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Quiz Solutions


Readers Answers


Problem 1

151








148

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White



money game




Blue

Rob Adams: 13/9, 13/7.
13/7 makes the 5-prime. This will be useful. 13/9 then leaves fewer shots and blots than 14/10. Slotting the 10pt is not necessary.
Attacking would be better, but the options with this roll aren't too appealing. If I were to attack as Blue, it would be with 8/2, 8/4 (not even listed as a choice). So I'm glad I don't have to attack here.
Another option is 7/3, 14/8. This would be totally safe. Then Blue could choose to attack or run off the anchor next turn depending on the dice. Certainly that wouldn't be bad. But making the 5-prime just seems stronger to me.

Nigel Alsop: 13/9, 13/7.
When I first saw this problem I chose 9/3 8/4*, probably Blue's best chance of a gammon, over the board in match play I still might do this. In the end I chickened out and played 13/9 13/7, giving a better chance of winning the game, duplicating two's in the process.

John Bakovic: 14/8, 7/3.
Look like just cleaning up the position is called for here. White will have to anchor the 4 or bar point to have any chance in this game. Completing the 5-point prime will win more games but 14/8, 7/3 will win more gammons and like all backgammon players we like gammons. All other moves leave to many good rolls for White.

Chuck Bower: 9/3, 8/4*.
Look at the safe-vs.-bold criteria: Blue has a better board and an anchorwhile White has none. Furthemore, White's stacks make it hard to playsafe even when he return hits. Meanwhile, if Blue leaves White alone, a2 die by White anchors and nearly evens the game. If Blue builds a 5-primeby surrendering the midpoint with 13/7, Blue's back checkers will have a long minefield to cross. 9/3 covers the homeboard blot and 8/4* startsthe next best point by hitting. White needs to roll well immediately toavoid being buried, and the anchor gives Blue the needed security whenthings do go White's way.

Steve Clark: 14/8, 7/3.
Outside primes are not as good as the look. Suppose we play 13-9, 13-7.We will be a considerable favorite but White will have considerableflexibility to improve his position. I am not going to make a big playsuch as 9-3, 8-4; my position is too good to resort to such risky plays.My real alternative is just to play 7-3, 14-8. This play lease no blotsfor White and we will have a very strong position regardless of whathappens in the next few rolls. Making the prime also looks good but I likethis better.

George Klitsas: 14/8, 7/3.
Anything else than the natural and obvious 14/8 7/3 would greatly surprise me, if proven to be the right play. To be frank, I took the time to count the Blue and White checkers, remembering a bridge hand with 12 cards that was given to a panel of bridge experts, long time ago.

Rob Maier: 14/8, 7/3.
I'm a big fan of five primes, but this isn't the time. I feel a great need to attack White's blots, but it is a bit premature for that as well. Locking up the three point leaves me poised to after White next roll. If they roll a two, I still have a nice blockade, and there isn't anything rational I can do to prevent him anchoring anyway.

Snowie: 13/9, 13/7.
Five in a row may be less than you think, but it looks like a lot here.White is going to have a very difficult time getting anything going.I'm not too worried about my blot on the three point -- if it gets hit,so what?

Marty Storer: 13/9, 13/7.
The five-prime is a very appealing asset. The alternativeis 14/8 7/3, leaving no shots but achieving a worse structure. That playputs White under pressure, but White has 2's and 53 to anchor, and quite afew more numbers to run or make his 5 or 7. I think the five-prime is worththe shots, 11 1's plus duplicated 2's. The five-prime has great lastingvalue.

Bob Stringer: 14/8, 7/3.
Of the attacking plays, I'd go for 8/2*, 7/3, since it hits to putWhite off balance, but doesn't leave as many blots as 9/3, 8/4* whichis much too risky. Still, even with 2's duplicated it leaves too manyblots, and it also breaks up the asset which I already have. Makingthe 5 point prime consolidates the advantage that I have, and I likegoing for the sure thing here. Move the blot on the 14 to themid-point, and I'd think harder about attacking.

Casper van der Tak: 14/8, 7/3.
Either this or 13/7 13/9. 13/7 13/9 makes a 5 prime, but leaves two blots, and it difficult to improve on afterwards. 14/8 7/3 leaves a solid position, no blots, builds another home board point, and prepares to strike next turn. This seems a very strong, quiet move.

Kit Woolsey: 14/8, 7/3.
Not a very dymamic play perhaps, but I don't believe one is needed here.I have White's checkers well contained already, and I don't need a five-primeor a blitz to win this game. For now I tighten everything up and hope fora good attacking roll next turn.

Chris Yep: 14/8, 7/3.
Blue has a stronger board and a stronger blockade, while White has an awkward position. How should Blue press his advantage? 21/15 7/3 doesn't appeal to me. White currently has an awkward position but after 21/15 7/3, White now has some options. It's probably better for Blue to hold his anchor to make life difficult for White on White's side of the board.
Blue's other candidate moves can essentially be divided into three classes: (1) moves which make a 5-prime but leave a double-shot, (2) moves which attack, or (3) moves which are safe (14/8 7/3). Making a 5-prime (13/7 with either 14/10 or 13/9) looks strong, but the double-shot may be too much, especially since White is at the edge of the prime with Blue's 4 point slotted. Attacking is too loose; it leaves too many blots and breaks important blocking points. I prefer 14/8 7/3, which cleans up the position, makes another inner board point, retains a strong block, and preserves Blue's chances to attack next turn after most sequences. With 11 men in range, Blue can still launch a strong attack if one or both of White's men are still vulnerable.

Summary: I was a surprised that there was more support for oneof the attacking plays, but the panel didn't think there was sufficientammunition to justify this and went with the quieter plays. The safe playwon out over making the prime and that may be right, although I can suresee the attraction for making the bar point.

   Play                    Votes   Score14/8, 7/3                 8      10013/9, 13/7                4       809/3, 8/4*                 1       6021/15, 7/3                0       4014/10, 13/7               0       409/5, 9/3                  0       408/2*, 7/3                 0       40

Problem 2

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149

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White



money game




Blue

Rob Adams: 24/23, 10/6.
Lots of choices: If Blue makes the 23pt, then I like 10/6. This leaves only one blot, and the 10pt isn't very valuable once the 4pt is made. If Blue leaves the back checkers split, safety is called for on offense. Either 13/8 or 8/4, 8/7are OK. But 13/9,
10/9 makes the valuable 9pt and so also must be considered.
I'll stick with 24/23, 10/6. White has the stronger inner board, an advanced anchor, and a stack of checkers on their 6pt; and so White will want to attack. Making the 23pt makes that more difficult. Making the 9pt is best offensively, but White already has an advanced anchor so Blue can't really expect to successfully prime or attack right now.

Nigel Alsop: 13/8.
I could only think of one sensible play, a simple 13/8, anything else would see Blue's position crumble very easy and the cube shifting back again.

John Bakovic: 13/9, 10/9.
Close chose between the conservative play of 13/8 and the more aggressive play of making the 9-point. Making the 9 blocks the 3 and if the checker on the 10 is hit will most likely take White off his 5-point anchor. Could back fire if White hits and I fan a few rolls but if not hit leaves me in a sound over position.

Chuck Bower: 13/8.
24/23 is reflexive but leaves no good 4. White's distribution of spares/attackers is not so forboding that Blue needs to anchor immediately. 13/8keeps Blue's spares well positioned, maintains the outfield block, and isreasonably safe for this roll.

Steve Clark: 13/9, 10/9.
Whenever your opponent has lots of men in your backcourt, it is usuallyquite strong to increase the length of your prime. That can beparticularly true when your opponent is is rather disorganized so the he weexperience difficulty putting together a prime in the next few rolls. Eventhough White has more inner board points than we do, this still looks likea very good time to take some risk to extend our prime. I will play 13-9,10-9.

George Klitsas: 13/9, 10/9.
Dumping checkers with hit or not, is weak in this sort of position. Weak is also any move that breaks the prime. On the contrary, one must consider moves that extend the prime, or make it more compact - even at the cost of direct hits, like 13/9 10/9 (my solution). My second choice would be 13/8. My third choice, one that is not included as a candidate, 24/20 13/12, duplicating fours.

Rob Maier: 6/1*.
A truly special number. I'm not willing to break any of my points with this debacle. 6/2 is an easy four. Anchoring was briefly tempting, but I don't want to leave the blot at risk roll after roll, I'd rather force White to come in in front of it if he misses the first time. Of course, the blot on the ace point may be a liability later, but that's for later.

Snowie: 13/9, 10/9.
The ten point isn't effective, since it is six away from the three pointwhich I already own. The nine point, on the other hand, is very effective.White has four men back, and I want to make it difficult for him to escape.

Marty Storer: 13/8.
I can't find a way to justify the big 13/9 10/9. That leavesa direct shot and two outside blots, in a close race where White gainsa lot by hitting one of them. Improving the blocking position doesn'tseem to justify that risk. The back checkers are in some danger, but notenough to justify the antipositional 6/2 24/23 or the tempo-gaining 6/1*.We're left with 13/8, which leaves an indirect shot and loses the midpoint,but keeps everything else intact. 13/8 isn't spectacular or clever, but itlooks right.

Bob Stringer: 24/23, 13/9.
Anything that leaves the back men split and a blot in the outfield isasking to be attacked, which rules out 13/9, 10/9. .The 8 and10 pointsare strong, so I'm not giving them up. I don't see what 6/2 or 6/1*accomplishes. That leaves 13/8 and my choice. 13/8 seems blah - nottrying hard enough -- whereas 24/23 stops While from attacking so Ican also play 13/9 and threaten to make a 5 point prime. It givesWhite a double shot, but he might miss, and one of the hits makes himgive up the anchor.

Casper van der Tak: 13/9, 10/9.
The stack on White's 6 point argues for 24/23, anchoring with the one, but there is no good 4 to go with that: 13/9 leaves a double shot and two blots; 6/2 strips the 6 and leaves a blot, and 10/6 also leaves a blot and a shot while destroying Blue's blocking position. Probably 6/2 is the best 4 to go with 24/23.
What are the other possibilities? 13/9 10/9 and 13/8 come to mind. 13/9 10/9 leaves a blot, but it provides an effective block against the White check on the 22, tightens the block against the anchor, and slots the fifth point of the prime. This is my choice, although a case can be made for 13/8, which does little to improve Blue's position, but also does not destroy it.

Kit Woolsey: 13/9, 10/9.
My main asset is my strong outfield blockade and White having four men back,so I choose to work on building up that asset. The difference between owningthe nine and ten point is quite significant here. The ten point is the fifthpart of a prime, which means that in order to escape White will have tobring any checker up to my five point before it can get out. That longterm advantage should compensate for any immediate danger, particularly sincenothing else is very safe anyway.

Chris Yep: 13/9, 10/9.
24/23 is fine except for the awkward 4 it leaves. 6/1* looks like the wrong idea since not only does it strip Blue's 6 point, but White has the stronger board and an advanced anchor; furthermore White isn't really threatening much on the other side of the board. I favor keeping a strong block against 4 checkers; thus I like either 13/8 or 13/9 10/9. Of these I slightly favor 13/9 10/9. After 13/9 10/9, White will only have one escape route for his two rearmost checkers (through Blue's 5 point). It gives White's 5s to hit, but White's 5s are somewhat duplicated on the other side of the board. Finally if White misses, Blue has 3s to make a solid 5-prime next turn.

Summary: Making the nine point was the clear consensus of the panel, withother choices only getting scattered support. I must admit that, while thiswas my play, it was far from obvious to me. I guess the fact that nothingelse is very attractive is what made the difference.

   Play                    Votes   Score13/9, 10/9                7      10013/8                      3       8024/23, 10/6               1       6024/23, 13/9               1       606/1*                      1       6024/23, 6/2                0       408/7, 8/4                  0       40

Problem 3

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146

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White



money game




Blue

Rob Adams: 13/7, 8/7.
Making the bar pt is certainly easy if not correct. Against one checker back, attack. 8/1* does attack. This takes away 1/2 of White's roll and leaves only the same direct shot that 13/7, 8/7 does. Also, 22/16 with some 1 also should be considered. Running is good and could be right. I'm choosing to make the bar pt. It just looks like a good structure with 3 builders still left to hopefully make the 5pt next. Of course, the blot on the midpoint is horrible. But at least Blue comes away with the bar pt even when things go badly.
And the other choices have their downsides too. Hitting loose on the ace point is usually to be avoided unless you need to take away half of your opponent's next roll. Blue is not quite so desperate here. And running just comes out to a double shot. This might be right if running were Blue's only game plan, or if Blue were well ahead in the race, but here Blue may prefer to anchor and the race is fairly even. And even if Blue escapes that checker, there will still be another checker back in danger of being attacked eventually. The other choices involving 10/4 take away the builder from the 10pt. These are safer than the other choices, but with more checkers back, I don't think Blue needs to play so conservatively here. Containing and/or attacking that last White checker should be Blue's strategy. So I think 8/1* and 13/7, 8/7 are the best choices. I'm choosing to make the bar point since it is a permanent asset and White's threats don't seem too dangerous right now.

Nigel Alsop: 22/21, 10/4.
Not too sure about this one, nice to have the bar point in this position 13/7 8/7 but leaves to many blots, 8/1 takes away half of Whites move but leaves Blue even further stretched than he already is with a blot on the guff. I am going for the advanced anchor hoping for the better of the exchange.

John Bakovic: 22/21, 10/4.
Three plays to choose from. The bold play of hitting the 1-point or cautious play of moving the blotter on the 10 to the 4 and then play the 1 with one of the back men or simply run a back checker. With equal count and White having only one man back running doesn't look right. Hitting the 1-point doesn't look right with equal count and equal inner boards. So I opt for conservative 10/4, 22/21 and will hope for a better roll at my next turn.

Chuck Bower: 22/15.
Blue has no appealing 6, so running into the outfield looks reasonable.Continuing 16/15 leaves the fewest shots and White's hit there leave hissubsequent builder farther from the homeboard.

Steve Clark: 8/1*.
13-7, 8-7 certainly has to be considered. It does make an importantpoint. Unfortunately it leaves 4 blots floating around the board, with agood chance that most of them will float onto the bar in short order.
A normal play here would be 22-16, 10-9. I prefer this slightly to 22-15.Unfortunately this play is unlikely to succeed very well. White will havelots of rolls that hit or make primes or escape or do something else thatis good for White. This is better than making our bar point but I am notenthusiastic.
What about 8-1? This play misplaces a checker, and it other deficienciesare clear, but it does take flexibility from White in his next roll.Besides he might flunk. I would not be talking about this play if therewas some half desirable alternative, but here all we have is dreck. Isuppose I will play 8-1.

George Klitsas: 13/7, 8/7.
It's between 22/15 and the unusual play of making one's bar point (13/7 8/7), partially duplicating aces that hit on the midpoint. I will go for the latter, although I would not object to 22/15 on a chouette.

Rob Maier: 22/21, 10/4.
I don't like any of the running plays. If we don't get hit we are still losing, and if we do get hit we are losing by a lot. Making the bar is somewhat attractive, with the obvious problems of losing the midpoint and leaving a lot of shots. With the race slightly in our favor, perhaps the stodgy stack'em up play will be the winner. Advancing to the four point starts the best anchor for a holding game, or the best chance of running one checker free.

Snowie: 8/1*.
Prime a point, attack a blot. White has only one checker back, sopriming by making the bar point won't be too effective. The loose hit ismore thematic. This prevents White from escaping or improving his offensenext roll, and unstacks the heavy eight point. For now the game plan isto blitz White's back checker out of existence, and while hitting on theace point may not seem to strong it is a start towards carrying out thatgame plan.

Marty Storer: 22/21, 10/4.
Very difficult for me. Making the bar point has someappeal, but I don't think the 12 shots at the midpoint are justified,especially given the vulnerability of the back men. Hitting on the 1point looks feeble. That leaves 22/21 10/4, or else some running play.Of the running plays, 22/15 looks best, but I picked the stodgy 22/2110/4. Being hit after 22/15 loses a lot of ground; 22/21 10/4 mayforce White to hit loose, where a return shot will be a big swing inBlue's favor. If White doesn't hit, Blue may still anchor, escape, ormake an inside point. The 4 point isn't a great place for a builder, butit's not terrible; the builder aims at the 3, 2 and 1 points, which havegained in value because White has no anchor in Blue's board. The checkeris safer on the 4 point than on the 10 point. 22/21 10/4 seems like thebest of a bad lot.

Bob Stringer: 22/15.
Plays like 10/4 just seem . . . unseemly. I can't do anythingworthwhile on my side of the board, and I've got to getting a back mangoing sometime, so why not now, before White's structure gets evenstronger? And unless there's a reason to do something else, when I runI run as far as I can. Here, the 9 point isn't much better than the 10point, if it's better at all, which I can't tell -- it brings an extraman to bear on the 3 point, but keeping the man on the 10 does abetter job of containing White's remaining man. And running all theway to the 15 point gives me a chance, if White doesn't hit, to makethe 10 point next time.

Casper van der Tak: 8/1*.
Against a single checker back, attack. This is often a good advice, so why not follow it here? It also provides a tempo to prevent White from consolidating the position. A strong alternative is 22/21 10/4, but I like the more active approach - and I like hitting plays in general.

Kit Woolsey: 22/16, 10/9.
Making the bar point gives White too many good numbers, and the play isn'ttoo effective anyway because White has only one back checker. Running aback checker starts to escape one man and puts pressure on White's outfieldchecker so White won't be free to do other things. Moving 10/9 puts thebuilder in a better place where it isn't six away from an already madepoint.

Chris Yep: 8/1*.
With more men back, an equal board, and with White having both building and attacking threats, Blue may as well hit loose. 13/7 8/7 is possible but I don't like breaking the midpoint so early in the game when Blue still has two back men. Some of the other positional moves (e.g. 10/4 plus an ace) look fine, but the fact that Blue still has a good distribution of builders after hitting loose convinced me to choose 8/1*.

Summary: The majority of the panel was split between the positional22/21, 10/4 and the loose hit. I must admit I'm still confused by thisproblem. There are several very different possible approaches, and nothingseems to jump out.

   Play                    Votes   Score8/1*                      4      10022/21, 10/4               4       9022/15                     2       7013/7, 8/7                 2       7022/16, 10/9               1       6024/23, 22/16              0       4024/23, 10/4               0       40

Problem 4

137








159

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White



money game




Blue

Rob Adams: 23/18, 6/5*.
I would prefer the 23pt to the 24pt, but fighting for the 5pt is usually right... even with the weaker inner board. So if I'm going to hit 6/5*, I like 23/18 with the 5. I won't like it if White can double hit, but on the up side, I might make the 18pt and/or my 5pt.

Nigel Alsop: 23/18, 6/5*.
Bloody hell! Just got to hit the blot on the 5pt,as for the 5? Tempting to hit on the 1pt giving a better chance of making 2pts in Whites home board and going into a backgame, don't fancy this especially after putting one man on the guff. I think I would go forward and move out to the 18pt.

John Bakovic: 23/18, 6/5*.
Behind in the race, cube on my side time for an aggressive play of hitting the 5 and advancing my back checker to his bar point. If things go well I will get right back in this game. May end up getting gammon but will not go down without a fight. Everything else is to passive of a play.

Chuck Bower: 24/23, 8/3.
There are a couple of reasonable 1's, but the 5 is tough. The ultrapure23/18, 6/5* gives White 28 return shots putting Blue in serious gammondanger. Any hit on the 5-point looks overly optimistic. 24/23 shiftsto a less gammonish anchor. Now for the 5. 6/1* takes away half ofWhite's roll, but that's not particularly threatening. Short of the 4/36fans, White can play rather comfortably. Meanwhile White is damaged ifhit and left with an awkward blot if missed. Putting a spare on the3-point is not normally a wise play, but here would you rather have one spare on the 3-, two on the 6-, and one on the 8-point or a blot on the 1-, only one spare on the 6-, and two spares on the 8-point? If 24/23 is the best ace, I think 8/3 is the best remaining 5.

Steve Clark: 23/18, 6/5*.
I will play 23-18, 6-5. It is not that this leaves us will such awonderful position, but I think the play is relatively clear. The mostattractive alternative is 6-5, 6-1. I started to give this play seriousconsideration until I noticed that I would no longer have any spares on the6 point. Hitting and splitting is always worth while. We do not have awonderful game here, but if White hits us on his bar point from the 8 orthe 13, he will have to leave a lot of blots around the board. This wouldbe a tougher problem if we had one more checker on our 6 point.

George Klitsas: 8/3, 6/5*.
The pure play is 23/18 6/5* - when it works (for example, by Blue making White's bar point or his own five point, or both!) it's fine. But White has many good rolls after that play and between them a number of double-hits. So I will compromise with the more conservative 8/3 6/5*, trying to make my five point at a much lower risk. I don't like my checker on the three point, but I might be able to recirculate it in the future.

Rob Maier: 24/23, 8/3.
Let's not be in too much of a hurry to get ourselves gammoned. Making the "advanced" anchor may be a cowardly improvement, but it IS an improvement. As for the five, the boring 8/3 keeps all of the options open and the spares in the right places. Just have a sip of Hennesey and see what happens.

Snowie: 23/18, 6/5*.
Easy play. Fight for the five point, and play the natural-looking five outto the enemy bar point. Nothing else is at all attractive.

Marty Storer: 23/18, 6/5*.
Blue owns the cube, so making the 23 point is a possibility.I hate the rest of the proposition; neither 6/1* nor 8/3 looks promisingenough. Making the 23 point seems like an attempt to lose in genteel fashion.Even owning the cube, I'd rather play to win. Blue has the Iron Point tofall back on in case of mayhem, and 23/18 6/5* gives a reasonable chanceto make the 18 or the 5 point. It's extremely risky, but I'd take mychances with it.

Bob Stringer: 23/18, 6/5*.
I think this may be a big mistake, since a double hit by White is soawful, but nothing looks attractive here. 8/3 wastes a man, at a timewhen my board has more holes than White's. 6/5*, 6/1* is the kind ofplay I'd make only if it was going to preserve some mighty strongassets elsewhere, or gain valuable time - niether of which do I seehere. I'd consider 24/23, 6/1* more worthy of consideration if Whitehad a bigger threat to make his bar point, but here I'd get verylittle in return for dumping a man deep into my board. So, my bottomline is that 23/18, 6/5* is risky, but it tries to do something. Nowwatch everyone else dump on it for taking risks on both sides of theboard at once.

Casper van der Tak: 23/18, 6/5*.
Aims for the best anchor and the 5 point, duplicates 4s in the process. I suppose 24/23 8/3 is second choice and the two plays might be close, but 23/18 6/5 is the natural, fluent play, whereas 24/23 8/3 feels a bit cramped, and seems more oriented towards damage control than to winning. 23/18 6/5 is certainly looser, but Blue still has an anchor to limit the downside if the play backfires.

Kit Woolsey: 23/18, 6/5*.
Even though White has a stronger board, it is necessary to fight for myfive point. 23/18 isn't great, but it does make an effort to grab anadvanced anchor and avoids taking other checkers in too deep in my innerboard. If I get lucky on the next exchange I will emerge with somethingof value, otherwise it's back to the ace point game, so I want to keep my positionas well-timed as possible.

Chris Yep: 23/18, 6/5*.
With the 3 point already made, it becomes more desirable for Blue to fight for his 5 point in order to fill the gap. At the same time, if White wins the fight for Blue's 5 point, Blue will be at a serious disadvantage if he doesn't have an advanced anchor himself. Furthermore Blue has more men back and at least has an anchor (White's ace point) to fall back on if things go poorly. Putting it all together, it looks both thematic and convenient (Blue still retains spares on his 6 and 8 points) to play 23/18 6/5*.

Summary: The panel made short work of this problem, illustrating thatthey are not afraid to hit loose and fight for a key point even if theyare outgunned in inner board strength. I couldn't agree more.

   Play                    Votes   Score23/18, 6/5*              10      10024/23, 8/3                2       708/3, 6/5*                 1       6024/23, 6/1*               0       406/5*, 6/1*                0       40

Problem 5

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158

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White



money game




Blue

Rob Adams: B/21, 7/3*, 6/2(2)*.
I would like to unstack the 6pt, so 6/2(2), 7/3 is a candidate. I've seen 13/5*/1* played in similar positions, so I know it is a possible choice. The choices that make the 9pt also look ok to me. Probably 13/9(2), 6/2 would be my choice from these plays. But I think hitting twice somehow is called for here. I would certainly like to have another inner board point or two. But I also want to deny White my 5pt. Which is more important? In this situation, I could deal with White making my 5pt. Blue needs inner board points with so many White blots around. 7/3(2), 6/2 makes the 3pt which would be better than the 2pt, but it doesn't leave a checker as a slot or builder on the bar pt. This is very important, so 6/2(2), 7/3 is better.

Nigel Alsop: B/21, 7/3*, 6/2(2)*.
Just got to put two men in the air and stop White making either Blue's 5pt or his bar or both. I think the best way of doing this, B21, 7/3*, 6/2(2)*

John Bakovic: B/21, 7/3(2)*, 6/2*.
Great roll!! Time to attack. Only choice here is making the 2 or 3 point and hitting loose on whichever point you don't make. I prefer to make the points in order if possible so I make the three and hit loose on the 2. With out some good return rolls from White he make end up with 5 checkers on the roof with black scoring up a BG.

Chuck Bower: B/21, 7/3*, 6/2(2)*.
As was the case in problem 1, White's lack of an anchor gives Bluethe Green light to attack. A general principle of the blitz is: all homeboard points are equal. Admittedly this is a minor overstatement, but only when all other factors are equal should the quality of homeboard points become an issue. Here making the 2-point and leaving a single on the 3-point leaves a much better distribution of hitter/builders than making the 3- and leaving a single on the 2-point.

Steve Clark: B/21, 7/3*, 6/2(2)*.
This problem reminds me of the old AT&T ad which ran, "Reach out and touchsomeone." We can't build a very good prime with our double 4's. The onlyalternative is to to hit a couple of checkers. We should be hitting both onthe 2 and on the 3 point, but it is not clear which point we should coverwith our 4th four. Making the 2 point provides better distribution of ourcheckers while making the 3 point makes the more valuable point. If thetruth is to be told, I do not see a big equity swing between the two plays.I think I will make the 2 point.

George Klitsas: B/21, 13/5*, 5/1*.
I vote for the tempo-hitting play B/21 13/5*/1* , denying White his base on my five point and trying to get rid of his other base - his checker on his bar point, while he will be busy entering his checkers from the bar. Another interesting and more positional idea is B/21 13/5* 6/2* with similar reasoning.

Rob Maier: B/21, 7/3*(2), 6/2*.
How typical, I clearly called for double-threes. No matter, White is soon to be entrenched on my ace point with three spares, not all of which will arrive right away. The most flexible blitz is probably making the two point and hitting loose on the three point, but just in case my evil plans go astray, making the three point and hitting less on the two will be is probably a little better.

Snowie: B/21, 7/3*, 6/2(2)*.
Have to use this great roll to attack -- priming doesn't make any sense.I choose to make the two point because this unstacks the heavy six pointand keeps a valuable builder on the bar point for future attack purposes.

Marty Storer: B/21, 7/3*, 6/2(2)*.
This is a golden opportunity to attack. It hasto be right to make an inner point and hit a second checker. The 2 pointisn't as valuable as the 3 point, but making it and hitting loose on the3 leaves a far better position of builders should White miss. The bloton the bar point may be a thorn in Blue's side if White hits, but in thatevent Blue can remake his bar with a 6.

Bob Stringer: B/21, 7/3*, 6/2(2)*.
Attack and put White on the ropes. I definitely like hitting twice,since it minimizes White's chance of making the 5 point. Of the playsthat hit twice, I like mine the best because of the way it spreads thecheckers around, but if someone insisted on 13/5*, 5/1*, I'd listen,since it rules out White's making the 5 for now. However, I do preferunstacking the 6 to make a point. If I didn't hit twice, I'd go forB/21, 13/9, 6/2(2)*. The 2 point doesn't go well with 8 point, but my6 point badly needs to get unstacked.

Casper van der Tak: B/21, 7/3*, 6/2(2)*.
I want to hit 2 checkers with this joker, and I want to build an inside point. Only two play do that: B/21 7/3* 6/2(2)* and B/21 7/3(2)* 6/2*. The first leaves a better builder distribution and more covers, but builds a slightly weaker point. Since priming does not figure prominently as a game plan in this position (blitzing and racing do figure), the better builder distribution is more important than the quality of the points. Hence B/21 7/3* 6/2(2)*. Seems a clear choice.

Kit Woolsey: B/21, 7/3(2)*, 6/2*.
This doesn't look like the time to play positionally. Attacking is a must.The three point is a better point to have than the two point if I am hitback, so I prefer this play to making the two point and hitting loose onthe three point.

Chris Yep: B/21, 7/3*, 6/2(2)*.
I strongly prefer the double-hit plays. As far as blitzes go, Blue only has an "average" number of men in range, but White has 5 vulnerable blots and no offense to fight back with. Furthermore, Blue's first 4 will create an advanced anchor; if Blue's attack fails, Blue can at least fall back into some type of holding game. Thus all the signs point toward a strong blitzing move. Of the double-hit plays, b/21 7/3* 6/2(2) looks best. It makes a 2 point board, leaves only one inner board blot, and leaves Blue with three direct covers (3s, 4s, and 5s) to make a 3 point board next turn. No other move does this much (b/21 7/3(2)* 6/2* comes close; however it only gives Blue two direct covers to make a 3 point board).

Summary: What nine point? The panel unanimously agreed that attackwas the prime ingredient here, and the only question was whether to makethe three point or the two point. That is probably a close call.

   Play                    Votes   ScoreB/21, 7/3*, 6/2(2)*       9      100B/21, 7/3(2)*, 6/2*       3       70B/21, 13/5*, 5/1*         1       60B/21, 13/9(3)             0       40B/21, 13/5*, 6/2*         0       40B/21, 13/9(2), 6/2*       0       40B/21, 13/9, 7/3(2)*       0       40B/21, 13/9, 6/2(2)*       0       40

Problem 6

172








144

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White



money game




Blue

Rob Adams: 22/16, 6/4.
Hitting on the 5pt is usually good. I doubt it's best here, though. Blue is ahead in the race, so being hit from the bar is quite bad. And the midpoint could be important. White has 2 spares on their midpoint, so Blue won't want to lose the midpoint until they get all of their back checkers out. The other 3 choices all look reasonable to me. 22/16, 6/4 is my choice, although I may not have found it if it weren't listed here. The duplication of 4's is very meaningful. Also, this keeps the back 3 checkers "communicating". Blue may be able to make the 16pt next turn and bring their checkers around together. This way Blue can win even if White anchors on the 5pt.
As a side note, the main reason for my choosing not to hit on the 5pt is that Blue is ahead in the race. This is easy to see with the pip count on the side of the board. Without those numbers there, over the board, without the reasonable choices listed, it would have been much more difficult to find this move.

Nigel Alsop: 22/16, 6/4.
If the cube was in the middle I think I might play 13/5 and hope White would throw badly, then double, but its not. As Blue is ahead in the race I would move out with 22/16 giving me an extra man to play with if missed and duplicating four's hoping White doesn't make my 5pt,and moving 6/4 hoping for something better next throw.

John Bakovic: 22/16, 6/4.
Another passive aggressive decision. Ahead in the race with a better inner board, I just keep it simple and play 22/16, 6/4. Let him come after me. Hitting loose on the 5 and losing the 13 point to bold a play. Playing 21/13 exposes me to White attacking my 2 inner board blotters, just what he would like to do. Just running with 22/14 almost as good but doesn't duplicate 4's.

Chuck Bower: 22/14.
How badly does Blue want to keep White from anchoring on Blue's 5-point?If Blue hits loose, White return hits on the 5-point with 17 numbers and2-1 and 1-1 hit on the midpoint. Regardless, Blue has surrendered themidpoint and subsequent outfield control. After 22/14, Blue still hasa huge race lead, has his checkers comfortably guarding all fields, andat worst is in a mutual holding game with the race lead. Besides, Whiteisn't guaranteed to cover his 20-point, and failing to do so will giveBlue more shots at that point next turn. 13/5* is an all-or-nothingplay which isn't called for here, IMO.

Steve Clark: 22/16, 6/4.
The first question to ask is whether we will play 13-5. This is a very bigplay carrying lots of risk but with a big payoff when it works. I have anaversion to big plays when I am already a favorite in the position. Thebest alternative seems to be 22-16, 6-4. This play duplicates a importantnumber for White so I suppose it is better than 21-13 or 22-14, although theall look fairly close. I might be more tempted to go for the big play but Ido rather like the alternative. We seem to be well distributed and Whitemight well have the same poorish position next roll. I will play 22-16,6-4.

George Klitsas: 22/14.
I think that the bold 13/5* is too risky, especially because covering the blot from the eight point would break that point. In any case, Blue loses control of the outfield and a simple calculation shows that he is not even a favorite to make his five point. This play would be better if the eight point were not stripped, still I think I would reject it in favor of the natural 22/14 even then.

Rob Maier: 22/16, 6/4.
I'm not hitting here. I'm not breaking my anchor either. The four duplication looks nice enough to stay a little bit back with the runner.

Snowie: 22/16, 6/4.
Hitting loose is too big. While most players overrate duplication, in thisposition is is quite meaningful. White does want to make my five point,so by leaving him a four-shot I cut down on his good rolls.

Marty Storer: 22/14.
Ahead in the race, I wouldn't risk 13/5*, which doesn't blowWhite away even if he misses. Despite 4-duplication after 22/16 6/4, Idon't like making a dilly builder. 21/13 is OK, but I'd rather keep thevaluable anchor and leave a direct shot outside, so 22/14 it is.

Bob Stringer: 21/13.
21/13 looks counter-intuitive by giving up the anchor, but I do havethe stronger board, and putting a man on the midpoint compensates alittle for the loss of the anchor. In fact, short of being able topoint or hit on my 5 point (out of the question now, since breakingthe midpoint would divide the board in half), my strategy is to run,and breaking the anchor does that. It's uncomfortable giving White 2advanced men to attack, but he's got his own worries, and I'm hopingto run a second man on my next roll.

Casper van der Tak: 21/13.
Hasn't Robertie written "Use a little caution when leading in the race"? Yes, he did, in the solution of 128/501. 13/5*, fighting for the 5-point, would be a logical play with the better board and the many checkers back; but Blue leads considerably in the race, and the play leaves 2 blots and 20 return hits. It might be better for Blue to sit on his racing lead and escape a checker; three plays implement this plan: 21/13, 22/16 6/4, and 22/14.
21/13 breaks the anchor, but as a plus puts a spare on the midpoint, and leaves little opportunity fo White to gain in the race. 22/16 6/4 duplicates 4s, keeps the anchor, and keep the checkers connected; 22/14 escapes farthest, and leaves an extra spare on the 6 point. Of these three plays, 22/14 seems the weakest.
The choice between 21/13 and 22/16 6/4 is difficult. I like 21/13, since the value of the anchor is limited with the racing lead.
Now as the choice between 21/13 and 13/5*, I prefer 21/13, which leaves White with less possibilities to catch up in the race.

Kit Woolsey: 22/16, 6/4.
Hitting loose on the five point is great if it works, but if I am hit backmy position could fall apart because of lack of outfield control. Movingone of the back checkers out looks better. The duplication of foursfrom my play is quite real, since White does want to make my five point verymuch.

Chris Yep: 21/13.
With a racing lead of at least 36 pips, Blue needs to either (1) look for ways to disengage contact or (2) attack, then plan to make a run for it while White is either on the bar or Blue has the security of a 5-prime. The first three moves aim for plan 1 while 13/5* aims for plan 2. 13/5* certainly looks reasonable, especially since Blue has the stronger board and 13/5* fights for the most important point on Blue's side of the board. On the other hand, it has several drawbacks. First it breaks the midpoint at a time when Blue still has three back men. Second, White has a lot of return hits (20 hitting numbers, including 2 double-hitting numbers). Third, while Blue forms a strong 5-prime, it's only a broken 5-prime instead of a solid 5-prime. These factors are enough to sway me toward the running plays.
Of the three running plays I don't have a strong preference. In fact they're all likely to be close in equity. 22/16 6/4, for example, somewhat duplicates 4s, but Blue would rather have two builders on the 6 point (more ammo for the 5 point) than one builder each on the 4 and 6 points. 22/14 runs, but leaves White 2s and 9s to hit. 21/13 puts a nice spare on the midpoint, but breaks the anchor. Thus all three running plays appear to have roughly equal plusses and minuses. I have a slight preference for 21/13 since I believe that outfield control slightly outweighs the other factors in this position. Note also that White's 4s are duplicated (to hit on his 4 point and to make the 20 point), White only has 8 checkers in range, and White is outboarded; thus Blue is not likely to be attacked next turn.

Summary: Not of the panel was willing to hit loose. The vote wasdivided, but most felt that the duplication of fours was sufficientlyimportant to justify coming out to the 16 point.

   Play                    Votes   Score22/16, 6/4                7      10022/14                     3       8021/13                     3       8013/5*                     0       40

Problem 7

143








155

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White



money game




Blue

Rob Adams: 13/8.
I want to play fairly safe here. The race is still close, plus being hit hurts my offense. And I may roll 6,6 next turn. However, the criteria for a safe vs. bold play seem to indicate that I can play somewhat aggressively here. The inner board strength is equal, I have an advanced anchor, and I'm behind in the race. Lets see what the choices are:
6/3*, 11/9 ... 19 shots including the 6,3 double hit.
6/3*, 13/11 ... 17 shots
6/3*/1* ... 11 shots
13/11, 13/10... 10 shots
13/8 ... 5 shots
11/8, 6/4 ... 0 shots
6/3*, 13/11 looks at least as good positionally as 6/3*, 11/9 since it makes the 11pt. With the 5pt open, this is quite valuable. So I'll eliminate 6/3*, 11/9. All the other choices look possible to me, though.
So is hitting or double hitting necessary? White does have 3 builders ready to make the 4pt. But that is a point I'm not likely to get anyway. Hitting is surely better than not hitting, but is it worth the extra shots? To answer that, we need to know Blue's game plan. How is Blue going to win this game? Blue still has 4 checkers on the midpoint, so a priming game, not a blitz, seems indicated. 6/3*/1* would be played more to keep White off balance and gain time to put a prime together rather than to win a blitz. But this takes a valuable spare from the 6pt and buries it on the ace point. Of course it is bad if it is hit, but even if not hit, it will probably need to be covered which will mean burying another checker out of play. This isn't likely to lead to a winning game plan. 6/3*, 13/11 could however. This makes the 11pt and leaves the 3pt slotted for a future prime from the 3 to 8 pts. I'll guess the 6 extra shots are worth it.
Of the non-hitting plays, only 13/11, 13/10 makes the 11pt. But this leaves 10 shots at the checker on the 10pt. This may be too many. 11/8, 6/4 needs to be considered since it is immediately safe. But it loses the builder on the 11pt. This will make it difficult to put a prime together. I do like getting the spare to the 8pt, though. 13/8 also does this but keeps the builder on the 11pt. There are many fewer shots at this blot than at the one on the 10pt. Of these, I'll choose 13/8 leaving a medium number of shots while retaining future priming possibilities.
So, comparing 13/8 to 6/3*, 13/11: 13/8 leaves 12 fewer shots and brings a spare to the 8pt. 6/3*, 13/11 makes the 11pt, hits, and slots the 3pt. Certainly hitting is better if not hit back, but that is a lot of shots to leave. If it were easier to recirculate a hit checker, this wouldn't be such a big problem, but White already has a decent prime. I'll choose 13/8.

Nigel Alsop: 6/3*, 3/1*.
I found this problem the most difficult, my first instinct is to play 13/11, 13/10 maximise my chance to block, the trouble with this it leaves White to many good throws. Quite like 6/3*, 3/1* takes away the whole of Whites move, not keen on leaving a direct shot if there is a better alternative, maybe 13/11, 6/3* does a lot if it comes off, extra shots unfortunately. Blue owns the cube so he is in the game to the end, I think I have talked myself into 6/3*, 3/1*

John Bakovic: 13/11, 6/3*.
Only question here is to double hit or to hit and cover the 11-point. The making of the 11 point may prove to be valuable in the future, also I don't like putting a checker on the one point unless I have to.

Chuck Bower: 13/11, 13/10.
With the untrapped anchor and cube ownership, Blue is in decent shape here.The point both sides are aiming at is Blue's 5-point. Both of theseobservations make desperate hitting plays unnecessary. Two plays giveBlue his best chances of making the 5-point: 13/8 and 13/11, 13/10.Looking at the positives, 13/8 keeps a spare on the midpoint and leavesonly 6 shots compared to 10 after 13/11, 13/10. OTOH, 13/11, 13/10 hasthe advantage of making a valuable point (the 11-point). The dowside ofstripping midpoint may be overemphasized since, owning the 11-point, Blue can give up the midpoint. Normally building points takes precedence over maintaining good distribution. I'm building the 11-point: 13/11,13/10.

Steve Clark: 6/3*, 3/1*.
The safe plays do not really attract me. Since White has advanced a checkerin our front court, I think we should hit it. Once we have hit it, it seemsperfectly natural to play on to the ace point and hit a 2nd checker. Whatabout covering our blot on the 11 point? Often this is the right thing todo. This would leave us with a play of 13-11, 6-3. That could be the rightplay. Actually as in problem 5, I think the 2 choices have very similarequities. I will hit 2.

George Klitsas: 13/8.
Hitting on my three point does not look like a bad idea , but there is not enough ammo in range and my eight point is stripped. Being behind in the race - therefore ahead in timing - I will go for a positional approach (13/8). I leave a few indirect shots, much less than the more ambitious 13/11 13/10, which leaves me with two stripped points, as well (the mid and the eight point).

Rob Maier: 6/3*, 3/1*.
The blitz doesn't look likely, but it is another way to win. The timing is just about as bad as it can get for a three point game, so mixing it up has little to lose.

Snowie: 6/3*, 3/1*.
So many good things can happen when the opponent is on the bar, and thesegood things happen more when he has two checkers on the bar. White hasthe blockade, but my inner board is as strong as his. This argues foran attacking play, and the double-hit is the best attacking play available.

Marty Storer: 13/11, 6/3*.
The 11 point is valuable as a base for building and control.The 3 point is a useful point. I don't want to give White the full roll toimprove. Hitting twice is a bit disjoint; attacking chances aren't greateven if White misses the direct shot. Hitting loose on the 3 point andmaking the 11 seems like the right mix of priming and attacking potential.

Bob Stringer: 13/11, 13/10.
Although I have an anchor, I have to be a little careful because Whitehas a good structure. For that reason I don't care for a loose hitunless it's 6/3*, 3/1*, giving White no options on his next roll.Better than that, though, I prefer trying to improve my own structure,which means 13/8 or 13/11, 13/10. The former leaves 3 less shots thanthe latter, and brings a builder down to a good spot, but 13/11, 13/10makes another point - one that goes well with the open 5 point - andprovides better outfield coverage. All in all, I think thoseadvantages compensate for the extra shots.

Casper van der Tak: 6/3*, 3/1*.
Blue is not going to win the priming contest from this position, especially given the dice, so attack, build points, and escape from White's bloackade before it gets stronger. 32 is a pretty good shot for the attacking plan, whereas it is poor for priming. I don't think this is a difficult decision; it is a question of the right game plan to follow, and only the double hit implements the attacking plan in a consequent manner.

Kit Woolsey: 13/11, 6/3*.
Every asset counts. The 11 point could come in handy in the future,particularly with my five point open. Hitting loose on the threepoint is thematic -- unstacking the heavy six point and keeping Whiteoff-balance as well as starting a point I would like to make.

Chris Yep: 13/8.
6/3*/1*, putting two up and taking away all of White's next roll, is a serious candidate. It's drawback is that it may be difficult to cover and Blue may have to strip his 6 point to do so. Still it may be right. Several other moves also look strong. Although I'm not sure, I like 13/8, which leaves 3 checkers on both the 8 point and midpoint. As a natural consequence of being behind in the race, Blue has more timing. Thus, it looks natural to bring builders down. Of the building moves I prefer 13/8. In return for the 6 shots that it leaves (compared to 11/8 6/4 which leaves no shots; on the other hand note that 13/11 13/10 leaves 10 shots while not substantially improving the number of builders for the key 5 and 7 points [since Blue doesn't want to have to break the 8 point to make the 5 or 7 point]), it provides better outfield coverage as well as providing an extra builder for the 9 point.

Summary: There were several competing themes, but the popular choicewas the double-hit. I'm afraid I can't see it. Blue doesn't have enoughammunition to carry out a blitz, and locking up the 11 point has to be ofplenty of value. Apparently I am missing something here.

   Play                    Votes   Score6/3*, 3/1*                5      10013/8                      3       8013/11, 6/3*               3       8013/11, 13/10              2       7011/9, 6/3*                0       4011/8, 6/4                 0       40

Problem 8

118








132

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White



money game




Blue

Rob Adams: 13/9*, 5/3(2)*.
Since the ace point is already made, I think blitzing is ok. So I switch with 5/3(2). Then I can choose to hit another checker or make the 4pt (which is also the fourth inner board point). Here, I like hitting since those spares on the 6pt may be better used to attack on the 5pt or even the 2pt later. By hitting on the 9pt, I not only hit a second checker, but also bring in another builder.
I certainly don't like it that White has such a strong inner board. But I have to play the game from here. Trying to win a priming game (with 13/9, 6/4(2) or 13/9(2)) doesn't make as much sense.

Nigel Alsop: 13/9*, 6/4(2).
Its essential to make the 4pt, it's whether I shift play from 5pt to the 3pt hitting, or hitting on the 9pt and risk a joker. I think taking a chance now while White has two clear points and a blot in his board, I am going to need the four and five points later to get home safely. Blue might still be lucky and get a gammon.

John Bakovic: 13/9*, 6/4(2).
What could be better hitting and making a fourth inner board point? 13/9(2)* to conservative a play and all the other plays leave to awkward positions with nothing to complete the attack with.

Chuck Bower: 6/4(2), 5/3(2)*.
It's time to put those spares on the 6-point to work, and making the4-point is what they've been waiting for. Between the two hit plays,5/3(2)* is safer and leaves White no chance to anchor this turn. Itwill be easier for Blue to go after the outfield straggler next turnthan try to hit loose inside the homeboard and risk having to enteragainst White's formidable foundation. "Make the play your opponentfears the most" is a good axiom. 6/4(2), 5/3(2)* appears to be justthat.

Steve Clark: 13/9*, 6/4(2).
I would not play 13-9(2) but other than this I do not really have a clue.13-9, 6-4(2) gives us the best position but hits only one blot and leaves abunch of return shots. 6-4(2), 5-3(2) also only hits one blot. It alsomakes a 4th inner point and leaves no shots. Unfortunately if White managesto come off the bar, our position will be a bit stretched out andvulnerable. 13-9, 5-3(2) hits 2 blots and is completely safe for themoment, but leaves us in the weakest situation otherwise. I think I willplay 13-9, 6-4(2). This could be wrong be a big margin but I think it rightto take a chance now before White has the opportunity to make his 2 point.Assuming we will have to take so risk sometime (This might be a very badassumption.), we should do it when the damage is likely to be smallest.Also we seem to gain a lot but this play if we are not hit. I might begoing off the deep end here but I like 13-9, 6-4(2).

George Klitsas: 6/4(2), 5/3(2)*.
Blue's main problem is extracting his back checkers from White's bar point - therefore keeping the midpoint is crucial here. This single thought, eliminates three of the four candidates and leaves the unusual 6/4(2) 5/3*(2) as the winner. The more one looks at this play (that many players would easily miss), the more he likes it.

Rob Maier: 6/4(2), 5/3(2)*.
The second blot can wait. Improving to a four point board without risk is preferable to eight shots and two blots. Hitting and shifting is ugly.

Snowie: 13/9*, 6/4(2).
Those checkers on the six point belong on the four point, so let's put themthere. The long-term gain from this has to outweigh the short-term gainof hitting two checkers. After that, hitting White's blot on the ninepoint looks natural. This is White's most advanced back checker, and I amwell-placed to continue to attack if White flunks. If White enters and hits,at least I have a blot in his inner board to shoot at.

Marty Storer: 6/4(2), 5/3(2)*.
Unlike 13/9* 6/4(2), this gives White no immediatechance to anchor or to hit a return shot. Even if White enters, the outsideblot has few places to hide. If White fans, Blue is sitting very pretty.Hitting two leaves a fractured board with not enough attacking potential.6/4(2) 5/3*(2) looks very clearly correct; the upside of this play is huge,and the downside is almost nonexistent. Even if White comes in and Bluemisses, Blue has a good holding-racing position, plus some pressure againstWhite's back checker.

Bob Stringer: 13/9(2)*.
More and more I try to keep a look-out for those plays that shift andhit in the inner board, and 6/4(2), 5/3(2)* has great appeal. But Idon't like the combination of giving up the 5 point, stripping the 6bare and giving the man on my 9 point a chance to escape. Hitting onthe 9 point keeps two of White's men back, which is generally the bestthing to do. I'd play 6/4(2), 13/9* for its obvious advantages ifsomeone would promise me that I wouldn't be hit, but leaving *two*blots is a bit much, despite the 4 point board. After all, White hasone too.

Casper van der Tak: 13/9*, 6/4(2).
This leaves some jokers, but gains the most in the race, sends a second checker back, builds the strongest 4 point board, and is easiest to follow up. Other plays like 13/9 (2)* and 6/4(2) 5/3(2)* are less joker-prone, but since Blue has a lot of work to do in this position and has already given the cube away, he can not effort to make any of these tight plays.
Second choice in this position is probably 13/9* 5/3(2)*, which does not leave jokers and puts 2 checkers on the bar. However, this play often requires Blue to hit loose in the follow up, which is very dangerous in view of White's strong board.

Kit Woolsey: 6/4(2), 5/3(2)*.
So many things to do. Making the fourth inner board point seems like amust. After that, I prefer the switching play. No blots to worry about,no way White can anchor, and I will have a shot at his outfield blotnext turn if he flunks. Since I have already made my ace point, therewon't be too much difference between holding the five point and holdingthe three point.

Chris Yep: 13/9*, 6/4(2).
Blue must respect White's 4-point board. Blue wants to build up a strong board, but because of White's strong board, Blue would rather not hit loose if he doesn't have to. I like 6/4(2) with the first two 2s, putting two of Blue's spares to good use by making a 4 point board of his own. With the last two 2s, Blue can either make the "safe" play (5/3(2)) or the aggressive play. I prefer the more aggressive choice. Although White does have a respectable 4 point board, 13/9* has many things going for it. First it hits a fleeing back checker and makes it easier for Blue to attack both back men. Second, although White has 8 return shots from the bar (2-6, 3-6, 1-2, 1-3), if he hits Blue will then have a fair number of returns himself including some double-hits. Third, Blue has the 18 point anchor and White's prime is a broken 5-prime instead of a solid 5-prime. These factors sway me toward the more aggressive approach, 13/9* 6/4(2).

Summary: The panel voted to leave all those blots lying around.Maybe that is right, but I'm not convinced.

   Play                    Votes   Score13/9*, 6/4(2)             6      1006/4(2), 5/3(2)*           5       9013/9(2)*                  1       6013/9*, 5/3(2)*            1       60




Vote Summary

                    1                     2                      3                    4                    5                      6                 7                   8Rob Adams          13/9, 13/7            24/23, 10/6            13/7, 8/7            23/18, 6/5*          B/21, 7/3*, 6/2(2)*    22/16, 6/4        13/8                13/9*, 5/3(2)*Nigel Alsop        13/9, 13/7            13/8                   22/21, 10/4          23/18, 6/5*          B/21, 7/3*, 6/2(2)*    22/16, 6/4        6/3*, 3/1*          13/9*, 6/4(2)John Bakovic       14/8, 7/3             13/9, 10/9             22/21, 10/4          23/18, 6/5*          B/21, 7/3(2)*, 6/2*    22/16, 6/4        13/11, 6/3*         13/9*, 6/4(2)Chuck Bower        9/3, 8/4*             13/8                   22/15                24/23, 8/3           B/21, 7/3*, 6/2(2)*    22/14             13/11, 13/10        6/4(2), 5/3(2)*Steve Clark        14/8, 7/3             13/9, 10/9             8/1*                 23/18, 6/5*          B/21, 7/3*, 6/2(2)*    22/16, 6/4        6/3*, 3/1*          13/9*, 6/4(2)George Klitsas     14/8, 7/3             13/9, 10/9             13/7, 8/7            8/3, 6/5*            B/21, 13/5*, 5/1*      22/14             13/8                6/4(2), 5/3(2)*Rob Maier          14/8, 7/3             6/1*                   22/21, 10/4          24/23, 8/3           B/21, 7/3*(2), 6/2*    22/16, 6/4        6/3*, 3/1*          6/4(2), 5/3(2)*Snowie             13/9, 13/7            13/9, 10/9             8/1*                 23/18, 6/5*          B/21, 7/3*, 6/2(2)*    22/16, 6/4        6/3*, 3/1*          13/9*, 6/4(2)\Marty Storer       13/9, 13/7            13/8                   22/21, 10/4          23/18, 6/5*          B/21, 7/3*, 6/2(2)*    22/14             13/11, 6/3*         6/4(2), 5/3(2)*Bob Stringer       14/8, 7/3             24/23, 13/9            22/15                23/18, 6/5*          B/21, 7/3*, 6/2(2)*    21/13             13/11, 13/10        13/9(2)*Casper van der Tak 14/8, 7/3             13/9, 10/9             8/1*                 23/18, 6/5*          B/21, 7/3*, 6/2(2)*    21/13             6/3*, 3/1*          13/9*, 6/4(2)Kit Woolsey        14/8, 7/3             13/9, 10/9             22/16, 10/9          23/18, 6/5*          B/21, 7/3(2)*, 6/2*    22/16, 6/4        13/11, 6/3*         6/4(2), 5/3(2)*Chris Yep          14/8, 7/3             13/9, 10/9             8/1*                 23/18, 6/5*          B/21, 7/3*, 6/2(2)*    21/13             13/8                13/9*, 6/4(2)

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