Chuck Bower: 8/4*.
White longs for the advanced anchor and Blue must squash that opportunity.Besides, short of voluntarilly giving up a good blocking point (8/5, 8/7),Blue is going to be giving White shots, so make the risk count for something.After 7/4*, Blue has four 1's. 4/3 is inefficient if not downrightcowardly. 6/5 gives White 22 returns, without maximizing covers.7/6 removes a potential cover/hitter for the 4-point and effectivelysurrenders most of Blue's future chances of making a full prime. 8/7 risksan additional 4 shots compared to 7/6, but the builder/shooter for the4-point and/or chances to remake the 8-point seem worth it.

Malcolm Davis: 13/9.
A tough play. I would like to hit but I just believe any of thehitting plays gives to many returns, and obvioulsy destroys the prime. If I get hit with this play, I still have a considerable strength.

Hal Heinrich: 13/9.
Well, something has to give - but not Blue's prime! After 13/10, I prefer 10/9 to 6/5 because Blue's spare is better placed on the sixpoint.

George Klitsas: 7/4*, 5/4.
I was ready to settle for 8/7 8/5 when, going through the list of the candidate plays, I stopped at 7/4* 5/4 !? Wrong or right, this play has had an irresistible attraction to me, due to the duplication of hitting five's for White and the possibility of Blue fighting sometimes for his five point even if hit initially from the bar. Needless to say, 7/4* 5/4 is my choice.

Laila Leonhardt: 7/4*, 5/4.
Duplication. Blue want to keep White from moving his anchor to the 4-point and get back in the game,So putting the blot on the bar to make the final kill seems like the correct approach.Switching the points ensure the least hitting numbers by duplicating the 5's from the bar and the 5s hitting from the 2 point. But also to keep the prime and maximum builders to cover or hit back if Blue is put on the bar.

Rob Maier: 13/9.
Why am I going to break my position? I don't know either. As for the ace, I've come to rue not having spares on the six point, so I'm going to leave the one I have where it is.

Kevin McGrath: 8/4*.
I don't see any other reasonable play. Leaving the midpoint and exposing two blots doesn't make sense.

Martin Short: 8/7, 8/5.
I would love to attack here but the resultingpositions if I get hit dont look so good. 8/5 8/7 isthe perfect play for attacking on my next roll. I'mahead in the race, I have a decent blockade even afterbreaking the 8 and I dont lose my midfield point orrisk getting sent back. I usually like to attack butI'm going to chicken out on this one.

Snowie: 8/4*.
Something has to give, so I'm going to go for the gusto and hit loose onthe four point. If I can make that point I will have a huge advantage, whileif I am hit back the game will go on for quite a while. Seems like a goodbargain.

Marty Storer: 13/9.
I don't think Blue can afford to give uphis 7 or 8 point; his blocking structure is too goodto mess with. 13/9 is obviously better than 13/106/5. If White misses, he could be in big trouble;if he hits, Blue's blocking position still makeshim a solid favorite.

Bob Stringer: 7/6, 7/4*.
What with my having the stronger board, leaving gratuitous blots isn'tas big a concern as normally, but I think it's gross to both giveWhite a shot and break my midpoint, thereby dividing my army in half.I have a far stronger board and plus an anchor to help out if thingsgo wrong. Attacking is again the order of the day. But that's noreason to be reckless, so I prefer hitting and lifting the rear blot,giving me a chance to make the 4 point and cause some real misery.Hitting from the 8 point might be ok, but I'd rather keep that pointfor now, since it's 6 away from White's anchor.

Casper van der Tak: 8/4*.
Aims in the most agressive way for the 4-point. Holding the 20 point and backed up with a strong board, Blue can afford to make the purest play. Hitting is a must, and then playing 8/7 provides many cover number and the strongest blockade.

Kit Woolsey: 8/4*.
We don't have a safe way to keep our blockade intact, so let's try for abig improvement. If we can win the fight for our four point we will makegreat gains. We have an advanced anchor and White has no inner board, soif we are hit back we will still be in decent shape. Other approachesgive White a chance to make our four point and neutralize a lot of ouradvantage.

Chris Yep: 8/4*.
The difference between this problem and problem 6 is that now Blue has a much stronger attack. Although White has an anchor he is way behind in the race. With a 3 to 1 board advantage, an advanced anchor, and plenty of ammo, I now think that Blue is justified in attacking. Already, probably about 1/3 of Blue's wins are gammons. Hitting on the 4 point increases Blue's gammons significantly while not reducing his wins by much. Of Blue's hitting moves, I prefer 8/4* since retaining the bar point will come in useful in the cases where White enters on Blue's ace point.

Summary: The popular choice was to go after the four point, even atthe cost of breaking up the prime. This seems quite reasonable to me.Somehow leaving a shot at the far edge of the prime doesn't seem to workout very well.

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White



money game




Blue

Problem #7    Play             Votes   Score8/4*               6      10013/9               4       807/4*, 5/4          2       708/7, 8/5           1       607/6, 7/4*          1       6013/10, 6/5         0       407/4*, 4/3          0       40 7/4*, 6/5          0       40