishedlittle for the moment. None of the alternative plays accomplish anything.This play looks like a standout to me.
Ray Fogerlund: 13/9, 10/9.
What the heck? Make a 4 prime and go from there.I could see 23/18 being right, and slotting the 5 point is pure, but both plays leave White with complete freedom to play... And, neither secures a tangible asset for me. I am not worried about getting hit on the midpoint because, again, White has already placed a checker on her ace point. This is a good lesson in looking over the whole board... When you see Snowie make a "big" positional play.... you will often see that an underlying consideration is : The weakness of it's opponents position. Blots and buried checkers can sometimes make a world of difference in our play choices, so, look for those kinds of opportunities when you play!
George Klitsas: 23/18.
I think that Blue's priority is to activate his back checkers in this position, something he is not guaranteed to be able to do in the future (in that case he might suffer a slow death from a two point game). The best move is 23/18, contesting the outfield at the same time (23/22 6/2, dumping a checker, is weak).
Laila Leonhardt: 23/18.
Another Golden rule. Don't give up the midpoint if you have 2 or morecheckers in opponents homeboard.The midpoint works as a communication and landing points between yourcheckers. Blue should focus on getting flexibility to escape or hit one ofWhite's checkers.White has no homeboard or prime yet, so get out on the frontline now.
Rob Maier: 13/9, 10/9.
If it's right not to make the nine point, I'm afraid I can't stand it.
Snowie: 13/9, 10/9
My back men aren't in danger of being primed, so there is no rush to move them.The concentration is on White's back checker -- I must prevent it fromescaping. The fourth part of the prime is good, and from here I will be inposition to attack. It is no disaster if Whtie hits the blot on my midpoint.I will have a poke at White's inner board blot. Also, look at the neatduplication of aces and twos.
Marty Storer: 13/9, 10/9.
Nothing but making the 9 point, hitting, or 23/18looks any good at all. 23/18 is all right, but Idon't yet want to give White combined unheaping andattacking vig, which is more insidious than it mayappear at first. I'm not yet afraid of being stuck onthe 23 point; White's inside blot should give me somefreedom to advance my back checkers later. So Ireject 23/18. It's hard for me to choose between theother two plays, but I'll go for the concrete asset. The 9 point is actually quite valuable in thisposition. If White didn't have a blot inside, I'd beafraid to give up the midpoint, but I think I canafford to here. White's 2's and 1's are duplicated tohit and to advance his back man, and that's alsoimportant.
Bob Stringer: 8/3*.
Hitting tries to keep White from getting his last man out. 13/9, 10/9is the only other play that focuses on this goal, and while it lookssomewhat reasonable, I don't like giving up the midpoint this early inthe game. 10/5, simply aiming to improve my structure, is anotherreasonable alternative, and I might play it depending upon my mood.
Casper van der Tak: 13/9, 10/9.
This blocks the direct escape path for White�s single back checker. The shots left are not that bad, given the blot on the ace and the other safe vs bold criteria.
Kit Woolsey: 23/18.
I don't like being stuck on White's two point facing the made eight point,and this looks like a good time to do something about the situation.Making the nine point would be nice, but leaving the double-shot andconceding the outfield to White looks like too heavy a price to pay.Other aggressive plays on my side of the board doen't appear to becalled for.
Chris Yep: 23/18.
The best of a bad roll in my opinion. 23/18 maintains Blue's structure including his midpoint, keeps all the builders intact, and avoids dumping checkers deep in the inner board. 23/18 splits to White's bar point when White's board is weak (White has a 1 point board with a blot). If hit Blue has a good chance to hit back (with a 1 or 7 or with indirect shots at any other blot still remaining on the board). If missed Blue has a good chance to make an advanced anchor with an even game.
Summary: A close division between breaking the anchor and workingon the offense by making the nine point but leaving the double-shot onthe midpoint. Either approach could well be right, and it is far fromclear which is superior.
Play Votes Score23/18 6 10013/9, 10/9 5 908/3* 1 6023/22, 6/2 0 4010/5 0 408/4, 6/5 0 408/7, 6/2 0 40
Problem 6
| 190 154 | White money game Blue |
Chuck Bower: 20/14.
This looks like problem 3, but a few moves down the road. White, with a huge race deficit and ownership of two good defensive points, would welcome a blot-hitting contest on Blue's side of the board. 20/14 is Blue's best attempt to avoid White's wishes. Blue probably has toomany outside points of his own, but this doesn't appear to be a goodtime to surrender any. What's the rush? I like waiting for betterdice.
Steve Clark: 8/7*, 6/1*.
I will play 8-7, 6-1, hitting twice. Normally I try to avoid hitting behindopponent's advanced anchor, but in this position the alternatives arerelatively unappealing. If I hit only one blot, I am likely to get anadditional checker sent back, nor does any play such as 20-14 seem likely toaccomplish anything. So I will put 2 men on the bar and hope he rolls oneor two 6's.
Ray Fogerlund: 8/7*, 6/1*.
When did I double this position? (!!!) I amalways doubling too early, damn it. Well, I guess I can hit two men and hope that White rolls: 26 from the bar! Oh, and by the way... Don't double when you only have a 1 point board next time, idiot!
George Klitsas: 20/14.
I prefer 20/14 over 20/15 16/15, mainly because, if hit by White, I want to have the 16 point as a landing spot for my back checker rather than the more advanced 15 point. From the other moves, tempting is 8/7* 6/1*, but Blue suffers from the TMP disease and in order to make his bar point he must give something else(where). I stick to the relatively solid 20/14.
Laila Leonhardt: 20/15, 16/15.
This position is a nice mixture of holding game and race.Blue would love to get some nice doubles to move his checkers in pairs, butfor now he will have to make sure that the shots he leaves will benefit himif hit:By making the 15 point Blue gets a little closer to home, but also thechecker on the 16 point might tempt White to hit and break one of his midboard point (though White should control himself and not give away an inchof outfield control)So the play is comfortable no matter what(except the few indirects). Whitemay hit the blot and destroy his own blocking point or White may chose notto hit and Blue is a little closer to home.
Rob Maier: 8/7*, 6/1*.
Despite the potential calamities, I don't see a constructive way to proceed without taking a little risk. If we can get away with this and make the bar, we will at least be part of the way home.
Snowie: 8/7*, 6/1*.
I'm not going to bring this mess home without more points, and the double-hitis the best way to make the important bar point. My back checker is inlittle danger. This is my chance to improve.
Marty Storer: 20/14.
This game will go on for a long time, and White has astrong advanced anchor, so the terribly antipositionaldouble-hit has to be rejected. It may seem tempting,but the positional drawbacks can't be tolerated. There's also the tactical weakness of leaving threescattered blots, so the chance to gain isn't enough. Therefore it's necessary to play with only one blot. The back checker must move, so the question is whetherto switch to the 15 point or continue to the 14. Thatchoice clearly favors 20/14; though I'm well ahead inthe race, I prefer to keep the 16 point for betterdefensive value. It's too hard yet to convert to arace, so I still need a good defensive posture.
Bob Stringer: 8/7*, 6/1*.
This doesn't look like a position in which I'm simply going to get thelast back man outta there and win the race. There's far too muchcontact, and so my initial choice of 20/14 (better than 20/15, 16/15,because if I'm hit on the 15, that puts White half-way toward afour-point blockade) goes on the trash heap. This pushes me toward thecompletely different strategy of going on the offense. While the raceordinarily wouldn't justify playing too loose, it seems to me that theclose contact just makes it too hard to play safe. The double hitgives White no choices on how he plays his next roll (unless he rollsdoubles), and he may lose time by rolling a 6. If I'm hit, there'sstill plenty of play in the position, and if I'm missed maybe I cankeep White off balance long enough to bring the back men around andtighten up my position.
Casper van der Tak: 20/14.
It is clear to me that with the advantage in the race Blue should bolt for it, and leave minimal blots. Two possibilities: 20/15 16/15 and 20/14. I like keeping the 16 point as a defensive anchor in case the blot is hit; this anchor also prevents White from extending the prime from the rear. Hence 20/14.
Kit Woolsey: 20/15, 16/15.
While usually I like to go after an offensive improvement, here it doesn'tseem to work even when it does. My position is very spread out, andWhite may hit back. I am way ahead in the race, which argues for simplybringing the back checkers around as best as possible. My play advancesthe back anchor and prepares to bring everybody home together. I leave adouble-shot, but it costs White an important outfield point to hit thisshot. Outfield control is the name of this position.
Chris Yep: 20/14.
Anything else compromises Blue's position too much in my opinion. For example 8/7* strips the 8 point and risks return shots for not much gain. This figures to be a long game. Positional moves will likely work best. 20/14 looks thematic in this position. 20/15 6/5 is also possible, but it's probably too loose to be leaving two blots with such a large racing lead. 20/14 is a little better than 20/15 16/15 because the 16 point "anchor" prevents White from making this point himself as well as providing an anchor behind Blue's blot to give Blue return shots from the bar in some cases.
Summary: If you are going to move the back checker, I must admit Idon't see the attraction in keeping the 16 point as opposed to advancing tothe 15 point. The double-hit could be right, but Blue's position is sospread out that it just plain feels wrong to try this approach.
Play Votes Score8/7*, 6/1* 5 10020/14 5 9020/15, 16/15 2 7020/15, 8/7* 0 4020/15, 6/5 0 4016/15, 16/11 0 408/7*, 7/2 0 40
Problem 7
| 138 148 | White money game Blue |
Chuck Bower: 22/11.
White has the better prime, and slotting the barpoint is merely a hopeto even things up there. 13/2 causes problems later and does nothingto improve things on either side of the board. 22/16, 13/8 givesWhite good 4's and good 5's. 22/11 escapes one cleanly and catchesWhite's spare in an inefficient spot. Cube ownership means Blue onlyneeds another (surviving) 6 to up the stakes.
A good general principle is "don't try to play catch-up". Staying onthe 22-point looks too much like trying to play catch-up.
Steve Clark: 13/2.
I think the direct exposure plays are likely to be right. The real questionis whether to play 13-2 or 22-11. Since White does not have the bestdiversification to hit on his 3 point, it might be right to run while I havea chance. Unfortunately even if he can not hit me effectively, I still needto roll another good number to escape the remaining checker. This could bethe right play but I doubt it will be a big winner because the alternativeof 13-2 has a lot going for it. The advantage of this play is that White isfairly short of timing. We are likely to be able to play relatively safefor a couple of rolls but White cannot. He will be forced to to break upparts of position quite soon. Of course he has a good chance of doing sosafely, but he has also has a but chance of having to give me some very goodrolls in the near future. I think I will hope that White has to break hisposition badly after I play 13-2.
Ray Fogerlund: 22/11.
I don't know, maybe I am supposed to slot the barpoint and hold the 3 anchor here. But, 6's don't grow on trees. My play may backfire big time, but so may any loose hits that White tries in this position. Of course, had I held the 3 anchor, Whites worst roll (5,5)... will now crush me. At least White does not have a tremendous amount of ammunition to use without compromising her 5 prime. An intriguing position, indeed.
George Klitsas: 13/2.
22/11 looks better as a pattern than 22/16 13/8 and 13/2 looks better than 13/8 13/7 - it's very bad when the blot on Blue's bar point gets hit and less important than one thinks, when it survives (additionally, Blue has to make the point in order for the slot to be meaningful). With the race very close, Blue might as well play conservatively for the moment. I vote for 13/2.
Laila Leonhardt: 22/11.
Blue owns the cube so he is in the game to the end. White still only hasspares builders to attack Blue, so this is as good a time as ever to try toescape and to get another builder over to help built another point in theprime quickly.The moment Blue makes an additional point in the prime he is likely tobecome favorite because he has more timing in the outfield. Remember thatWhite will be desperate to get Blue's last checker away from the edge of theprime and will attack if possible and Blue will get a chance for picking upan additional White checker.
Rob Maier: 13/2.
I'm simple minded, so I can't see why I would break my anchor or leave a shot here.
Snowie: 22/11.
It may seem as though my timing is better than White's so I can afford tosit on the 22 point. That is an illusion. White escapes with fours andsixes, while I only escape with sixes. I need to run one back checker nowwhile it is relatively safe to do so. If I try to sit on the positionwith 13/2, I won't be able to run with a six next turn even if I roll onewhen White brings down more ammunition.
Marty Storer: 22/11.
Go for the gusto. Running is the most direct way tofight against White's superior blocking position. Coming around the corner is better than stopping onthe 16 point; reducing the exposure of the second blotis clearly better than maintaining a chance to link onthe 16 point if not hit. 13/7 13/8 is too big a riskfor not enough chance to gain. The real alternativeis 13/2, but I think that's a bit too weenie for thedemands of this position. White's attacking chancesafter 22/11 are far from overwhelming, and my threatto escape becomes very significant.
Bob Stringer: 22/11.
22/16 is out; it invites White to hit me on the point that completes a6 point prime. 13/8, 13/7 also is out; it looks for a big improvement,but the downside (being hit) is even bigger. The choice, then, is tobreak the anchor, or dump a man on the 2 point. I was originallyinclined to do the latter on the theory of "when in doubt don't run,"but after much hemming and hawing, I've decided that dumping a blot inmy inner board makes it easier for White to run, since it will beharder for me to effectively attack the remaining man. Running to the11 point, on the other hand, gives me a chance to make another pointand, I hope, escape the last man. It gives White the opportunity toattack, but I've got to run sometime, and I might as well do it now,rather than first weakening my position with a blot in the innerboard.
Casper van der Tak: 22/11.
One alternative only: 13/7 13/8. But the hits after that are far too costly for the potential gains in the miss, cover sequences. 22/11 will lose more gammons, but will win many more games.
Kit Woolsey: 22/11.
Sixes dont' grow on trees. If I don't take advantage of this opportunity toescape, I may be stuck on White's three point for a long time. My boardis as strong as White's and White is short on attack material, so the dangerof the remaining back checker being blitzed isn't too great. If I don'trun for it now, my future plays may be very awkward.
Chris Yep: 22/11.
This looks like a standard prime vs. prime problem. Blue is a little worse off in the priming game. White has a solid 5-prime. Blue has a broken 4-prime and in a few cases may find it awkward to bring spares from his midpoint onto his prime. The timing is about even. Putting all these factors together it looks right for Blue to avoid a priming battle and run (22/11) especially considering that White only has one spare on his prime at the moment. If Blue waits with 13/2, White will add builders to his prime and will gain a greater advantage in the priming battle. If Blue tries to run away in the future, White will have more spares bearing on the remaining checker. On the other hand, if White tries to run away in the future, Blue may have a more difficult time containing White's remaining checker since 13/2 dumps a checker behind Blue's 3 point. The other two moves, 22/16 13/8 and 13/8 13/7 don't seem as good. 22/16 13/8 may make it harder for White to escape his own back men on the upcoming roll, but otherwise it just gives White an extra good number (4s; note that in most cases White should not run with an upcoming 4-x if Blue plays 22/11). 13/8 13/7 also gives White an extra good number (4s) for not enough gain.
Summary: Timing is everything in a priming battle, and Blue doesn'thave enough time says the panel. I fully agree.
Play Votes Score22/11 9 10013/2 3 7022/16, 13/8 0 4013/8, 13/7 0 40
Problem 8
| 139 135 | White money game Blue |
Chuck Bower: 18/8.
Shades of last month's problem 6? 13/7, 8/4* is tempting as it takes advantage of White's lack of anchor, and brings more gammons into thepicture. But with Blue's solid race lead (14 pips with White on roll),leaving 20 shots and 2 blots seems anti-thematic as more than half of the time Blue's race lead vanishes. 18/8 tries to skip town before White has built up much of a board. In addition, many of White's return hits give up the midpoint, while most give Blue return shots at an anchorless White.
Steve Clark: 13/3.
I am not prepared to give up constructive points in order to make loosehits. This means that I must choose between the safe but rather ugly playof 13-3 or run with 18-8. We are ahead in the race and White is poorlypositioned to attack a blot on the 18 point. These two factors arguestrongly for trying to escape while we can. The argument against this playis that we have at least some timing so that we will have a good chance toescape under more favorable circumstances in the future. If our timing wasworse I would be more anxious to make this play.
The alternative of 13-3 is no beauty, but my checkers will still be placedreasonably flexibly. I will have plenty of rolls in the future that willplay quite well regardless of how White rolls. I think I am well enough offafter this play that I do not need to make the bigger play of 18-8. I willstick with safe and (to some degree) ugly.
Ray Fogerlund: 13/3.
I doubled early, again??? Having given up the cube... Iwill play a little more quietly, and wait for a set to save me from White's bar point. I'd like to hit loose on the 4 point or hit twice if I hadn't relinquished the cube, but getting hit will signal the turning of the tide of this battle. I'll wait for a more propitious moment to take a gratuitous risk.
George Klitsas: 18/8.
The stripped White midpoint combined with the undeveloped White front position tips the balance in favor of the �pay now� play 18/8. I would rate as second the safe play 13/3, which, unfortunately, does nothing about the problem of the back checkers and as third the bold 13/7 8/4*, which tries to solve that problem indirectly [by closing out White and having all the time in the world to extricate the back checkers, when this plan succeeds] but, this play does not succeed often enough , because it leaves too many shots and blots.
Laila Leonhardt: 18/8.
From earlier problem you will remember the mention of the golden rule of notbreaking your midpoint when you have 2 or more checkers in your opponentshomeboard.This is a great opportunity to give White something to think about. What ifhe rolls a 6 next time? his position is likely to warrant he has to breakthe midpoint to hit and Blue will gain an advantage in spite of being hit.
Rob Maier: 13/3.
See previous answer. I'd like cheese and pickles on my whopper please.
Snowie: 18/8.
Running isn't great, but anything else is either ugly or leaves a shotup front. If I get away with it that is fine, and if I am hit it is nodisaster since White's board isn't formed yet. Maybe I will force him tobreak the midpoint and give me outfield control.
Marty Storer: 13/3.
There's no rush to be rash. Ahead in the race, with agood structure, I can afford to play safe and see whatdevelops. White's back checkers are still under somepressure, and I have plenty of playability even ifthey link on my 4 or 5 point. I see no reason tovolunteer anything when my static advantage is so solid.
Bob Stringer: 18/8.
I have the slightly better position here, and it looks like I have adecent chance to slowly improve it. For that reason, I don't likehitting loose, which gives White a double shot and the chance to wrestthe initiative. 13/7, 6/2 dumps a blot where I don't want him. AllWhite has to do is roll a 3, and I'll have 3 men behind his anchor. Hemay not roll the 3, but then I may not cover the blot on the 2 either.13/3 is reasonable, in that it maintains the position, but I can't seewhat to do for an encore unless I immediately follow it up with areally good roll. My choice therefore comes down to 18/8 or 8/2, 6/2.Making the 2 point gives me the stronger board, but at the risk ofbeing hit. 18/8 does what I have to do eventually -- run. Now seems asgood a time as any, especially since it brings a builder/potentialattacker to the 8 point.
Casper van der Tak: 18/8.
I do not see any other attractive play, so let's try to bring the checkers home. 13/3 might be the main alternative, but that seems very ugly to me.
Kit Woolsey: 18/8.
I would like to attack. Unfortuately hitting both blots breaks two keypoints, and hitting one blot with 13/7, 8/4* leaves a ton of return shots.The race is close and White's board is as strong as mine, so getting hitback is costly. I could play safe with 13/3, but that is ugly. I thinkrunning off the anchor is better. It is awkward for White to hit theremaining checker, since hitting with a six forces him to break thecrucial midpoint and split his army in two. White's board isn't strong,so even if I am hit I figure to get back quickly.
Chris Yep: 18/8.
Blue has a moderate race lead. It looks wrong to leave a blot on Blue's side of the board. The hitting moves appear to be too loose in the current situation and the non-hitting moves which leave a blot on Blue's side of the board (8/2 6/2 and 13/7 6/2) leave a direct shot for not much gain. Among the other two moves 13/3 keeps the anchor. However it has the disadvantage of placing a third checker on the 3 point. With stripped 7 and 8 points, Blue could really use reinforcements on these points. Since White is a favorite to make an advanced anchor (making 3 of Blue's checkers out of play if he plays 13/3), I think Blue does better to make a run for it now with 18/8. Note that 13 of White's 24 hitting numbers break the midpoint while some of White's other hitting numbers are duplicated (4-1, 3-1, and 2-1 are good for him in either case). On the other hand the benefits of 18/8 are quite significant. 18/8 adds a spare to the 8 point, retains a spare on the midpoint, avoids placing a 3rd checker on the 3 point, and starts to convert to a running game by clearing the midpoint when White's board is weak. Although it's often better to hold the anchor until one's spares start to run out, in this position I think Blue does best to run.
Summary: How ugly is that third checker on the three point? Toougly says the majority of the panel. The racing game can work quitewell here.
Play Votes Score18/8 8 10013/3 4 8013/7, 8/4* 0 4013/7, 6/2 0 408/2, 6/2 0 408/4*, 7/1* 0 40
1 2 3 4 5 6 7 8Chuck Bower 24/20, 13/11 6/3*, 3/2 22/16, 15/11 23/21, 11/5 23/18 20/14 22/11 18/8Steve Clark 24/22, 24/20 13/10, 6/5 22/16, 15/11 23/21, 11/5 23/18 8/7*, 6/1* 13/2 13/3Ray Fogerlund 13/7 13/9 8/2*, 6/2 23/21, 11/5 13/9, 10/9 8/7*, 6/1* 22/11 13/3George Klitsas 24/20, 13/11 8/5, 6/5 15/9, 13/9 23/21, 11/5 23/18 20/14 13/2 18/8Laila Leonhardt 24/20, 13/11 24/23, 13/10 22/16, 15/11 23/21, 11/5 23/18 20/15, 16/15 22/11 18/8Rob Maier 24/22, 24/20 13/9 13/7, 11/7 23/21, 11/5 13/9, 10/9 8/7*, 6/1* 13/2 13/3Snowie 24/22, 24/20 6/3* 3/2 22/16, 15/11 13/11, 8/2* 13/9, 10/9 8/7*, 6/1* 22/11 18/8Marty Storer 24/22, 24/20 8/5, 6/5 13/7, 11/7 23/21, 11/5 13/9, 10/9 20/14 22/11 13/3Bob Stringer 24/20, 13/11 24/23, 6/3* 15/9, 13/9 23/21, 13/7 8/3* 8/7*, 6/1* 22/11 18/8Casper van der Tak 24/22, 24/20 24/23, 6/3* 22/16, 15/11 23/21, 13/7 13/9, 10/9 20/14 22/11 18/8Kit Woolsey 24/22, 24/20 13/9 22/16, 15/11 23/21, 11/5 23/18 20/15, 16/15 22/11 18/8Chris Yep 24/22, 24/20 8/5, 6/5 13/7, 11/7 23/21, 13/7 23/18 20/14 22/11 18/8