George Klitsas: 24/20, 9/4.
I think that Blue must make for sure the anchor on the 20 point. After that, it looks attractive to play the remaining 5 positionally (13/8), keeping all builders active, but for a number of reasons (unnecessarily stripping the mid, more shots, easier escape for White after hitting), 9/4 looks better. The full solution is 24/20 9/4.
Laila Leonhardt: 24/20, 13/8.
The advanced anchor allows Blue to be bolder in attack and in building the prime. Should White hit, it will not be a big loss for Blue but a large gain is White fails to escape the prime or hit Blue's blot.
Snowie: 24/20, 9/4.
Making the 20 point is a must here. That locks up the defense for goodso I can concentrate on White's back checker in comfort. I want a boardto be able to attack that checker, so 9/4 looks like the route to take.White can escape or he can hit, but he probably can't do both.If he escapes I still have his five point in what is a close race, sothat can't be all bad.
Marty Storer: 24/20, 9/4.
Pointing on White's head violates the Schwarzott Rule byleaving five blots, to gain only a two-point board. It can'tbe right! After the attractive 13/9, Blue has no good 5's,but only a nondescript 20/15. That play is reasonable, butit's "priming a blot" (suspect, according to the old saying)and Blue may be able to do better. After the solid 24/20,Blue can choose between 9/4 and 13/8. I think 9/4 is preferablebecause of the familiar simultaneous-hit-escape theme; White'shitting 1's don't move out as far as the hitting 6's (14 and13 are badly constrained), and there are fewer of them. On theother hand, the hitting 6's are duplicated to escape. But I'llrefuse to prime a blot, and I'll stay somewhat consistent intrying to avoid simultaneous hit and escape. I pick 24/20 9/4.
Bob Stringer: 24/20, 9/4.
Doing something with 13/9 gives me stripped points everywhere,breaking the midpoint has to be bad this early in the game, andpointing on White's head on the 3 point leaves too many blots.24/20 looks like the right idea. I've got to start un-piling my 6point, which makes me prefer 9/4 over 13/8 -- it starts a pointwhich I hope to cover with a checker from the 6 and has the addedbonus of not stripping the midpoint too soon.
Casper van der Tak: 24/20, 13/8.
Making an outside prime against a single checker back is not very effective; moreover the 5 to go with 13/9 is not very convenient. 8/3* 7/3 is too loose. 24/20 13/8 secures a very good anchor, and brings in material to attack White's back checker. If not hit, it will also help to convert to a good race. My second choice is 24/20 9/4, but that effectively leaves White with 2 good numbers (1s and 6s) instead of just one good number (6s, although admittedly stronger than 1s or 6s after 24/20 9/4). An additional advantage is that 13/8 brings attacking material, and does not commit part of next roll to covering the 4.
Kit Woolsey: 24/20, 13/8.
Making the 20 point looks pretty strong for the future. 9/4 leavesWhite good sixes and good aces, while my play leaves him only goodsixes. If he doesn't roll a six, I am in good position to primeor attack depending upon what the dice say.
Chris Yep: 24/20, 9/4.
A tough problem. 8/3* 7/3 is an obvious candidate, but it breaks the 7 and 8 points, which is too costly. 13/9 13/8 makes a weak outside 4-prime, but breaks the midpoint, leaving a double-shot, which is also too costly. 13/9 6/1 is an improvement, but strips the midpoint and dumps a checker to the ace point, again too costly. 20/15 13/9 is similar but disconnects the back men and leaves a double-shot in the outfield. I believe the top two moves are 24/20 13/8 and 24/20 9/4. While 24/20 allows White to dump behind the anchor, an anchor is still valuable since Blue has a slight race lead. Between 13/8 and 9/4 I have a slight preference for 9/4 since it minimizes shots while still keeping a spare on the midpoint, putting more pressure on White's back man and 15 point.
Summary: Gold is gold, says the panel. Even without White havingany board, making the enemy five point is big. The choice of which fiveto play is not obvious.