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Problem 1
| 156 148 | White money game Blue |
Chuck Bower: 13/9, 6/4(2).
13/9 seems clear. The 9-point is valuable for blocking the 20-point. Thereare three candidates for the last two deuces: 20/18(2); 13/11(2); and 6/4(2).20/18(2) is at best a neutral trade, and probably a net loss since the 20-pointanchor is likely to be needed in the future. 13/11(2) is also a shift, but a positive one since the 11-point efficiently blocks White's anchor.The problem with this play is that all Blue's spares are now on a single point. 6/4(2) makes the most valuable homeboard point available and is less likely to have to slop checkers onto random homeboard points but almostforces Blue to give up a point next turn, probably the midpoint. It's closebut 6/4(2) seems more pleasing to my eye, so I'll go with that.
Malcolm Davis: 20/18(2), 13/9.
Ahead in the race, advancing the anchor and makingthe 9-point seems rather automatic.
Hal Heinrich: 20/18(2), 13/9.
Blue is ahead in the race and has doubled - so Blue should race. Thisis best achieved by advancing the back men and making the nine point.This is a little awkward, and the four point sure looks nice - but theneeds of the position are best addressed by the play selected.
George Klitsas: 13/9, 6/4(2).
Compared to the anchor on our opponent's bar point, the golden anchor is usually preferable in my opinion, for a number of reasons. The most significant of these reasons is that when we lose the timing battle, we are NOT exposed to a shot from our opponent's midpoint. Here the timing is wrong for Blue and the alternative to the shifting play 20/18(2) is the strong improvement 6/4(2). My solution is 13/9 6/4(2).
Laila Leonhardt: 20/18(2), 13/9.
With White owning the cube, Blue wants to try to make a clean escape and make it into a race if possible.He might have to leave a shot when clearing the bar point next time, but with 7-8 and 9 point made he has some good landing points to clear the midpoint with.Building points behind White's anchor has no value for Blue. This is something he can do with rolls that does not play safe or clears on the outside.
Rob Maier: 13/11(2), 13/9.
I must admit to not looking at this one too deeply. We have a decent race lead, and want to try to bring our back checkers home safely. This does not mean we have to move them at every opportunity, even if we do roll a set. Locking up the broken five prime inhibits White's racing chances, AND, staying back on the five point keeps White from slotting or making it, which makes it safer to run with one checker next roll. The five prime is also a nice backup if the lone checker has later problems getting moving.
Kevin McGrath: 13/9, 6/4(2).
The 9 point gives Blue 4 in a row and making a good inner board point is certainly better than moving up to White's bar or breaking the midpoint.
Martin Short: 13/9, 6/4(2).
Making the 9 and 11pts makes a nice prime and jumpedout at me at first but then I wondered what I would dofor an encore. That stack on the 6pt does me no goodso I chose to make the 4 and 9pts instead. It leavesme a little more flexible which is important for theholding game this may turn out to be. Tough to go toowrong on this one but I think 13/9 6/4(2) is best.
Snowie: 13/11(2), 13/9.
This is a matter of control. If I can prevent White from springing oneof his back checkers, his game is going to fall apart. Next turn I canrun my back men, or if they can't move I can play off my six point. Myblockade is going to be staring White in the face for quite a while.
Marty Storer: 13/9, 6/4(2).
Simple and good. The 4 point is valuable;there's still plenty of contact left in this position.I don't want to lose the midpoint and release pressureon White's midpoint, even to block the anchor. 13/920/18(2) looks OK, but it strips the outside position,loses the better anchor, and allows White too muchfreedom to build his board.
Bob Stringer: 13/11(2), 13/9.
I like blocking White's men on my five point. And if I'm going to dothat, making a point with 13/9 looks to make life more difficult forhim than lifting the blot with 9/7. Second choice is 20/18(2), 13/9,6/4. Since I'm slightly ahead in the race, White has slightly bettertiming, and moving from his 5 to the bar point helps in that respect.I prefer my first choice, though, because it seems to cause moreproblems for White's getting his back men out of there. Either play,and I think my strategy is the same - get my men on his side of theboard moving soon.
Casper van der Tak: 13/9, 6/4(2).
Two 2's are easy: 13/9, to cover the 9 point and make the 4-prime and an additional landing point. For the remainder of the roll, three options: 20/18(2) 6/4(2) and 13/11(2).
It might seem that 20/18 (2) would follow the principle of racing when ahead in the race, and might also help in the timing battle. However, any blot left on the 18 point is easier to attack than a blot left on the 20 point, keeping the 20-point makes it more difficult for White to build his board, and the 20-point puts some pressure on the 8 and 9 point - some of white future rolls will play awkwardly because of it.
13/11(2) builds a broken 5 prime but is pretty static. This play would fit a game plan in which Blue would run from his anchor at the first opportunity, relying on the defensive value of the broken prime to survive any possible attack. However, such broken outside primes are not very strong and inflexible, and even if Blue manages to clear the rear anchor completely White will be very much in the game.
I like building the board with 6/4 (2). The idea is to build a strong board quickly, and rely on the strength of the board to pull Blue through in case of an exchange of hits. You could also say that this is a case of putting the checkers where they belong: you know you'd want to cover the 9, and you know that two of the three spares should go to the 4-point, and you achieve all this in one roll - so what is the problem?
Kit Woolsey: 13/9, 6/4(2).
If we were behind in the race it might be right to make the 11 point forbetter overall blocking purposes, but since we are ahead in the race itis not necessary to contain White's back checkers by blocking their sixes.20/18(2), 13/9 is a natural running play. However, those checkers on thesix point really do belong on the four point. We can run from the enemyfive point anyway, so 13/9, 6/4(2) looks like the play.
Chris Yep: 13/9, 6/4(2).
13/9 looks natural since it locks up the potentially important 9 point and makes a 4-prime in front of 3 checkers. Additionally, due to White's stripped 9 and 13 points, if he can't spring his 3rd back checker into the outfield soon his position may get a little awkward. Thus the 9 pt. has increased value. With the last two 2s, Blue can either play 20/18(2) (racing), 13/11(2) (blocking), or 6/4(2) (waiting and building). 13/11(2) is strong, however it strands the back men; also stripped outside primes are often less effective at blocking then other types of primes. 20/18(2) prepares to race which is good since Blue will be up 16 pips after the roll. However, due to White's awkward position, I believe 20/18(2) is less desirable. By staying back, Blue makes White's position more awkward. While I don't believe this gain in White's awkwardness outweighs the benefits of preparing to race (i.e. if Blue had the choice of playing 20/18(2) or forfeiting the rest of his roll, he would choose 20/18(2)), the combination of increasing White's awkwardness, activating the extra spares on the 6 point, and making the 4 point tip the scales to 6/4(2) in my opinion.
Summary: The mandate of the panel was for offense rather than escaping,with making the nine and four points the favored play. Outside primes justdon't seem to work that well against the defensive five point.
Play Votes Score13/9, 6/4(2) 8 10020/18(2), 13/9 3 7013/11(2), 13/9 3 7020/18(2), 6/4(2) 0 4013/11(3), 9/7 0 40
Problem 2
| 167 152 | White money game Blue |
Chuck Bower: 15/11, 6/5*.
13/8 is worth consideration. However, if you look at White's next roll after this unprovocative play, only the 6-1 toss fails to make progress by either hitting or anchoring. It appears to be worth fighting for the 5-point: 6/5*.The 4 should be played to give Blue the best chance of either covering the 5-point, or return hitting if White enters and hits there. 6/2* takes away one of Blue's cover numbers by stripping the 6-point, so I reject that. 13/9 brings down another builder but gives White 2's and 3's to hit outside, creating a new blot. 15/11 gives White some new hitting numbers (1-4 and3-4) but creates no new blots, and makes the sometimesawkward (for example, when entering from the bar) 6 into a valuable rehitor cover number.
Malcolm Davis: 24/20, 6/5*.
A difficult play with many possibilities. It seemsnatural to swing the 4 around to the 11-point, but I am reluctant to give my opponent a good 4. Bringing the 4 down may leave too many shots and blots. If I only get one checker hit, I have very good chances to maintain a healthy advantage. If my opponent happens to fan, I am in great shape.
Hal Heinrich: 24/20, 6/5*.
Blue looks to have been optimistic by doubling before reaching thisposition! However, that doesn't affect this checker play. Blue cannotsafety the man on the fifteen point and has a stronger board. That makes 6/5* mandatory. 6/2* would be fine if it didn't strip the midpoint. 15/11 is natural as it provides ammo for the five point and advances out of White's outer board. However 24/20 takes advantage ofduplication by denying White good fours. In addition, it connects Blue's back men and starts a high anchor in case White hits.
George Klitsas: 24/20, 6/5*.
I like 24/20 6/5*. Three's are triplicated and the position in neither overextended nor vulnerable with many blots (as in 6/5* 6/2* or 8/7* 6/2* respectively).
Laila Leonhardt: 8/7*, 6/2*.
The cube has been turned, Blue needs to be aggressive and try to cash in on his blitz chances first while White has not yet anchored or built any board or prime.Splitting the 8 points to hit with the aces gives Blue more builders for his attack then stripping the 6-point and hitting on the 5. If White rolls a 5 it will under all circumstances put Blue back in the game, no matter if this is hitting a checker or anchoring up.So maximum builders for an aggressive attack.
Rob Maier: 6/5*, 6/2*.
I didn't think about this one very long either, but then, I'm a sucker for big plays. Seriously though, I don't see any reason to make it easy for White to get to a holding game. The checker on the bar point is extra incentive, as even when White hits with one and fans with one, we have an excellent chance of either making the third point or hitting on the bar, once again putting two on the roof. All we risk here is our moderate racing advantage, and let's not wax too nostalgic about that.
Kevin McGrath: 24/20, 6/5*.
A lot of reasonable moves. Either double hit could pay off with a gammon, but leave Blue with very little backup and the blitz could easily backfire. If I were to chose one, it would be 6/2*, 6/5*. Instead I opted for the hit and split.
Martin Short: 15/11, 6/5*.
I like the double hit 8/7 6/2 to get the partystarted, but an anchor on the 5pt and it's all fornaught.I think the priority here is to get the 5pt andthen work on the blitz from there so 6/5 is a must. Sowhat to do with the 4. The duplication of 3's that24/20 gives me is nice but it doesn't help me makethat 5pt. I think 15/11 6/5* is the way to go heresince it gives me another cover number.
Snowie: 8/7*, 6/2*.
Attack! I want two of White's checkers on the roof. Even if he makes theanchor on my five point, I will still have plenty of potential to makeanother inner board point and go from there. And if he doesn't roll a fiveor a two, I can carry out a blitz.
Marty Storer: 6/5*, 6/2*.
This play may gammon White before hehas time to catch his breath. White has three blots,a weaker board, and no anchor, so attacking is veryattractive. Woe to White if he misses the return; evenif he hits on Blue's 2 point he may be in big trouble.An interesting "peaceful" alternative, which would beplayed to minimize shots, keep alive some attackingchances, and try hard to keep the racing lead, is 6/2*15/14, duplicating hitting and anchoring 2's. Itseems quite weenie, but I would have expected it toshow up as a choice!
Bob Stringer: 8/7*, 6/2*.
Both sides have rather nothing structures right now, but while Whitehas more blots lying around, I have the stronger board. That meanshitting is in order, and 13/8 is not the play. Of the hitting plays,hitting twice looks best, since otherwise White my have too manychoices while my position is a little loose. That leaves two plays,and for me the choice is simple. Hitting both times in the inner boardis the sort of thing that better players do to me and it works, andwhen I do it it's always at the wrong time. It's certainly a plausibleplay and not to be sneered at, but having the stronger board right nowI don't see the need to play something that looks so urgent. Also,stripping the 6 point doesn't seem to be the way to blitz. Thus, I gowith the more conservative double hit.
Casper van der Tak: 8/7*, 6/2*.
Hits two, leaves little returns. Play tactically with the better board. 6/5* 6/2* would be worth looking into if there were an additional spare on the 6. Finally, check how the different number play after 8/7* 6/2*: every number can be used to hit or cover.
Kit Woolsey: 8/7*, 6/2*,
We must attack. Simply hitting one blot isn't good enough here. 6/5*, 6/2*keeps the eight point, but it strips our six point and gives White twos andfives with which to hit back. 8/7*, 6/2* cuts down on White's counterplay,and gives us better distribution to make a third inner board point andcarry out a blitz if the dice go our way.
Chris Yep: 15/11, 6/5*.
Blue has the stronger board but has to leave a direct shot, so he might as well hit on his 5 point. 8/7* 6/2* is also possible, but it destroys Blue's structure. If White can simply anchor on Blue's 5 point, the game can quickly turn around. With only 8 men in attacking position, I don't think Blue is ready to launch a full-scale blitz.
Assuming that Blue is going to hit on his 5 point, 13/9 and 6/2* (stripping the 6 point) seem too loose. 15/11 provides more ammo and starts to safety another checker. 24/20, which duplicates 3s everywhere, looks cute , but I believe that 15/11 provides a more balanced and playable position.
Summary: It was a close vote between the slashing double-hit and themore positional plays which only hit on the five point. Maybe the positionalplays have merit, but I know wild horses couldn't stop me from putting twoenemy checkers on the bar in this position.
Play Votes Score8/7*, 6/2* 5 10024/20, 6/5* 4 9015/11, 6/5* 3 806/5*, 6/2* 2 7013/8 0 4013/9, 6/5* 0 40
Problem 3
| 156 162 | White money game Blue |
Chuck Bower: 13/7(2), 8/2(2)*.
13/7(2) is the one of only two rolls which makes a new point, the other being13/1(2)* which seems too commital. 8/2(2)* makes a homeboard point on White'shead, hinders White progress this turn, maintains good builder distribution,and leaves only six return hits on Blue's side of the board. No other play does so many positive things.
Malcolm Davis: 21/9, 13/7(2).
Any play that includes making the 2-point can be ruledout. Breaking the 8-point this early in the game is almost always wrong, even to point on my opponent. This play seems to be the natural play, and pretty clear.
Hal Heinrich: 13/1*, 8/2(2)*.
Tough play. Stylistically, I like 21/9, 13/7(2) - a nice pure play.A couple of considerations indicate a more tactical play - namely White's outfield blot and a centered cube. 13/7(2) 8/2(2)* is a reasonable compromise play, but Blue has started the twenty-one pointand getting hit may allow Blue to make that point.
George Klitsas: 21/9, 13/7(2).
I think that the positional assets of the position resulting after the natural 21/9 13/7(2) outweigh the possible immediate gain from hitting deep on the ace point or both lowest points. After my play the rolls of 6-3, 6-4, 6-1 and 4-3 that hit my blots, are duplicated in various ways.
Laila Leonhardt: 21/9, 13/7(2).
Sometimes a move simply just looks pretty.Of course all moves has logic and strategy to them, but often we are guided by our visual logic.When something looks correct (or all other options look ugly), it will most likely be the right move.The logic: The gain is you escape a back checker, make the bar point and if not hit, or White fails to make an anchor you have a very strong game. The loss is leaving 14 indirect hits but the strength of the position even after hit outweighs the extra shots.
Rob Maier: 13/7(2), 8/2(2)*.
This play does a little bit of everything. Putting White up on the roof is nice, making the bar is nice, we make it less likely to be sent back, thus more likely to be able to consolidate the racing gain. We're also fairly well placed to continue the attack if things go that way. Perhaps, with the cube in the middle, we're supposed to go ahead and hit on the ace point as well, but that looks pretty strung out.
Kevin McGrath: 21/9, 13/7(2)
I played 13/7(2) first. I don't like hitting on the 2 point at the cost of the 8 now that Blue has jumped into the lead. 21/9 brings a man from White's home board and starts a prime. Blue's trailer isn't in any immediate danger and White could be looking at an early cube if he doesn't hit.
Martin Short: 13/1*, 8/2(2)*.
6's after the split usually baffle me but when myopponent has split to the 2pt I usually like thedouble hit. It doesn't strip my midpoint and itusually leads to some gammons with all those extras onthe 6pt ready to jump into the fray and another of myopponents blot waiting to be picked up in theoutfield. My choice is 13/1*, 8/2(2)*.
Snowie: 13/1*, 8/2(2)*.
Once again, when in doubt attack! Putting two enemy checkers on the baris much more effective than most players realize. Even though myposition after 13/1*, 8/2(2)* is a bit strung out, the potential for carryingout a full blitz if White rolls badly from the bar makes this the right play.
Marty Storer: 21/9, 13/7(2).
This is a tough one. For me itcomes down to 13/1*(2) or 13/7(2) 21/9. Playing toblock two back checkers is more thematic than hittingtwo (disjoint and somewhat risky). It's more thematiceven than 13/1*(2), which may work out, but may be tooantipositional even for Blue's racing plans. AfterBlue makes the 1 point, if White then makes Blue's 2point, he'll have a very good game. However, 13/7(2)21/9 leaves 15 shots at one of the outside checkers,whereas making the 1 point leaves only 22, 44 and 56as strong returns. Is the blocking potential, flexibility,plus escaping possibility worth all those extra shots?I'm not sure, but I'll go with the Mary Hickey play of13/7(2) 21/9.
Bob Stringer: 13/1*, 8/2(2)*.
This play is almost automatic for me in this kind of position. Thedouble hit puts White back on his heels. I have enough men in range toblitz if the rolls go my way.
Casper van der Tak: 21/9, 13/7(2).
When ahead in the race, race! This play leaves excellent building potential as well. I do not see anything else in this position.
Kit Woolsey: 13/7(2), 8/2(2)*.
Playing positionaly with something like 21/9, 13/7(2) doesn't feel quiteright. That would give White a chance to consolidate his position. Onthe other hand, we don't have the ammunition for a full-scale attack.13/7(2), 8/2(2)* is a good compromise. Plenty of attack potential if weget the opportunity, but still a good structure if the dice tell usto go positionally.
Chris Yep: 13/1(2)*.
With a big racing lead, Blue wants to race. The problem is that the natural racing moves leave a surprising number of indirect shots. For example 21/9 13/7(2) leaves 15 (6-4, 6-3, 6-2, 6-1, 5-3, 5-2, 4-3, 4-4) indirect shots. I prefer 13/1(2)*. While it strips the midpoint, it drastically cuts down on shots, puts White on the bar, and keeps the rest of Blue's structure in place.
Summary: The vote was mixed, but the purer play won out. It doesappear as though Blue is a little short on attack material to carry out ablitz right now.
Play Votes Score21/9, 13/7(2) 6 10013/1*, 8/2(2)* 4 8013/7(2), 8/2(2)* 3 7013/1(2)* 1 6021/9, 8/2(2)* 0 4013/7(4) 0 40
Problem 4
| 105 136 | White money game Blue |
Chuck Bower: 8/2*, 6/2.
On first glance, it appears Blue might want to play a timing game, hoping Whitewill break first. However, with such a ploy only White's 6-4 roll leavesa blot this turn. Furthermore, Blue's timing is shaky and every candidate except 13/7, 9/5 overshoots the 5-point. Even if that brave play survives this turn,there are many awkward followup rolls. Another approach is to hit loose on the deuce, but the twelve returns are quite penal. Blue does not want a thirdchecker behind the prime.
Pointing-on-head (8/2*, 6/2) gives Blue two ways to win -- keeping White on the bar and then escaping the back checkers with 5's, or pushing White to the acepoint and eventually forcing White's prime to break. Notice that White's entering 6-1 gives Blue the same shots on White's side as the 6-4 roll did forthe non-hitting rolls. 8/2*, 6/2 could be branded a 'beginner play', but sometimes the simple course is best.
Malcolm Davis: 13/7, 9/5.
I believe that you want your opponent to roll here. I amtoo far behind in the race to expect the 2-point to accomplish the necessary containment. I hope to get missed and crack my opponent, thereby making it much easier to escape.
Hal Heinrich: 13/7, 9/5.
Making the two point on White's head certainly needs to be considered- and then rejected. It doesn't slow White enough to give Blue a chancein the race - plus running and containing White is a tricky task in anycase. But priming White and forcing White's checkers deep is simple andeffective - when it works. Blue can use the cube very efficiently inthis kind of position. And when White does hit and escape, the gammon rate is pretty low plus Blue still has a three point game.
George Klitsas: 13/7, 9/5.
If this position were not presented as a problem, many good and bad players would play automatically 8/2* 6/2. Upon reflection, this does not look promising - Blue remains substantially behind in the race and the plan of making a prime is rather a faint one. The more one looks at 13/7 9/5, the more he likes the play. Blue is about even money to make the prime, most of White's three's that hit are already good numbers for him and many rolls of White break his own blockade. Needless to say, I vote for 13/7 9/5.
Laila Leonhardt: 13/7, 8/4.
As tempting as it might be to slot the 5-point and aim for quickly making the prime it seems to be too big.When owning the cube Blue is not in a hurry. White has enough trouble to overcome and 1 more check back of Blue's would be a great advantage for White.Blue is much better off not risking getting another checker back and force White under the gun is he rolls 3-1,3-2, 2-1 and 3-3. If White fails to roll a leaping number he will have to break his prime on all other 6's, 5-5 and 4-4
Rob Maier: 13/7, 9/5.
I don't think the short term safety and satisfaction of putting White on the roof outweighs the long term gains of slotting, at least when it works. When it doesn't, well, we can still come in and hit, and I've won three point games before.
Kevin McGrath: 8/2*, 6/2.
13/3 and 13/7, 6/2* have nothing going for them. I think if you are going to leave the 13 point, you should make the 9. After pointing on the 2, the man on the 13 is both a backstop and a builder. White does have 7 numbers to escape and 35 or 44 would make Blue pretty unhappy.
Martin Short: 8/2*, 6/2.
I was looking for something clever to do here but Ijust couldnt find anything. Making the 2pt. serves thepurpose of taking away half the roll and I really likerolls off the bar including a 6 (except 6-5). If theyenter on the 3 or 5 I can always attack again on thenext roll. The way to win this game is to pick on thatlast checker and get out my back men while it is onthe bar or once they are forced to leave the 7 or 9pt.
Snowie: 13/7, 9/5.
Let's take a close look at this position. We are way behind in the race.White has a stronger inner board. White has a decent blockade, but histiming is suspect. If we can contain White's back checker, we may be ableto force him to crack.
All these factors argue for steering toward a priming battle rather thantaking an attacking approach. We MUST have our five point. If we canget that point our chances in the priming battle are very good, but untilwe have that point White will always be one roll away from escaping andwinning. The fastest way to make a point is to start it, and that is whatwe should do. It is imperative to play 13/7, 9/5. If White hits that is justtoo bad, but a lot of White's rolls which get him to our five point aregood for him anyway. If White doesn't hit we will be good favorites to makethe solid five-prime and win the priming battle. That is the proper game planfor this position.
Marty Storer: 13/7, 9/5.
This is the most direct route to a win.White has 10 numbers to break his 7 or 9 point, afterwhich Blue is sitting pretty with cube in hand. IfWhite just misses the shot, Blue is happy to have the5 point slotted. The drawback is the 13 return shots,but I think Blue has to take the risk. Making the 2point on White's head is also OK, but I'd rather takea larger immediate risk now, in order to try for fivein a row. The immediate risk is strongly balanced bythe greater number of rolls that cause White to breakhis 7 or 9 point.
Bob Stringer: 13/7, 8/4.
Not sure of this one. But since White has one man back, basicprinciples say that I should be trying to block him. If he doesn't hitthe man I just slotted, I may well end up with an even nicer blockadethan I have now. And if he rolls a high number, he'll have to breakeither his bar point or nine point as well. 8/2*, 6/2 was my otherserious candidate - hitting and making an inner board point to matchthe strength of his board. The problem is that it really doesn't blockhim that well, since my 8 and 2 points don't go together well. Thisfar behind in the race I have to block that back man, and the riskfrom slotting the 4 point is worth it.
Casper van der Tak: 13/7, 9/5.
Either this or point on the 2. Pointing aims to win by building the board and escaping; 13/7 9/5 aims to win the priming battle (miss, cover, then build a 6-prime, escape, and redouble somewhere on the way). Since white may crack this turn I'd opt for the priming strategy and would not put white on the bar. If missed, Blue is doing very well with the cube on his side.
Pointing on the 2 is not very bad, but still I prefer 13/7 9/5, which puts White under the most pressure to perform.
Kit Woolsey: 8/2*, 6/2.
The five point can wait. We must attack the lone back checker. Making thetwo point leaves us with a flexible position from which we can continuethe attack.
Chris Yep: 13/7, 9/5.
Pointing on White is strong. However, with White having a large race lead, putting him on the bar for a turn or two may not be enough. Also 8/2* 6/2 strips the 8 point; if Blue continues to attack (as he often should), it looks like he will likely have to hit loose at some time. If this is true, then Blue might as well leave the direct shot now, since the gains are large if he is missed. I like 13/7 9/5. If Blue gets away with it, he'll be a big favorite to make a 5-prime (with White not at the edge) next turn.
Summary: I must admit that I did not appreciate the power of slottingthe five point in this tricky position. The more I look at it, the moreappealing it becomes. The arguments of the panelists in favor of this playare quite convincing. I know that if I were White, that is not the play Iwould like to see my opponent make.
Play Votes Score13/7, 9/5 8 1008/2*, 6/2 4 8013/7, 8/4 2 7013/3 0 4013/7, 6/2* 0 4013/9, 8/2* 0 40
Problem 5
| 135 128 | White money game Blue |
Chuck Bower: 7/1*.
One problem each month gives me the most headaches, and for August this is it.7/1* looks thematic (better to attack a lone back checker than to prime it).Let's try and find the best non-hitting play and then compare it to 7/1*.With the back two checkers efficiently blocked, it looks like splitting them(23/22) takes away some of White's sting, at least until more builders are brought into place. 23/18 looks too risky since it makes it easier forWhite to make that powerful point by hitting loose and simultaneously slotting.8/3 is efficient (my style), but gives White a lot of good rolls now, andis hard to clean up. 13/8 makes a 5-prime, duplicates some of White's acesand is easy to clean up if the blot is missed. This looks like the best choice among the non-hitting plays.
7/1* leaves 15 return shots which are clearly bad for Blue. With 23/22, 13/8,White hits with 11 numbers and makes a strong point with five more (6-3, 6-6, 3-3, 3-6, and 5-5). Just counting bad returns (and not assigning a weight),it looks like the plays are about equal. The 16 White fans after the hit areall really good, while 23/22, 13/8 doesn't give White many immediate problemssince most rolls allow him to diversify builders.
This position seems to boil down to a choice of playing to your own strength(the prime) or taking advantage of the opponent's weakness (blot on youracepoint). It looks like when things go badly after 7/1*, they are much worsethan after 23/22, 13/8, but when they go well, they are much better. A stalemate? I'm not much for the overused cliche "when in doubt, hit."However, if two plays appear close and only one of them involves hitting,I like to come down on the 'hit' side of the fence.
Malcolm Davis: 23/22, 23/18.
Coming out with the 5 seems mandatory - I am ahead inthe race. I don't like leaving the blot on the 8-point, making 5-2 good, but the potential to make the 22-point if hit on the 18 appears to outweigh this liability.
Hal Heinrich: 23/22, 13/8.
Blue is up in the race and losing the timing battle. That makes 23/22pretty much mandatory. Going to the eighteen gives White too manyattacking chances - which leaves 13/8.
George Klitsas: 23/22, 13/8.
I like 13/8 23/22. The split is a must and aces are partially duplicated.
Laila Leonhardt: 23/22, 8/3.
Blue is running out of timing to hold his prime and White has several builders to complete his.As tempting as it is to hit loose on the ace point and try to get out of White's iron grip right away, it could be a costly move. Blue could find himself with 3 or 4 checkers behind White's prime and no prime of his own. Slotting the 18 point that White strives to make, doesn't not seem to gain anything for Blue either. Blue wants to aim for flexibility, if White makes the bar, Blue might be able to make the 3 point, if White hits the blot in Blue's home board Blue will have a change to anchor up again. And by keeping his prime White will not be so eager to risk having a checker hit.Blue owning the cube here is his weapon and he should pressure White to get into giving Blue a chance to pick up another White checker.
Rob Maier: 23/22, 13/8.
If we didn't have such a nice five on our side of the board, I wouldn't have any problem with coming out. As it is, the simple split is sufficient. The ace shot on the other side of the board is unpleasent, but this gives us the best chance to extricate our own checkers while containing the one we have trapped.
Kevin McGrath: 23/22, 13/8.
The 8 point makes a prime, however tenuous. The split looks best and getting hit might not be fatal.
Martin Short: 23/22, 13/8.
Any move with 23/18 is just asking for a counterprimebut I have to get those back checkers moving. I amalmost out of checkers to play constructively so Iwill split to the 22pt hoping to get out next roll.With the 5 I extend my broken prime making escapetougher and hope White doesnt roll a 1.
Snowie: 23/22, 13/8.
We can't afford to leave both back checkers stuck on the 23 point. However,coming up to the enemy bar point gives White too many good numbers. 23/22, 13/8is a good compromise. Lengthening our blockade to a five-prime can't hurtmatters, and after the split we can escape a back checker with fours, fives,and sixes. Leaving the direct ace shot on the midpoint isn't good, but evenif that blot is hit we have ways to survive.
Marty Storer: 23/22, 13/8.
There's hardly anything else. Ittakes a very long parlay to make 7/1* work, with ahuge risk of getting one or more checkers hit. Playswith 23/18 are also very risky, allowing White agood chance to attack on valuable points. The 8point may look foolish in combination with the 2 point,but it's not chopped liver, it completes a solid five-prime.The 1-shot on the midpoint is partly duplicated to makeWhite's bar point. After 13/8, Blue has to split theback checkers before things get worse. Blue actuallyhas a decent chance to make this big-looking play work.
Bob Stringer: 23/18, 8/7.
The back men have to run some time, and while I don't like givingWhite the chance to hit on a point that he wants to make, if I givehim more time he may just make it without having to hit me. I'd liketo split instead, but am not comfortable with breaking the midpoint.
Casper van der Tak: 7/1*.
I have no clue about this position. 23/22 13/8 may be an alternative idea, to improve the prime, but that looks awfully blotty. 23/18 8/7 may be an idea as well, but after hit and miss Blue is doing very badly.
I have to decide on something, and I picked 7/1*, which has the advantage that I know what to do afterwards. This may sound strange, but sometimes I let my decisions be guided by whether I'd know what to do next. The other plays leave messy types of positions that are not clear to me how to handle, whereas the hit makes it clear what to do afterwards - cover and escape.
Kit Woolsey: 23/22, 23/18.
We are ahead in the race and we have a stronger board, but we have twocheckers back to Blue's one back checker. This indicates that the timingwill go against us if we don't get the back men moving fast. We don't wantto get stuck on the 23 point with our sixes blocked. Moving both backcheckers is the way to avoid this. We may get battered around a bit, butthat less dangerous than being stuck on the 23 point.
Chris Yep: 23/18, 8/7.
With a racing lead and a second back man Blue is losing the priming battle. Fortunately he has the stronger board. 23/18 looks thematic in this position. Although it slots the point that White most wants, Blue will have at least 10 returns from the bar if White hits and stays on his bar point. With the 1 I prefer 8/7 to reduce blots in case White is able to successfully attack.
Summary: The majority of the panel went with making the five-prime atthe cost of losing the midpoint and leaving the direct shot there. The playmay well be best, but I'm not convinced. Blue is going to wish he had thatmidpoint in the future.
Play Votes Score23/22, 13/8 7 10023/22, 23/18 2 7023/18, 8/7 2 707/1* 2 7023/22, 8/3 1 6013/7 0 408/2 0 408/3, 4/3 0 40
Problem 6
| 147 144 | White money game Blue |
Chuck Bower: 24/23, 24/20.
Blue's greatest need is an advanced anchor. 24/23, 8/4* seems thematic, but itgives White 15 immediate returns and fails to start a farside point that isn'tblocked. 24/20, 24/23 "comes under the gun", but White's pointing numbersbreak into two categories: those which were near killers, anyway (doubles 1,2,3,4,6), and those which leave many return shots on either White's 8- or 7-point. Blue's back checkers are in danger of being strangled, and going directly for the 20-point is his best chance to maintain an open airway.
Malcolm Davis: 24/23, 8/4*.
Breaking the 8-point to hit is not so bad, as I alreadyhave the 2-point, I like hitting because I have a better board, and the ace split is very helpful.
Hal Heinrich: 24/23, 24/20.
Blue is even in the race, has a stronger board, and owns the cube. Bluemust advance the back men before White's prime improves. After 24/20,24/23 is really the only ace play available.
George Klitsas: 13/8.
Attacking is tempting (8/4* 24/23), although the loss of the eight point will be a major liability anytime things go wrong. I don't know if 13/8 is a better play in the abstract, but the position of the cube favors a conservative approach, I guess, and I will vote for 13/8.
Laila Leonhardt: 24/23, 24/20.
White's builder points are stripped and this is a great opportunity for Blue to try to move forward and force White into a hitting contest where White will have to break 18 or 17 point to hit or built points. Blue owns the cube and more points in his home board and should not be afraid of stepping up.Attacking White in Blue's own home would just strip Blue of his few threatening builders and most likely get Blue in more trouble than he can get himself out of. Better to keep that option for when White is getting a larger advantage and Blue desperately needs White on the bar to avoid getting primed or blitzed.
Rob Maier: 24/23, 8/4*.
Attack, attack, attack. Picking up the blot is lame, and advancing to the bar leaves six extra numbers, so split the back checkers it is.
Kevin McGrath: 24/23, 8/4*.
With only a small lead and some serious positional problems, Blue can't afford to sit back and let White improve his position on both sides of the board. Safeting the blot on the 4 point is too craven and just puts another checker out of play.
Martin Short: 24/23, 8/4*.
Splitting is a must here, I have to get those backcheckers moving so that's what I will use my 1 for. Asfor the 4... I dont like inviting my opponent to hitme on their 5pt, as it is far more fun to be theattackER and not the attackEE, I have the better boardso I would hit loose on my 4pt.
Snowie: 24/23, 8/4*.
This seems pretty easy. Hitting loose on the four point is necessary, andsplitting the back checkers is a clear improvement. We have the strongerinner board, so let's take advantage of it.
Marty Storer: 24/23, 8/4*.
After this play, optimists think the4 point is half full, and pessimists think it's halfempty. The alternative is 24/20 24/23, which is OK,reminiscent of a GOL match position many moons ago,but somewhat different. The trouble with the majorsplit is that it cedes White the initiative anddoesn't give enough chance to gain when it works.I think Blue should take advantage of his strongerboard and attack. If White hits, Blue still has achance to stay alive by making an advanced anchoror hitting back.
Bob Stringer: 24/23, 8/4*.
I think that splitting is important here, for even though White is notin danger of making his 5 point really soon, my rolls could startbecoming awkward if I don't get the back men going. Splitting themhelps do that. White may attack, but at least my board is stronger,which makes it risky for him to hit loose. None of the hitting playshave any appeal to me. 8/7, 8/4* is just asking for it, and 8/4*, 4/3puts a man pretty much out of play. I don't like 24/23, 24/20 becauseit puts a man on a point that White would like to make. He definitelywill hit loose there. I know that in problem number 5 I was willing totake that risk, but there you are. My main advantage is the strongerboard, and the best way I see to make use of it is to attack.
Casper van der Tak: 24/23, 24/20.
Get them moving before they get primed! Since there is nothing much else to do, this seems the best option. White is stripped, and Blue has the stronger board, which means that it will be difficult for white to attack efficiently.
The main alternative is 24/23 8/4* (hit and split backed up with a better board), but that involves breaking the 8 point, and any return hit would be quite bad, whereas the upside is small.
Kit Woolsey: 24/23, 8/4*.
Even though we are short on attack material and hitting loose costs us oureight point, it seems vital to hit with the four and fight for our fourpoint. The natural ace is to split the back checkers and try for anadvanced anchor.
Chris Yep: 24/23, 24/20.
A tricky problem since there are two or more strong moves with widely different themes. In a close race, White is threatening to make an advanced anchor. Therefore it looks right for Blue to either hit White off the 4 point or aim for his own advanced anchor. If Blue hits, it looks better to stay on the 4 point (i.e. 24/23 8/4*) since Blue has a limited number of checkers on his side of the board. However, I have a slight preference for 24/20 24/23. It aims for a better point, keeps the 8 point, reduces the number of blots, and doesn't have the downside of losing 20 or so pips if White hits. I think this is enough to offset the disadvantages of coming under the gun and not being able to hit White off the 4 point. Since White's position is completely stripped, there is less danger of coming under the gun; if White hits or points on Blue, Blue will often have a fair number of indirect shots from the bar.
Summary: The majority of the panel went for the hit and split play,but there was a strong contingent which advocated just moving the backcheckers. The hit sure seems thematic to me, with the stronger inner boardand weaker blockade. Isn't stepping up to the enemy five point just askingfor trouble?
Play Votes Score24/23, 8/4* 8 10024/23, 24/20 5 8013/8 1 608/4*, 4/3 0 408/7, 8/4* 0 40
Problem 7
| 168 130 | White money game Blue |
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.
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 0 407/4*, 6/5 0 40
Problem 8
| 165 146 | White money game Blue |
Chuck Bower: 6/5*, 4/1*.
How important is it to keep White from making your 5-point? Actually, hittingloose on the 5-point has two advantages: 1) when hit back, at least you keptthe opponent from making it this turn. 2) When he doesn't hit back there,you now become a favorite to make this valuable asset yourself!
White should be punished for leaving his four defenseless blots. A bold play is called for, and fighting for the 5-point seems right in the long run. Unlike problem 2, this time hitting twice in the homeboard doesn't remove a builder and gives Blue better chances of making the 5-point next turncompared to bringing down a builder (13/10, which I see wasn't one of themultiple choices, anyway). "Hit 'em again, hit 'em again, harder,harder..."
Malcolm Davis: 23/20, 16/15*.
Any of the plays that hit 2 checkers leaves the bloton my 7-point quite vulnerable, but getting hit back is just too costly. playing the 3 down to the 10-point duplicates 3's and has merit, but I think it is best just to play with fewer blots, try to maintain a comfortable racing lead and get home.
Hal Heinrich: 16/15*, 4/1*.
Looks like another early, optimistic double by Blue?! Hitting two men feels right here because of the number of White blots lying around. Going after the five point with 6/5* sure is tempting, but hitting inWhite's outfield reduces return hits. As Blue, I'm aiming at making apoint in my outer board to ease the journey home. Of course, I'll takethe five point if I can get it - but by reducing White's return hits, Iincrease my flexibility and the number of objectives available to me.
George Klitsas: 6/5*, 4/1*.
Blue needs badly his five point in order to make any real progress in this position. White's blots in the outfield don't need to be hit right now - they can be hit with return shots in the future, after the best play of 6/5* 4/1*, which unstacks the six point and gets rid of the ugly third checker on the four point. A fine positional move.
Laila Leonhardt: 6/5*, 4/1*.
White owns the cube. The game is still open and Blue has an advantage of having one more point in his home board. There is no cost for Blue to give a Blitz a chance. Put 2 of White's checkers on the bar and then see what happens next.
Rob Maier: 6/5*, 4/1*.
Consistently following the scorched earth policy. Don't give 'em a chance to anchor up, especially with the two other blots lying around.
Kevin McGrath: 16/15*, 13/10.
Hitting on the 5 point and following up with 4/1* is tempting, but Blue is left without much firepower to back his blitz. I chose the less agressive 16/15*, and played 13/10 to lighten the midpoint , duplicate 3s and bring a builder to bear on the 5 point.
Martin Short: 6/5*, 4/1*.
How did I get here and why did I double? I must besteaming again. Being so early in the game I see noreason not to fight for the 5pt and I don't want themto anchor there, leaving me a 3 to play. 2 on the roofis always better than one and this will lead to moregammons. When you're in a steaming game.. steam.
Snowie: 16/15*, 4/1*.
Gotta start hitting, that's for sure. Hitting loose on the ace point getsthat dead checker on my four point into play. Hitting on the 15 pointgains big in the race and rips away an important builder for White.Also, I will be in position to attack White's other blots if he isunable to hit back or cover these blots.
Marty Storer: 6/5*, 4/1*.
Similar to problem 2, but thistime Blue has a worse structure, with totteringskyscrapers demanding to be torn down and rebuilt.The urban renewal play is 6/5* 4/1*, which revitalizesthe neighborhood when White misses. White's outsideblots become very vulnerable when the blots in Blue'sboard go to the bar. 4/1* 16/15* is OK, but a bittoo weenie; that 1 is crying to be played 6/5*.
Bob Stringer: 16/15*, 4/1*.
6/3, 4/3 would be ok if that blot on the 16 point were safe on themidpoint instead. But it's not, so I have to mix it up. The double hitin the inner board is again a play that makes me wary, though it maywell be good here, since my board is stronger and it could be easy tore-enter with a chance to hit the blot on the 15 point. But I'd ratherjust hit it now. It's simple, and forces White to use one of his diceto re-enter. In fact, while I'm at it, hit twice, so that means 4/1*.13/10 would leave too many blots spread around.
Casper van der Tak: 16/15*, 4/1*.
16/15* 4/1* hits two and leaves little by way of return hits. This is slightly better than 6/5* 4/1* I think, which leaves more return hits for white and gains less in the race. The advantage of that play is that it aims to build the 5 point and denies White the opportunity to make an advanced anchor with a 5, and puts a spare on the 6 into play. These two plays seems very close. For me, the decisive factor is that white holds the cube. I expect 16/15* 4/1* to win more games, but less gammons than 6/5* 4/1*. Since white's cube ownership increases in value with the number of White wins, the fact that 16/15* 4/1* wins more games for Blue, and hence reduce the value of cube ownership for White, may be the final argument for selecting that play.
Kit Woolsey: 16/15*, 4/1*.
Why not hit loose on the ace point and activate the relatively deadchecker on our four point? The double-hit in our inner board is tempting,but we don't have the ammunition to follow through and make our five point.It is better to rip White's outfield builder away, so we won't be inany danger of being counter-attacked.
Chris Yep: 16/15*, 4/1*.
Making the 3 point is solid but gives White too many good rolls (1s, 4s, 9s, and 11s to hit; 6s to make the bar point anchor; multiple numbers to build an inner board point, etc.). With nothing better to do, I think Blue should double-hit to ratchet up his gammon chances. With a 2 pt. board and White having 4 vulnerable blots, Blue already has significant gammon chances. I have a slight preference for 16/15* 4/1* over 6/5* 4/1*. 6/5* feels a little too loose for my taste. On the other hand 16/15* gains 10 pips over 6/5*, guarantees a 4th back checker, and rips away part of White's offense. This slightly outweighs the advantages of unstacking the 6 point and hitting White off the 5 point in my opinion. If Blue had another checker in his outfield so that he not only had a 9th checker in attack range, but also had another direct cover for his 5 point, then I would like 6/5* 4/1*. As it is though, I think Blue is just short of enough checkers to launch a full-scale attack. By sending a 4th checker back though, with a little luck Blue will be ready for an even stronger attack in the next few turns.
Summary: The panel was very clear about double-hitting and getting that sparechecker on the four point into play. What was unclear was which of theother blots should be hit. I could understand hitting on the five pointif there were more builders in place to make the point, but in the actualposition with only aces to cover that seems too optimistic to me.
Play Votes Score16/15*, 4/1* 6 1006/5*, 4/1* 6 9023/20, 16/15* 1 6016/15*, 13/10 1 606/3, 4/3 0 40
1 2 3 4 5 6 7 8Chuck Bower 13/9, 6/4(2) 15/11, 6/5* 13/7(2), 8/2(2)* 8/2*, 6/2 7/1* 24/23, 24/20 8/4* 6/5*, 4/1*Malcolm Davis 20/18(2), 13/9 24/20, 6/5* 21/9, 13/7(2) 13/7, 9/5 23/22, 23/18 24/23, 8/4* 13/9 23/20, 16/15*Hal Heinrich 20/18(2), 13/9 24/20, 6/5* 13/1*, 8/2(2)* 13/7, 9/5 23/22, 13/8 24/23, 24/20 13/9 16/15*, 4/1*George Klitsas 13/9, 6/4(2) 24/20, 6/5* 21/9, 13/7(2) 13/7, 9/5 23/22, 13/8 13/8 7/4*, 5/4 6/5*, 4/1*Laila Leonhardt 20/18(2), 13/9 8/7*, 6/2* 21/9, 13/7(2) 13/7, 8/4 23/22, 8/3 24/23, 24/20 7/4*, 5/4 6/5*, 4/1*Rob Maier 13/11(2), 13/9 6/5*, 6/2* 13/7(2), 8/2(2)* 13/7, 9/5 23/22, 13/8 24/23, 8/4* 13/9 6/5*, 4/1*Kevin McGrath 13/9, 6/4(2) 24/20, 6/5* 21/9, 13/7(2) 8/2*, 6/2 23/22, 13/8 24/23, 8/4* 8/4* 16/15*, 13/10Martin Short 13/9, 6/4(2) 15/11, 6/5* 13/1*, 8/2(2)* 8/2*, 6/2 23/22, 13/8 24/23, 8/4* 8/7, 8/5 6/5*, 4/1*Snowie 13/11(2), 13/9 8/7*, 6/2* 13/1*, 8/2(2)* 13/7, 9/5 23/22, 13/8 24/23, 8/4* 8/4* 16/15*, 4/1*Marty Storer 13/9, 6/4(2) 6/5*, 6/2* 21/9, 13/7(2) 13/7, 9/5 23/22, 13/8 24/23, 8/4* 13/9 6/5*, 4/1*Bob Stringer 13/11(2), 13/9 8/7*, 6/2* 13/1*, 8/2(2)* 13/7, 8/4 23/18, 8/7 24/23, 8/4* 7/6, 7/4* 16/15*, 4/1*Casper van der Tak 13/9, 6/4(2) 8/7*, 6/2* 21/9, 13/7(2) 13/7, 9/5 7/1* 24/23, 24/20 8/4* 16/15*, 4/1*Kit Woolsey 13/9, 6/4(2) 8/7*, 6/2* 13/7(2), 8/2(2)* 8/2*, 6/2 23/22, 23/18 24/23, 8/4* 8/4* 16/15*, 4/1*Chris Yep 13/9, 6/4(2) 15/11, 6/5* 13/1(2)* 13/7, 9/5 23/18, 8/7 24/23, 24/20 8/4* 16/15*, 4/1*