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Quiz Solutions


Readers Answers


Problem 1

177








169

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White



money game




Blue

Chuck Bower: 24/20, 22/20.
A fairly typical situation: a blot hitting contest has sent checkersback for both sides. White has an advanced anchor and Blue had betterfollow suit. With a big race deficit, making the 22-point (and shunningthe 20-point) would be attractive. Here the 20-point looks clear. It'seasier to play from, prevents White from making it, and takes much of thepotential away from White's builders on the 6- and 8-points. Bringinga builder into Blue's outfield isn't paticularly useful since there areno checkers to cover it with. Save the spare on the 13-point for hittingWhite as he tries to escape.
So it boils down to 24/20, 24/22 and 24/20, 22/20. If you justconsider White's next roll, making both points looks a bit better sincedouble shots could develop. Of course some of these require giving upthe 20-point, but sending a checker back here is likely a fair trade-off.If you look ahead to Blue's next roll then the diversity of a spare onthe 20-point begins to crystalize. Also, the deep centerfielder (24-point)could make White's slots hazardous. Usually a point is worth more thantwo builders, but here Blue will be so stripped, holding 14 points, thatsomething will have to give soon. Better to diversify now. 24/20, 22/20.

Steve Clark: 24/20, 22/20.
We have lots of options here so we should ask what we wantto accomplish. First we need an advanced anchor. Any move that doesnot make the 20 or 18 point is a move in the wrong direction. Eitherpoint is acceptable but, on the whole, I would much rather have his 5point. Next we want to get our checkers off of the 24 point so thatthey can escape more easily. The rear anchor might be valuable if weare in trouble, but here we are doing well. What we really want is toget our checkers around the board and into place where they might makesome valuable points.
With these points in mind, I reject 22/18, 20/18 as making the wrongpoint while leaving the two rear men on the wrong point also. I reject24/22, 20/16 for the same reason. Making the 20 point while moving thespare from the 13 point seems poorly directed as we could only coverthat spare next roll by abandoning the 13 point.
This leaves 24/20, 24/22 and 24/20, 22/20. Either of these moves couldbe right. If we make the 22 point, it will make his 55's and 53'spretty poor. The other move, however is more flexible. A spare on the20 point is well placed to go forward next roll. If we make the 22point, we might be forced to stay there and run from the 20 within thethe next few rolls. We really want to keep the 20. Making the 22 pointcan only be correct by a slim margin and I might be more attracted if55's and 53's became really awful. Actually I believe 3 men on the 20point is the winner by a significant amount.

Hal Heinrich: 24/20 22/20.
A fairly straightforward problem where the equity difference between the topplays is small. Blue has a small racing lead and should try to nurse thatalong. For this reason, converting a spare on the midpoint to a blot in theoutfield is wrong -- even though White may have second thoughts about hittingit. Stacking the twenty point is the way to go because it creates three menthat are ready to move -- on the twenty-four, twenty, and mid points.

Ron Karr: 24/20, 22/20.
I definitely want to make the 20 point, since I don'tsee any reason to prefer the bar. I could make the 22 point as well,which would gain if White rolls 5-3, but I'll probably want to clear itsoon, so I'd rather forgo it to have a spare on the 20 so I canpreserve that point for the long term. In addition, leaving onechecker on 24 discourages White from slotting a home board point.

George Klitsas: 24/20, 22/20.
This one looks easy. Blue must make White's five point and put a spare on it for maximum flexibility - also, the checker left on the twenty-four point is ideally placed , out of harm's way and controlling maximum space. Other plays that make White's five point are short-sighted (24/20 24/22) or pointless (24/20 13/11, 22/20 13/9). Blue is ahead in the race and must play accordingly. So 24/20 22/20 is my play here. .

Laila Leonhardt: 24/20, 22/20.
By bringing an extra checker to the anchor, Blue ensures his control in the game and avoids getting stuck back on the 24 point with 2 checkers if he should roll odd doubles. He also avoids giving White a chance to point or prime.

Rob Maier: 24/20, 22/20.
Making the 20 point stops whatever idea's White has of trapping us intheir tracks. Making it twice gives the most flexibility, and strongcoverage of any targets left next roll, which we should have no qualmsabout hitting.

David Montgomery: 24/20, 22/20.
This game looks to be a long battle with outfield control a major factor.Blue needs to get his back checkers into position to help with thisstruggle. 24/22 24/20 grabs both anchors, giving Blue a strong defensiveposition with the option of later breaking whichever anchor is moreconvenient.
24/20 22/20 reinforces Blue's 20 point so he can spring a checker withoutgiving up that point. I prefer this approach. Blue prefers the 20 point tothe 22 when he can only hold one. 24/22 24/20 looks a little less flexible.And the extra defensive strength of 24/22 24/20 is not so important, sinceBlue needs to be moving these back checkers forward.

Snowie: 24/20, 22/20.
The five point is the five point, whether it's our five point or his. Alsoit is vital to get that dead wood off the 24 point and into play.

Kit Woolsey: 22/18, 20/18.
In this sort of position where White isn't threatening a blitz, I believethe bar point anchor is more valuable than the five point anchor. The reasonis that the bar point anchor puts pressure on White's midpoint, so Bluecan release his own midpoint if necessary and the White checkers won't befree to move.

Summary. The panel strongly feels that the combination of making thefive point and getting off the 24 point has clear priority. I guess I'mconvinced.

   Play                 Votes   Score24/20, 22/20              9      10022/18, 20/18              1       6024/20, 24/22              0       5024/20, 13/11              0       4022/20, 13/9               0       4024/22, 20/16              0       40

Problem 2

165








124

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White



money game




Blue

Chuck Bower: 21/18
The instinctive play is 23/21, 7/6. Over the table without lightsflashing (that is, without knowing the position was a quiz problem)that is probably what I would have done. But Blue has a 44 pip leadafter this play. The 21-point will be rather efficiently blocked withthe three points already held by White, and more blocking points are onthe horizon.
6/4 just invites White to hit loose, which can be easily accomplished.If locking up the anchor is shunned, then the entire roll should be playedon White's side of the board. 23/20 gives White 18 pointing numbers andthe remaining 18 numbers hit twice. That leaves 21/18. White could subsequently make the bar on Blue's head, but only with numbers that would have made the bar anyway. In addition, if White chooses to make a new inner board point, then the outfield blots become big targets for Blue.
As usual, a large racing lead translates into a timing disadvantage.If Blue buttons up on the 21-point then White will have outfield controlfor a LONG time. Blue will end up playing behind White's anchor andprobably breaking the 8- and 7-points before the back checkers haveescaped. It looks like it's best to escape the prime before it's built.21/18 is my choice.

Steve Clark: 21/18.
We are way ahead and want to get away. So we want to placeour checkers where they are likely to be able to depart easily. We alsodo not particularly want to leave them where our ugly opponent can pointon us and make a good inner point at the same time. Thus 23/20 is themost flexible but it sure gives White some good rolls. In fact, I havedifficulty finding any really bad roll for him if we make this play.
If we play 23/21 and any spare one that you like, we will not get hitand we do have an advanced anchor. But we will then be facing 3blocking points with more soon to come. This play looks superficiallyattractive but I think it is a bad idea here.
As far as keeping my blots split, I do not want them 2 spaces apart. Inthat situation they will often both be blocked by bad rolls.
By process of elimination we have determined that we should move one,but not both, of the rear checkers. 23/22, 6/4 and 21/20, 6/4 both havethe advantage of of getting a spare onto the 4 point, and avoid thedeficiency of making all of opponent's rolls good. Of the 2 plays, Iprefer 23/22 as getting both blots into good positions from which to runor to make a more advanced point.
Actually though I like 21/18 considerably more. He only has a few rollswhich point on us and, except for doubles, none make an inner boardpoint. The real advantage of this play it weakens all the rolls whichmake his 5 or 4 points. Suppose our opponent rolls a 51, or a 31, or a62. He will be quite pleased unless we play 21/18. As is so often thecase, it is right to come out to the bar when your opponent threatens tomake inner board points.

Hal Heinrich: 23/21, 7/6.
I think Blue is a small favourite in this position -- given the gargantuanracing lead and advantage in inner board points. However, White has a realtiming advantage with excellent chances to contain Blue. So the question is,should Blue keep his checkers split? And if so, exactly how? The idea behindkeeping the checkers split is to create more running rolls -- if one checkeris blocked, the other can advance. But here, that's an illusion -- White'sattacking opportunities are too good. Blue's game plan here is to make thetwenty-one point and wait for a chance to advance the back men. Blue couldroll escaping doubles, hit a fly shot, or escape one man and hope the laggardsurvives White's attack. In the meantime, White can't make the four point.

Ron Karr: 23/21, 7/6.
Making the 21 point is the obvious first choice. After all, White has 9 numbers to make the point on my head (or the 5point if I move there), which would be a big gain for him.
Strategically, there's something to be said for keeping the backcheckers split. It would give me more chances to escape one or hit afly shot. I'm way ahead in the race; therefore my timing is worse. IfWhite can make another point or two in front of my anchor, I might gettrapped, or be forced to run at an awkard time. However, I don't thinkstaying split is worth the cost of getting attacked. My timing reallyisn't that bad: I should have several rolls to come up with odd doublesor hit a fly shot. Worst case, I may have to try to run later in amore vulnerable position. And I can afford to waste a fair amount ofpips and still win the race.

George Klitsas: 23/21, 7/6.
Play a (23/20) The plan is to anchor on the twenty point (with an ace , or with any five if pointed on White's four point [for example, if White rolls 6-4]) or (rarely) in the outfield with rolls like 3-2 or 5-4. Then, a suitable double (for example 6-6, 4-4 and 2-2, if anchored on the twenty point) moves the anchor to a far better point and is usually sufficient to win by doubling White out, given Blue's enormous race advantage. Blue, anchored or not, has another way to win, namely by saving his blots not together, but one by one, sometimes by hitting with tempo an outfield blot, sometimes by risking an heroic exodus with one of them. This branch of the plan takes normally a priority over even making an inner point (I mean a sequence like a 2-1 by White played 14/12 13/12 and a subsequent 4-2 by Blue, which should be played 20/14! instead of dully making the four-point). Blue, if unable to move his back checkers, must slot with care in his inner board, since these two rear checkers are vulnerable to attack and in the case of indirect hits from the bar, Blue must not have one or more slots in his inner board. This is a serious liability of play a, leading most of the time in a compromise-shaped inner board with immediate and long-term impact on Blue's chances (even when Blue is stuck on the four or five point, having lost the timing battle, a compromised inner board will play a significant role in taking or rejecting a double by White). White, on the other hand, must not fall into the trap of playing tactically (for example White should play a roll of 5-2 calmly [20/13] and not hitting two [10/5* 6/4*] with panic). White's advantage is his race deficit (his timing advantage, in other words) and he should build on it calmly, steadily and patiently. �Wait on the shore of the river�, says a Chinese proverb. �The body of your enemy will pass by�. In time in the proverb, for timing in bg. Of course, if White can crash Blue with some rolls (starting with the pointing rolls on any of Blue's blots and rolls like 4-4, hitting both) he will do so. I played 108 games adopting play a and the result was -0.24 ppg for Blue.
Play b (23/21 7/6) By locking up the twenty-one point, Blue can slot freely in his inner board (examples: a subsequent roll of 3-2 should be played 6/3 6/4, a roll of 5-3, 6/1 6/3) and make almost at his ease all his remaining inner-board points, without giving White any tactical possibilities to exploit this fact, as it happens in variation a. As soon as White does not make the relevant outfield points (notice the duplication of some of the good rolls for White, like 5-1, 3-1 and 3-3), Blue has three rolls that move his anchor to a better place (1-1, 3-3 and the game-winning 5-5). Also, as in variation a, Blue can win by trying to save his blots one by one at a moment when White has not make a concrete forward progress, say a new point (for example, if White rolls 5-2 played 20/13, then I think that Blue with a roll of 6-5 should play 21/10). If this checker is hit, White loses his anchor on Blue's five point. If not hit, Blue will save this checker and be prepared to leap into the outfield with the other one. Also, if Blue is lucky enough to form quickly a strong inner board, he can even split his back checkers keeping them in direct sight of each other (connected), trying to make the forward point, or hitting an indirect shot, which could be fatal for White. It is true that often Blue ends up in a four-point holding game with an inner board reduced to four, three, sometimes even two points. Still, in most cases he can take easily, if doubled by White. In 108 games, Blue's equity was -0.05 ppg, the best so far.
Play c (23/22 6/4) Staying back (in comparison with play a) looks and actually is inferior. Blue will probably lose the timing battle in a three or four-point holding game, which is much worse than losing the timing battle in a five-point holding game. Especially in a three-point holding game Blue is a favorite to lose early with the cube. The second part of the roll (6/4) is also a liability for reasons explained during the discussion of variation a. Play c must be rejected.
Play d (21/18) Kind of �action play� and a big change of landscape. White can't make an inner-board point without leaving a direct shot (with the exception of 1-1 and perhaps 3-3). Once more, White must not be trapped into making fancy plays, like hitting two (with the obvious exception of 6-6) but, instead, concentrate on a priming game, the first phase of which is definitely to hit by any means Blue's blot on the bar point. White just can't let Blue escape easily or anchor on his bar point. True that White has at least 13 return-hits, but Blue, even in that case, can re-hit with many numbers and continue working on this plan. When Blue loses this battle, he anchors sometimes even deeper than in variation c, being subject to some quick cube knockouts by White. Another point is that, even if Blue escapes with that checker (for example if White rolls a 5-4, played 14/9 13/9, the other one is left on the two point, far away from friendly or contested zone. Furthermore, tho anchoring on his opponent's bar point is a definite progress, this fact does not solve Blue's problems - he might still lose the timing battle from there. All in all an interesting variation, probably second-best, given that in 108 games that I played, Blue's equity was -0.14 ppg.
Plays e (21/20 6/4) and f (7/4) Easily rejected according to the arguments presented in similar variations above.
My vote is for play b, the conservative one, with a concrete and quite playable game plan.

Laila Leonhardt: 21/18
Anchoring on the 21 point leaves Blue stranded being a potential very strong prime, and he would have to rely on rolling a double 33 or 55 to escape. By coming out to the bar point he forces White to hit loose, to prevent Blue from making the bar point or escaping, and hitting one of White's checkers would make Blue a huge favor. If White should make the bar and hit, then Blue hasn't lost much compared to making the anchor in the first place.

Rob Maier: 21/18.
The toughest one of the bunch for me. White doesn't have much in terms ofactual assests, but has lots and lots of potential. It seems right tocome out and force the issue. White will have to offer to trade blowswith us rather than comfortably building with whatever number they roll.We can't give White the freedom to pick and choose here. Also, we arewell up in the race, and puny as this number is, we should be trying torace.

David Montgomery: 21/18.
Blue has a huge racing lead, a marginally better board, and can't do much toimprove his forward position. It's time for Blue to try to run home, beforeWhite becomes stronger.
Locking up the 21 point isn't the right idea - this just leaves Blue needingto break the point, probably when White is stronger, and probably leaving achecker on the 21 subject to many pointing numbers. Just leaving thechecker on the 21 or moving to the 20 also gives White inside pointingnumbers, without making any attempt to escape.
By coming up to the 18, Blue may be able to get away or favorably exchangehits. Even when Blue gets pointed on, it's better outside than inside. Theoutside points are less important for White to make and leave White with aless flexible position than after pointing on the 20 or 21. And if Blueloses ground by getting hit repeatedly in the outfield, he may still be ableto make an advanced anchor. But if Blue gets pointed on repeatedly inWhite's inner board, he's much more likely to get primed or blitzed intosubmission.

Snowie: 21/18.
I'm not getting stuck on a stupid anchor when I'm this far ahead in therace. Out into the outfield we go.

Kit Woolsey: 21/18.
Getting stuck on Blue's four point with Blue having made the ten point isnot my idea of how to win this game. Blue is ahead in the race and shouldbe trying to run home. Moving out to White's bar point prevents White fromboth hitting and making an inner board point next turn, as well as puttingpressure on the blot on White's midpoint.

Summary: The panel showed a clear preference for not getting stuck on the anchor.A fine choice, one which I think would be very difficult to find at the table.

   Play                 Votes   Score21/18                     7      10023/21, 7/6                3       7021/20, 6/4                0       5023/20                     0       5023/22, 6/4                0       407/4                       0       40

Problem 3

146








157

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White



money game




Blue

Chuck Bower: 22/11.
With White owning the cube and the race lead, Blue would like to dosome serious priming of the only trapped White checker. The barpointis screaming to be made. The question is: slot it now and give Whitequite a few return shots or bring a fourth builder into a safe position (with 22/11). 13/7, 13/8 leaves fewest covering numbers (20) but just 6 shots. However, even if this play works, the division of forcescould come back to haunt Blue. 13/7, 10/5 isn't that many more covers but quite a few more shots. 13/7, 24/18 produces a good distribution of builders for covering, but leaves 17 shots.
22/11 is a balanced play. White gets no good return shots (except 33)and Blue will be able to make the barpoint next turn with 15 rolls. Blue's position isn't so desperate that an all-or-nothing kind of play is called for. I like 22/11. Let White be the one to try a desparation play.
Postscript: I tend to write up my solutions without looking at the choices,which cost me a couple months back when I missed seeing the best play. HereI notice that slotting the bar wasn't even a candidate. Am I overvaluingthe barpoint? Still like my choice, though.

Steve Clark: 22/11.
Problem 3. In contrast to problem 2 our opponent will be happy to hitus outside if he has a chance. He is not so desperate to get innerboard points because he already has one. This will reduce the risk ofreturn shots by us and will give him the opportunity to diversify abit. For this reason we should look for alternatives which do not leaveblots in his outfield.
Well, I found one, 22/11. This move gives great flexibility to ourposition. It gives us a lot of chances to make our bar. Because of ourmuch stronger board, our opponent will be most reluctant to hit inside. I'll take it.

Hal Heinrich: 22/11.
Blue has equalized the race with 6-5, no matter how it's played. 22/11 is anatural because it escapes a man from White's inner board, creates a builderfor the key seven point, leaves Blue's back men comfortably split, and leavesWhite without easy targets.

Ron Karr: 22/11.
The only way to keep the 22-point anchor is to play 23/1810/4, which seems a bit stiff, and also gives White relatively good 6sand 1s to hit back. So assuming I'm breaking the anchor, I may as wellplay 22/11, which gives me maximum coverage of my bar point, which isthe point I want most, and also good coverage of White's outfield. White doesn't have any great return shots except for 33, and dependingon what he rolls, I can make my bar, attack, or advance the backcheckers.

George Klitsas: 22/11.
22/11 is the natural and, most effective in practice, approach here. The two remaining rear checkers are not in big danger and the checker now on the eleven point almost duplicates the numbers that make the most important point for Blue at this phase - his bar point. 23/18 22/16 is silly, a piece of pure anxiety. The good general in the war-game of bg prefers to try to build a bridge (a five or even a six-point prime) risking the life of a number of his men in the process, but saving them all in case of success, than having them all swim on the river in the winter through the enemy firepower. Finally, any play involving the move of Blue's checker on the ten point on Blue's inner-board is a sign of misinterpretation not only of this (prototype, I would say) position, but of misinterpretation of a vast number of bg positions, a sign of a weak player, the blindly blitz-oriented one, regardless of the real demands of each position.

Laila Leonhardt: 22/11.
Blue's priority is to make the barpoint. With more than 1 checker left in White's homeboard it is not advisable to abandon your midpoint. Bringing a checker around creates a extra builder for the bar point.

Rob Maier: 22/11.
Our best chance to contain White's checker. I'm not afraid of being hitinside, and completing our prime is far easier than building our board.

David Montgomery: 22/11.
Blue's plan right now is to try to lock up the 7 point. 22/11 brings a newbuilder without leaving any fly shots. Trying to upgrade from the 22 to the18 or 16 points has some merit, butit isn't worth the shots.

Snowie: 22/11
The key to containing White's back checker is the bar point, and I want asmany guns as possible bearing down on that point. If I can build a prime,I won't need an anchor.

Kit Woolsey: 22/11.
Blue doesn't need his anchor. His number one priority is to controlhis outer board and make his midpoint without risking an accident.22/11 looks like the best way to accomplish this goal.

Summary: A unanimous vote for the flexible running play. The panel clearly had itseye on the ball this problem.

   Play                 Votes   Score22/11                    10      10023/18, 22/16              0       5023/18, 10/4               0       4022/16, 10/5               0       40

Problem 4

106








180

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White



money game




Blue

Chuck Bower: 20/15(2), 8/3(2).
Blue was hoping to hit the blot on his 12-point, but this isn't sucha bad roll, is it? 13/3(2) looks strong, but surrendering the outfielddoesn't seem right here, and Blue will need to get that back checker moving next roll or something is going to break. 20/10(2) takes most ofthe pressure off White's blot on the 12-point, and the 10-point is inefficient.
20/15(2), 8/3(2) keeps pressure on the outside blot and adds thenext tooth to the growing smile. White's checker on Blue's 2-point willhave quite a mine field to traverse. This play puts maximum pressure onWhite now, and is diverse enough to convert if that plan fails. 20/15(2),8/3(2) is my choice.

Steve Clark: 20/10(2).
13/3(2) looks great until opponent rolls a 5. Unfortunatelyhe is likely to have a few chances because we don't have any nearbyammo. The other moves give up to 20 point but White is not wellpositioned to make it himself so I guess we have to give it up. 20/10(2) is the natural play. It gets men into position whilemaintaining the maximum block on White's rear checker. (We do play withcheckers on the back of checker boards, don't we?)
When first examining this position I did not notice 20/15(2), 8/3(2) asa candidate, but it has real merit. It make a 4 point inner board whilethreatening White's outfield blot. We remain fairly flexible with ouroutfield points. However, if we don't hit another blot soon, Whitewill have a better chance of running away against this play. He alsowill be much happier to make his ace point in the hope of escaping whilewe are on the bar.
It is often difficult to balance the equities when dealing withunfamiliar positions. If we play 20/10(2), I have a fair idea of how weare doing. If we play 20/15(2), 8/3(2) I am less certain. I could bewrong here, but I will play 20/10(2).

Hal Heinrich: 20/10(2).
5-5 creates timing problems for Blue's backgame, and the question is what todo about it? 13/3(2) is pretty enough -- it builds a five-prime in front ofWhite's straggler and maintains both anchors in White's inner board. However,it is a fragile beauty -- 2-1, 3-1, and 3-2 reduce the prime to four points,while White's escaping fives put a lot of pressure on Blue's timing. Bluewill be lucky to maintain the twenty point for a roll or two after 13/3(2), so let's give it up now with 20/15(2). Switching to the three point from theeight doesn't seem worth it -- Blue's plan is to trap White's back checker,and perhaps hit a second man. Continuing on to the ten point brings the meninto place to support that plan. Note that White will have a tough timemaking the five in any case.

Ron Karr: 20/10(2).
13/3(2) gives me a nice board for the moment, but even ifWhite doesn't escape with a 5, most numbers next time will force me tobreak something valuable, so it doesn't seem right. Therefore I'mgoing to play 20/15(2), since I may not be able to keep the 20 pointfor long anyway. This gives a good outfield presence and more sparesto play with. Then, 15/10(2) gives good coverage of my bar point,which is White's escape valve. He can't run now without leaving 2blots, and if he safeties the blot on 12, I'll still have the threat ofclosing the bar point. If I play 8/3(2), he'll continue to have morenumbers to escape the back checker and it'll be harder for me to lockup a winning position.

George Klitsas: 20/15(2), 8/3(2).
Play a (20/10(2)) Blue (self)divides his army in two parts, actually, with this play, helping enormously White in his effort to save for a start his checker on the midpoint. Then a five, or an ace first and then a four or six, will help White's rear checker to take his chances in the outfield. Meanwhile, with some luck, White might make even a five-point prime on his side of the board and present Blue with additional problems there. Anyway, with only twelve active checkers, Blue cannot obtain a decent forward game, can't attack easily, and can't usually make a menacing prime. Also, Blue is on the defense in an aspect, since he would welcome a two or a combination that moves his rearmost checker from the twenty-four point, where it is actually a target and a liability. Blue is simply not dangerous in this variation.
Play b (20/15(2) 8/3(2)) Controlling efficiently every corner of the board and making life extremely difficult for White. White is not sure of a thing. A couple of rolls leave even his checker on the midpoint quite vulnerable and even if White manages to save it, he will be hard-pressed to roll quickly a joker to save his rear checker. If this expected joker (5-5) or joker-sequence (White takes his chances with his rear checker in the outfield and miraculously survives ) does not realize in the very next rolls, Blue will enjoy almost complete control of the outfield, which will grow with every roll, while White's position will go the other way, deteriorating. Then in this common scenario, there will be a moment in which White will face a strong or even untakeable re-cube. Having watched the position playing itself, in fact.
Play c (13/3(2)) Divided in two parts again, Blue's position is, as if this would not be enough of a liability, very inflexible as well. Consider a neutral roll of White, nothing special, say a roll that saves his outfield checker. Then consider all the rolls with which Blue would wisely choose the lesser evil and break his eight point (2-1 is one of them). One can't deny the fact that, by adopting play c, Blue almost guarantees himself that he will play till the end. Unfortunately, this end will often be the End, a bitter one, a gammon.
Needless to say, I vote for play b, in every aspect much better than the alternatives.

Laila Leonhardt: 13/3(2).
Leaving the 20 point could get very messy. It would control the outfield and probably give Blue a single shot on the back checker, but the danger for Blue to get stuck behind the prime, or finding himself trying to hit a lucky shot from his lonely 3 point game is too big. By making the 3 point, Blue has a little time to wait for White, and maybe get into a sequence where hitting White on the 2 point with no fear of getting another checker sent back will come in handy. A 5-3 holding game is a much better option than a lonely 3 point.

Rob Maier: 20/15(2), 8/3(2).
I had decided on 13/3(2), but after dreaming about the position overnight,I have changed my mind. We already have 1 enemy checker, and a goodchance to contain it. Coming out not only gives us a great deal ofcoverage for that checker, it also places quite a bit of pressure on thechecker on the midpoint. White is unlikely to be able to make the vacated5 point, which would ordinarily inhibit our desire to come out. 13/3(2)is great if they don't roll a 5 and we can spring the back checker, but isinferior otherwise. Although relasing the eight point makes it easier forWhite to escape our homeboard, it also makes it more likely for us to hithim when he leaves, and easier for us to complete our prime after we hit.

David Montgomery: 20/15(2), 8/3(2).
13/3(2) leaves Blue with a difficult follow-up. If he can't spring bothback checkers he's likely to be subject to many pointing numbers. Afollowup hit inside 8/2* will just delay the problem - Blue is unlikely towin going forward right now with 5 checkers back.
20/10(2) springs the back checkers and so gives Blue a lot more flexibilitynext turn, but otherwise doesn't seem to accomplish much. White will safetythe midpoint blot and then Blue will try to contain the back checker.
20/15(2) 8/3(2) looks a little better, putting more pressure on White.White will have more difficulty saving the blot, and afterwards Blue willhave double coverage of the entire outfield. Blue's pure 4-board is a bigedge on any future hits, and will force White to play tighter.

Snowie: 20/15(2), 8/3(2)
Outfield control is the name of the game. I must make sure that when Whitetries to escape his back checker he will be running into land mines.

Kit Woolsey: 20/15(2), 8/3(2).
Playing 13/3(2) concedes the outfield to White, and if White rolls a fivehe is home free. My choice puts White under the most pressure, by makingthe fourth inner board point and threatening White's outfield blot. Thatblot will have to move, and now Blue will control the outfield. Hangingonto the 20 point anchor isn't particularly important.

Summary: Outfield control is the key, says the panel, and the majority chose toswitch and make the three point to put the pressure on. Looks like areasonable decision.

   Play                 Votes   Score20/15(2), 8/3(2)          6      10020/10(2)                  3       8013/3(2)                   1       60

Problem 5


122








115

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White



money game




Blue

Chuck Bower: 13/8, 13/10.
This has the markings of a "pay me now or pay me later" problem, solet's look at the benchmarks:
1) If pay now, will Blue be likely to have to pay later, too? Yes. (Arguesfor paying later.)
2) If pay later, will White's position improve by then? Yes. (Argues forpaying now.)
3) If pay later, will Blue's position deteriorate by then. Yes. (Arguesfor paying now.)
4) If pay later, is there a chance that Blue won't have to pay at all? Notlikely since White seems to have much better timing. (Argues for paying now.)
This is an unusual position in that Blue has bad timing and not much of a race lead. 13/8, 13/10 buys some timing (but risks the race lead). 8/5, 6/1 puts off the problem for one roll, but looks pretty bad for the future. Interesting that 8/5, 20/15 wasn't listed as an option. (I'd better be careful here or I'll end up getting almost no points as happened to Laila a few months back :) Pulling up the anchor must be too risky.Anyway, I'm going for the lesser of evils: 13/8, 13/10.

Steve Clark: 8/5, 6/1.
The point of paying now is to improve your position a lotif your opponent misses you. The problem with 13/8, 13/10 is that ourposition is not improved. We are still stuck with 2 men back and Whitewill have a lot of flexibility for his next few rolls.
What about 8/5, 6/1? This move puts men in reasonable places. Slottingthe ace is good and no checkers are stacked up too badly. Furthermorewe are not necessarily broke next roll. We have lots of useful smallroll which would allow us to retain our anchors. I will sit tight andhope for something good to happen.

Hal Heinrich: 8/5, 6/1.
Blue has a racing lead and a timing disadvantage, so it's tempting to buytime by abandoning the midpoint at the cost of leaving thirteen hittingnumbers. It's not worth it -- when White hits the shot, Blue loses a lot ofequity. When White misses the shot, the men on the eighteen point have a mucheasier time joining the struggle against Blue's men on the twenty point. Blueshould maintain the tension by dumping checkers into the home board.

Ron Karr: 8/5, 6/1.
This would be the normal choice, leaving no shots. It hasthe disadvantage that I'll be forced to break the midpoint (or 20point) with 6s, possibly in a more vulnerable position (White may havecovered the 3 point). And most other numbers force me to startbreaking my board.
13/8 13/10 volunteers a shot now while I still have an anchor and his3s are dup'd to hit and cover. Getting hit is costly but not deadly. If missed, I'll be able to play the 3 outfield checkers easily before Ihave to break my board, which gives me more time to roll a double. Onthe other hand, clearing my midpoint allows White to play more freelytoo, so it's not clear how much timing I've gained. Since there arearguments on both sides, I'll stick with the default strategy: leave noshots.

George Klitsas: 13/8, 13/10.
Play a (13/8 13/10) Refusing to bury any checkers and, at the same time, giving White immediate good rolls that hit the blot on the ten point (3-3, 4-3 and 3-1). White should hit if he happens to roll a 6-3, 5-3 or 3-2, as well (it is not clear to me if he should hit with a roll of 2-1). If unable to hit, White must concentrate in forming a strong inner board in case of hitting something in the future, making at once his three point, if possible (for example with a roll of 5-4 played 7/3 7/2) or his ace point with a roll of 5-2, instead of playing positionally but wrongly 13/6 with the latter.
Play b (8/5 6/1) In an attempt to pay later. Blue is aware of the fact that in his next roll he will have (barring doubles) to break one of his two outfield points or still worsen his inner board. White, in order to fully exploit this scenario, must play as aggressively as possible, taking advantage of Blue's blot on the ace point and the duplication of two's (and four's, rarely) that it creates. A roll of 4-3 should be played 13/9 6/3 by White, a roll of 4-4, 13/9(3) 7/4. The need for immediate maximum aggressiveness should not deter White from playing even a roll of 5-3 in the same way, tho it does not duplicate a two or a four (played 13/8 6/3). Similarly with a roll of 3-1, played 7/3, duplicating two's. A roll of 6-5, making the ace point (!?) is a borderline case.
I played 72 games each way and, to my surprise, I could not make up my mind based on the results (they were almost identical). I vote for play a, the play that I feel more comfortable with.

Laila Leonhardt: 8/5, 6/1.
Blue is stripped, and will be leaving continuous shots unless he rolls a double, even if he clears the midpoint now. Blue should play it safe, and wait it out and see what White rolls and run off the 20 point next time if he has to.

Rob Maier: 13/8, 13/10.
Something has to give, this time or next. Next time it will be worse.Even if we roll doubles next, we still will need another to get homeclean. Lets keep our checkers in play, and take advantage of theduplication as well.

David Montgomery: 8/5, 6/1.
After 8/5 6/1 Blue is in trouble. Something will have to go very soon andBlue may end up giving White some powerful shots. After 13/8 13/10 and amiss, Blue has some time to wait for doubles, and he may be able to improvehis board. But White should have no trouble playing while waiting for Blueto break the 20 point. White's hits after 13/8 13/10 aren't fatal, sincethey usually involve leaving return shots, and Blue will have a close raceand an advanced anchor. Still, a hit and a dance may give White a cube, and8/5 6/1 never gets hit this roll. I'm far from certain, but I'll go with8/5 6/1.

Snowie: 13/8, 13/10.
Playing safe only works when I roll doubles next roll. Otherwise it is adisaster. I can afford to be hit now since I have my anchor and Whitehas an inner board blot. Later it will be much more risky.

Kit Woolsey: 13/8, 13/10.
If Blue plays 8/5, 6/1, what does he do for an encore? White has thebetter timing. Blue is ahead in the race, so that should be his gameplan. If he isn't hit he will be able to play comfortably for a whilewhile waiting to roll big doubles. If he is hit, he may have a return shotat White's inner board blot.

Summary: In a fine pay me now or pay me later problem, the panel's vote came out aflat tie. An interesting decision.

   Play                 Votes   Score13/8, 13/10               5      1008/5, 6/1                  5       90

Problem 6

136








135

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White



money game




Blue

Chuck Bower: 20/13.
7/1? Who's book is THAT play in? 20/14 is 'forced'. Could going against the grain with 6/5 be right? Will White hesitate to hit with a 1? No way. If missed, will covering be easy? Not really. Does Blue mind if this checker is sent back? Yes.
What is Blue's plan here? I think it's to remake the 20-point.Having as few distractions as possible is consistent with that theme.20/13 looks pedestrian--not the kind of play that garners quiz points.Nevertheless, that's my pick.

Steve Clark:20/14, 6/5.
I have always said that no play is too small to be ignored. With 7/1, 7/6 I have been proven wrong. The only advantage of putting 4men on the ace point is then we only have 11 checkers that are left tobe sent back. 7/1, 6/5 has the same weakness as 7/1, 7/6 without evenits temporary strengths. Putting 4 men on my ace point is not my idea ofsensible backgammon.
Once we are reconciled to to playing 20/14, the ace seems clear. 6/5 isa standout. This play tries to increase our flexibility at a time whenwe have the stronger board and White is poorly positioned to takeadvantage. White is likely to be much better diversified in a roll ortwo. It is right to take a chance now when he will have manyunattractive rolls.
Actually the best move by far is 24/17, but Kit forgot to list it as apossibility.

Hal Heinrich: 20/14, 6/5.
Blue has four men the opponent's home board, so playing 7/1 with the six isnot an option -- it'll be tough enough with one man buried on the ace. So,the six is played 20/14 -- and now for the ace. Slotting the five seemsright all on its own, with aces and deuces being duplicated, while startinga good point. The "don't split and slot" rule is usually right, but this isan exceptional position. An important added benefit for slotting is that itmaintains contact between the blots on twenty and fourteen points.

Ron Karr: 20/13.
20/13. With one checker already buried on the 1 point, I can'tbear the idea of burying another one, so I'm breaking the anchor. I dohave the better board, and White's attacking possibilities are limited.
Playing 6/5 has some advantages: it keeps the back checkers incommunication; starts a good point; and duplicates 1s. On the otherhand, I'm not anxious to expose a third blot, which may be hard tocover even if not hit, and increases my chances of getting gammoned ifhit.

George Klitsas: 20/14, 6/5.
I just can't think how one could possibly reach such a position, especially Blue's one. Never mind, we are here to try to make the most of it from Blue's side. Having buried for ever a checker on his ace point (which is, here, actually less bad than one thinks at a first sight), Blue has the advantage both in inner board strength and the race.
Play a (20/13) Duplicating aces. Blue should hit something with a total of twenty-one rolls (what about a roll of 3-2 here for White? I think that he would better make his four point instead of hitting), but he has some awkward ones, too, like 6-5.
Play b (20/14 6/5) Duplicating aces and deuces. In comparison with play a, 2-2 and 6-2 work much better here for White, but, by slotting his own five point, Blue figures to gain more, since, if not hit on his five point, he could make a (menacing) four-point board with a casual ace or two in the future (apparently, Blue has also more return-shots in this variation, but this is simply an optical illusion, if one is patient enough to count them -only after being hit on White's eleven point with the specific roll of 6-4, only in that particular case Blue has some return-hits). All things considered, it seems to me like an improvement over play a.
Play c (7/1 7/6) Unthinkable.
Play d (7/1 6/5) Unthinkable. Worse than c, perhaps.
My vote is for play b.

Laila Leonhardt: 20/14, 6/5.
Blue needs to re-gain some of the lost outfield control, and now optimal duplication is available to Blue and he should take advantage of it. By moving only to the 14 point Blue keeps the contact between the checkers, and the blot on the 5 point is not a checker, that if hit would jeopardize anything and it would give Blue a good 1 to play next time.

Rob Maier: 20/13.
Well now, isn't this special. I won't waste too much cyberspace here.I'm not going to kill another checker without a clear route home, and I'mnot leaving a home board blot with a potential slug fest on the horizon.Anyone besides me wondering how we got here?

David Montgomery: 20/13.
Could 7/1 be right? I guess Blue's game plan then is to hope to break the24 point, and play for the race from the 20 point. But I can't see makingthis play.
20/14 6/5 dupes 2s and 1s, goes after a good point, and gets some returnshots when hit on the 14. On the other hand, it leaves an extra blot, more(outside) shots, and it violates the guideline of not slotting while exposedelsewhere. I would play 20/13.

Snowie: 7/6, 7/1.
My checkers are already dead, so burying one more won't matter much. Theonly thing which keeps my game together is the anchor on his five point,and I'm not giving that up until I'm ready to win.

Kit Woolsey: 20/13.
Burying another checker is sick. On the other hand, this is not the timeto leave too many blots floating around. The problem with 20/14, 6/5 isthat even if the blot on the five point isn't hit Blue doesn't haveadequate material to expect to cover it next turn. Blue has too manyother things to worry about.

Summary: Is our resident bot serious about choosing the ugliest play in history?Time will tell.

   Play                 Votes   Score20/13                     5      10020/14, 6/5                4       907/1, 7/6                  1       607/1, 6/5                  0       40

Problem 7

153








160

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White



money game




Blue

Chuck Bower: 11/6, 8/2.
Whoever puts together these quizzes sure is a lousy roller. In every quiz there is one problem which really gives me pain, and here is this month's thorn. I'm going to TRY and keep this as brief as possible, so I'll leave out a lot of the details.
The candidates can be broken into three slot classes: the 2-point, 5-point, and bar-point. Within each of these three categories, leaving the fewest shots turns out to make sense, since your primary objective is to cover the slot and minimizing shots gives the best chance to meet that goal.The three survivors are 11/6, 8/2 (11 shots but no good point slotted), 13/7, 6/1* (20 shots, three blots, and a stripped midpoint), and 11/5, 13/8 (23 shots, 1 blot, and a stripped midpoint). One feature which is notparticularly relevant here is hitting to take away half of White's roll. Taking away half of an opponent's roll is a ploy to minimize building rolls,but when you are trading return shots for building rolls, then you aren't necessarilly minimizing your opponent's good shakes.
Between the two major slots, having the better point started (5- vs. 7-point) and fewer blots (1 vs. 3) is probably worth the extra three shots. Now we're down to two plays: 8/2, 11/6 and 11/5, 13/8. If this were 1979,the vote would be unanimous for slotting the 5-point. But...
Let's look closely at 11/5, 13/8 and see what we have to gain. What are the chances that you will be able to cover the 5-point next turn? Theblot survives 13/36 and will then be covered with 22/36 so the product ofthese is 286/1296 = 22%. Is it worth it? Compare with an opening 51 (which is a tossup between slotting or not) where the blot gets covered next roll 21/36 * 22/36 = 35%. Although there are other parts of the two situations which are different, the large disparity (22% vs. 35%) in chances of covering next roll is a strong indicator that slotting the 5-point here is not worth it. (BTW, I also counted covers with 11/5, 6/1*and it's slightly better with 24%.)
In this position the vastly fewer shots and ease of cleaning up (if the shot is missed) with the unimaginative 8/2, 11/6 looks better to me than the optimistic slot of the 5-point. The race is dead even after Blue's play, so preserving race equity has to be worth quite a bit. Ifyou look back at a similar problem (solutions of August issue, problem 3)you'll find that slotting the 2-point there was not popular. Wake up,panelists; you're 20 years behind the times! The stodgy 11/6, 8/2 gets my vote.

Steve Clark: 11/6, 8/2.
I don't think 13/2 is best. It might be the right idea but11/6, 8/2 has the same relative balance while leaving one less blotavailable to be hit.
In general blots add to the diversification of a position so that,assuming they don't get hit, we will have more good number the nextroll. That's great as far as it goes. Unfortunately there are somenegatives that go with extra blots. First the more blots we have, thegreater the chance they will get hit. In other words, the more blots,the more good rolls our opponent will have. Second, we have to dealwith those blots on the next roll. Suppose we roll a 31 next roll. That's a great roll, and we will want to make the 5 point. We will not want to waste it covering some stupid blot we left lying around (orcoming in from the bar either).
Unfortunately here we have to leave something on the table for White toshoot at. If we hit him to keep him off balance, we have to leave 2blots. 13/7,8/3* might be right but it has a bad feel to it. The 13point is stripped and we have nothing but blots floating around, waitingto be hit. How about 11/5, 8/3*? That puts our checkers where we wantthem. Unfortunately White will be happy to see the there also. Hewould have 29 rolls that hit, lots of them hit twice.
It is hard to believe that hitting on the ace point might be right sincewe have to leave a second blot as well. So only 13/8, 11/5 is left tobe considered. This isn't too bad. We get one checker where we wanthim. It is true that we have stripped the 13 point. It is also truethat we are making 2's and 4's into good numbers for him. It is alsotrue that he has lots of hits coming.
It is not clear to me what is right in this position. A number of playsthat I have rejected could be best, but I will play 11/6, 8/2 for acouple of reasons. On my next roll if I roll a big number, I can use itto cover the 2. If I play 13/8, 11/5, I still have no decent ways toplay a large number. Since my position is going to be pretty ugly inany case, I may as well be as safe as possible.

Hal Heinrich: 11/6, 8/2.
It looks like a close decision between 11/6, 8/2 and 13/8, 11/5. The extrashots left by slotting the five point are balanced by the extra value ofmaking the five point. However, slotting the five strips the mid-point, andthis is the deciding factor. 13/2 seems wrong because after starting thelowly two point, it strips the mid, and leaves extra shots in the outfield.It's tempting to hit in a position like this -- where Blue has no good playsand would prefer not to move at all. But the loose hits leave too many extrashots -- at a time when White doesn't have a lot of threats on the other sideof the board.

Ron Karr: 11/6, 8/2.
This play is ugly but has a big advantage: it minimizesshots and blots. If White hits, his board is not threatening yet; andif he doesn't hit I will just start building my board (albeit in thewrong order). The other plays leave more shots and at least two blots,and I don't think they gain enough positional advantage to compensate.

George Klitsas: 13/8, 11/5.
Play a (13/2) Pathetic. If not covered, the checker on the two point will be obviously a nuisance for Blue. If covered (say with a six) it will overextend his position. Stripping the midpoint has severe consequences, also, here, since White, not wanting to activate Blue's heaps on the six and eight points, will often leap into the outfield with one checker. Then, if Blue hits that checker from the mid, he will essentially lose the mid and at the same time, a big amount of outfield control.
Play b (13/8 11/5) A positional play, minimizing blots, putting a crucial checker where we want it to be. If not hit, this checker can be covered with lots of numbers and Blue can make the most valuable point in the board. If hit, it will be easily recirculated, since White has not a very menacing front position (a three-point prime only), which cannot extend easily. If hit, Blue can continue to fight for his five point for some time, with plenty of firepower packed in the heaps on his six and eight points. Notice also the duplication of some good rolls for White (like 4-2 and 3-1).
Play c (13/7 8/3*) An aggressive play, better than play a and, actually, close to play b in equity terms. Blue could be knocked out immediately (by some double-hits by White or simple-hits and poor returns on his part) but it's also true that with some luck, he can form as quickly a strong forward position if he manages to close the three and bar points.
Play d (13/7 6/1*) Worse than play c, slotting instead of the three point, the ace-point, which Blue will have cover (half-heartadly !) and won't be easily an asset even if covered.
Play e (11/6 8/2) Weak like play a.
Plays f (11/5 8/3*) and g (11/5 6/1*) . Both of them too rich for my blood. Too much double-hitting here. Alien to my bg patterns.
My vote is for play b.

Laila Leonhardt: 13/7, 8/3*.
Hitting is a must. By putting White on the bar, Blue takes away half a roll from him, and tries to prevent White from building another point in his prime, which would be fatal for Blue. If Blue gets another checker sent back it doesn't make his position much worse. Blue should keep hitting and preventing White from making the prime until he has achieved an advanced anchor.

Rob Maier: 11/6, 8/2.
Minimize shots, maximize future flexiblity. I hate going to the deucepoint, and I hate stacking on the six point, but I don't have any problemdoing either here.

David Montgomery: 11/6, 8/2.
Blue played his 52 response wrong - he should have played 13/8 24/22,whether White started with a 61 or a 52. Now would be a good time to yellat your chouette partner.
Now Blue has to find the least bad play. If Blue starts with 8/2, 11/6beats 13/8 - it leaves fewer shots and blots and doesn't strip the mid.It's more important to have spares on three points than to worry abouthaving six checkers on the 6 point.
Hitting inside and slotting the 7 doesn't look right -- the slot is prettymuch worthless since Blue is so likely to get hit, and unlikely to be ableto cover cleanly in any event because of the stripped mid.
13/8 11/5 assumes a moderate additional risk to go after a better point than11/6 8/2. Still the slot is a dog to survive and this play strips the mid,so I'll go with 11/6 8/2.

Snowie: 13/2.
No need to create more blots than necessary. I won't mind making my twopoint if White doesn't hit. However, that builder on the 11 point is toovaluable to give up.

Kit Woolsey: 13/7, 8/3*.
Nothing is attractive or safe. As long as Blue has to leave some shotsand make an awkward play, he might as well put White on the bar and tryto get something going. Non-hitting plays give White the whole roll toplay, which could be costly. Blue will probably be hit back, but thiswill give him a chance to regroup.

Summary: The panel gets the wimp of the month award on this problem. Is it reallyright to make as ugly a play as possible against a one-point board, wheneven that ugly play isnt safe? I find it hard to believe.

   Play                 Votes   Score11/6, 8/2                 6      10013/7, 8/3*                2       7013/2                      1       6013/8, 11/5                1       6011/5, 8/3*                0       5013/7, 6/1*                0       4011/5, 6/1*                0       40

Problem 8

168








161

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White



money game




Blue

Chuck Bower: B/22, 11/6.
How about B/20, 6/1* and snatch up your dice before your opponentcatches on?
If you're going to play B/22, then 11/6 looks like thefinish. It leaves fewer blots and fair diversification. 6/1*accomplishes little, and 13/8 leaves similar diversification butwith a blot and a stripped midpoint. Unfortunately with Whitehaving made his 9-point, the 22-point is efficiently blocked.So B/22 is putting a checker on a point we don't really want.
B/20 puts a checker "where it belongs," but how long willit be able to stay there? Along the same lines as B/22, 11/6, Ithink if you play B/20 then you need to follow it up with 11/8.White has made two new points this game and Blue none. Leavingunecessary blots around is like painting a bullseye on your chest.
So given that 11/safety is half our play, do we want to speaksoftly with B/22 or try and carry a big stick with B/20? B/20really plays into White's strength. I count 28 rolls which knockus off there on White's next turn. With no new points and a racelead to protect, this doesn't look like the time to challengeGoliath, especially without a slingshot. B/22, 11/6.

Steve Clark: B/20, 11/8.
A common theme when coming under the gun is to hit a blot sothat your opponent can't organize his checkers on your head. Hereunfortunately B/22, 6/1* is rather less attractive than most such hits. The 22 point isn't very appealing because White points are wellpositioned to block men on the 22. Furthermore it is generallyunattractive to hit behind your opponent's anchor. So I will rejectthis play here.
Another common theme when coming under the gun is to avoid leaving spareblots around to be hit. Thus if we are going to play B/22 or B/20, weshould consider removing that blot on the 11. Yes, that seems righthere. Making plays such as B/20, 13/10 is only good if you think yourcheckers have helmets.
Of the 2 plays I prefer B/20 11/8. If it succeeds, we get a much betterpoint. Our position does not look so great but we have saved a spare onthe 13. Our man on the 20 means that we are likely to have someflexibility next roll. If he has to hit loose on his 5, we have plentyof good rolls. If we come in on the 22, he will be happy to point on usor to point in front of us. If we come in on the 20, he will not behappy to point behind us.

Hal Heinrich: B/22, 6/1*.
This problem makes a good contrast with the previous one. Here, slashing on the ace point does take away a lot of White's good rolls -- and it doesn't give White many extra returns except for the aces. The other candidate playsare reasonable enough, but give a White a free hand while not achieving muchfor Blue.

Ron Karr: B/22, 6/1*.
It's tempting to enter on the 20 point to go for thebest anchor. However, White has good attacking possibilities. Inaddition, my 3s are bad, making my position either too inflexible(11/8) or too vulnerable (13/10 or 24/21).
So I'll be more cautious and enter on 22. Then, hitting 6/1* isactually my most flexible play, allowing me to keep spares on themidpoint and 11 point, while also reducing White's point-making rollsbecause he's on the bar.

George Klitsas: B/20, 24/21.
Play a (B/20 24/21) Retaining all builders in position. Ideally, Blue would rather prefer not to play at all a three here. Going to the twenty-one point just asks for some double-hits by White, like 5-3, not to mention the devastating 4-4 or the rolls that point on one of these two adjacent Blue blots. On the bright side of this play, one sees that Blue can often anchor on his opponent's four or five point and play a decent game from there (White has also some rolls that don't hit any of these two blots).
Play b (B/20 11/8) Compared to play a, this play, involving putting a fifth checker on the already heavy eight point, seems to me inferior. The resulting position is cramped, improbable to develop itself without a joker or a series of semi-jokers.
Play c (B/20 13/10) If it was again Blue's turn (Blue to play two times in a row, White's turn lost), play c would be best, I figure, and, actually, Blue would be close to a double. It's White's turn, tho, and all these builders so nicely arranged in the outfield are much more of enemy targets than own builders. Sometimes Blue will manage to make his ten point with an ace (example sequence: White 4-1 played 9/5* 6/5, Blue 4-1) but almost never he will be permitted by White to use his whole roll to make an inner point. Even if that happens (example [of awkward] roll: Blue 5-3 making his three point), White, if he makes an inner point, must necessarily leave his rear checkers vulnerable). As if these cases were not enough, one could consider additionally all the sequences in which Blue is hit and re-enters with a six. Even in calm sequences like White making Blue's five point with a roll of 4-2, Blue is hard-pressed to cover four blots so carelessly strewn around. Not to mention immediate indirect shots inthe outfield.
Play d (B/22 13/8) Strips the midpoint and stacks the eight point.
Play e (B/22 11/6) Removes a relatively safe builder, stacks the six point.
Play f (B/22 6/1*) Creating a liability at a time when, a tempo-hit on the ace point is not really justified by a big potential threat by White.
All said, my vote is for play a.

Laila Leonhardt: B/20, 24/21.
Getting an advanced anchor is a huge priority for Blue here, but hitting behind White's anchor will not get Blue a better chance of making the 20 or 21 point. Moving up is not only a good chance to make an anchor but also if White uses the builder from his 9 point to point on Blue, the dancing number(4 or 5) will give a return hit for Blue on the checker on the 9 point

Rob Maier: B/20, 11/8.
Kit's theme of the month, bad rolls in boring positions. (heh heh, justkidding, Kit.) At least I can't do worse than 6th best here, since Kitdidn't include the 7th legal move. Thanks Kit. I can hear Mr. Bowerpontificating about this one, "Let's start by picking the best B/22 playand the best B/20 play, and then choose between the two." OK, Chuck. ForB/20, I like 11/8. 24/21 is asking to get mugged inside, and 13/10 leavesa lot of shots and strips the midpoint, which could end up a long termliability. As for B/22, I like 11/6. Again, 13/8 strips the midpoint,and 6/1* is, well, 6/1*. Choosing between these two dynamic positions, Iwould pick coming in on the 5 point, a point I would like to make, ormore easily run from if I can't make it.

David Montgomery: B/22, 6/1*.
Whether Blue enters on the 20 or the 22, he will have three builders bearingon him. Thus Blue should enter on the 20 point unless the rest of the playgives some good reason not to. 13/8 and 11/6 don't -- 6/1* might.
If Blue enters on the 20, I prefer 11/8. 13/10 strips the mid and leavestwo extra blots and many shots in a position where Blue is also vulnerabledefensively. 24/21 gives White many more pointing numbers. This kind ofplay is more likely to be right when White has stripped outside points andfewer checkers in the zone. 24/20 11/8 leaves a position that is likely toget attacked, but the position is tight and Blue may be able to exchangehits on White's side of the board.
B/22 6/1* unstacks the 6 and prevents White from pointing on Blue, andallows Blue to leave his builders more flexibly and safely positioned.Slashing on the 1, especially behind an anchor, is not strongly called forsince White's position isn't particularly dynamic, but on the other handB/20 11/8 is very passive. I have no strong preference between B/20 11/8and B/22 6/1*, but I'll vote for the slash.

Snowie: B/20, 11/8.
Coming in on the 22 point is just asking to get stuck there. I bring theoutfield checker to safety since I don't want to have problems on bothsides of the board.

Kit Woolsey: B/20, 11/8.
I don't like the idea of entering on White's three point when White hasmade the nine point, since I won't be particularly happy anchoring there.However I can't afford to be weak on both sides of the board. B/20, 13/10spreads my sources too thin.

Summary: In a close vote, the panel opted to avoid burying a checker on the ace pointwhen the tempo gain wouldn't be worth too much. Probably a correct decision.

   Play                 Votes   ScoreB/20, 11/8                4      100B/22, 6/1*                3       90B/20, 24/21               2       80B/22, 11/6                1       60B/20, 13/10               0       50B/22, 13/8                0       50




Vote Summary

                  1                  2                 3                 4                 5                      6                 7                 8Chuck Bower      24/20, 22/20       21/18             22/11             20/15(2), 8/3(2)  13/8, 13/10            20/13             11/6, 8/2         B/22, 11/6Steve Clark      24/20, 22/20       21/18             22/11             20/10(2)          8/5, 6/1               20/14, 6/5        11/6, 8/2         B/20, 11/8             Hal Heinrich     24/20, 22/20       23/21, 7/6        22/11             20/10(2)          8/5, 6/1               20/14, 6/5        11/6, 8/2         B/22, 6/1*Ron Karr         24/20, 22/20       23/21, 7/6        22/11             20/10(2)          8/5, 6/1               20/13             11/6, 8/2         B/22, 6/1*                George Klitsas   24/20, 22/20       23/21, 7/6        22/11             20/15(2), 8/3(2)  13/8, 13/10            20/14, 6/5        13/8, 11/5        B/20, 24/21               Laila Leonhardt  24/20, 22/20       21/18             22/11             13/3(2)           8/5, 6/1               20/14, 6/5        13/7, 8/3*        B/20, 24/21                                   Rob Maier        24/20, 22/20       21/18             22/11             20/15(2), 8/3(2)  13/8, 13/10            20/13             11/6, 8/2         B/20, 11/8David Montgomery 24/20, 22/20       21/18             22/11             20/15(2), 8/3(2)  8/5, 6/1               20/13             11/6, 8/2         B/22, 6/1*              Snowie           24/20, 22/20       21/18             22/11             20/15(2), 8/3(2)  13/8, 13/10            7/6, 7/1          13/2              B/20, 11/8Kit Woolsey      22/18, 20/18       21/18             22/11             20/15(2), 8/3(2)  13/8, 13/10            20/13             13/7, 8/3*        B/20, 11/8                                          

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