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Quiz Solutions
Readers Answers
Problem 1 153
157 | 
              
 
              

| White
money game
Blue |
Alan Alsop: 24/22, 8/5. No big deal this roll. I think making the 22 pt is the first port of call. Safety the back men can't be wrong. Hitting and exposing too many blots is not a good idea. White has extra men to hit Blue if over stretched and potential to make more pts. I do not like moving to the 10 pt or the 3 pt this achieves little. I will go for slotting my 5 pt and build up my threats. Chuck Bower: 24/22, 6/3. How can grabbing the anchor be wrong here? White has a betterboard and will gleefully attack. I don't see any other deuce aseven tempting. The three that leaves the best spare distributionis 6/3. 8/5 leaves only 1's and 8's to comfortably cover, and13/10 starts a point with little ability to cover it. Nigel Buchan: 24/22, 8/5. When I first sure this problem I quickly wrote down I must make the 22pt, I haven't seen anything to change my mind. A hit would be to loose in this position. As for the 3, I like slotting on the 5pt . Unfortunately it makes the outfield look a bit flat, but I can live with that if there is a chance of making the 5pt, I am not to sure of the merit of making the 3pt. By making the 5pt it puts maximum pressure on Whites runners, and if the blot is hit it puts both runners in the firing line where I want them, there by stopping Whites offensive. Tom Cunningham: 24/22, 6/3. 6-1* exposes me to a double shot and to more gammons, and Idon't like any of the other candidate moves that don't include 24/22. After 24/22 the best 3 appears to be 6/3. Slotting without stripping all my other builders. George Klitsas: 24/22, 8/5. The position of the cube makes anchoring on the 22 point more attractive than usual. It's difficult to be sure, but it seems that anchoring will lead to positions where holding the cube will be of value for Blue. Not anchoring, might often lead to positions where Blue will find himself with two blots in the air, struggling to avoid the blitz and the gammon and, virtually no chance of using efficiently the cube. Between the various anchoring plays and since Blue has not a safe three to play, he might as well slot the five point. Which leads to the solution 24/22 8/5. Laila Leonhardt: 24/22, 6/3. Getting that advanced anchor is probably going to determine the survivalrate in this game.Blue has been doubled and is facing an army of White builders, who willquickly be making more prime and board and if White doesn't make an advancedanchor now, it may well be costly.Leaving a blot, once the anchor is made, is not dangerous; an extra checkerback may even help the flexibility for Blue's back checkers. Choosing to slotthe not so important point as the 3 points is to make the biggestflexibility for Blue's builders, to quickly make a board. Snowie: 24/22, 6/3. Make the anchor. Unstack the heavy six point and leave fewest shots.Simple game -- just follow general principles. Bob Stringer: 24/22, 8/5. White has the better position. 22/22 is the only play that makesan improvement and so it has to be played. The only alternative is6/1*, which puts a man on the bar while White's blot on the barpoint is vulnerable. But I don't like sticking men on the acepoint unless there's no other play, so I'll make the anchor andthink about 13/10, 8/5 or 6/3 for the 3. 6/3 looks best since itdoesn't strip a point. Casper van der Tak: 24/22, 6/3. Easy. White has the stronger board, so first I want the semi-advanced anchor, and then I want to minimize shots, unstuck, and retain good spares. Kit Woolsey: 24/22, 6/3. Hitting on the bar point is way too loose. I need to lock up the defensiveanchor in all variations so I won't be playing with the threat of doomhanging over my head every roll. After that, 6/3 looks best simply becauseit unstacks the heavy six point, leavin me with a more flexible position. Chris Yep: 24/22, 6/3. I don't like 9/7* 9/6 and 13/10 9/7 which break the important 9 point. I also don't like 24/22 8/5 which strips the 8 pt. and slots the 5 pt. with the "wrong" checker (ideally Blue would like to use his spares on his 6 pt. for making inner board points). Finally I don't like 6/1*. Using the entire roll to hit loose on the ace point is usually not right in the early stages of the game. In this position, while it unstacks the heavy 6 pt. and breaks the connection between White's back men, it does so at the expense of other solid alternatives like 24/22 and 13/8. I believe the three top moves are 24/22 13/10, 24/22 6/3, and 13/8. Of these three I have a slight preference for 24/22 6/3. Comparing 24/22 6/3 to 24/22 13/10, both moves make an anchor and leave a blot. However 24/22 6/3 keeps a midpoint spare, which is important. Comparing 24/22 6/3 to 13/8, 24/22 6/3 leaves an inner board blot, but more than makes up for it by (1) making an anchor and (2) keeping a midpoint spare. Thus, I prefer 24/22 6/3. Summary: The panel unanimously recognized the importance ofnailing down the advanced anchor. The vote between going after the betterpoint vs. unstacking the heavier point was close, with unstacking winning. Play Votes Score24/22, 6/3 7 10024/22, 8/5 4 806/1* 0 4024/22, 13/10 0 4013/8 0 409/7*, 9/6 0 4013/10, 9/7* 0 40
Problem 2 155
157 | 
              
 
              

| White
money game
Blue |
Alan Alsop: 10/4*, 6/3*. Blue could run a back man here if the alternative is not too tempting. The only real alternative is to hit. Blue does have a reasonable position but White has no flexibility apart from his advanced back men. I think these advanced men are too intimidating for Blues board. To this end I fancy the double hit, perhaps a little rash, time will tell. Chuck Bower: 20/11. I don't see that Blue should force things here by hitting. Bluehas a slight race lead and reasonable chances of getting one ofthe back checkers to safety. The hits inflict little pain and give White lots of shots to take the race lead. OTOH, putting achecker on the 14-point provides White comfortable hits because ofBlue's inability to retaliate. 24/15 leaves White too manydouble hit sequences. 20/11 allows the fewest return shots (10) and gets a checker around the bend, turning it inta a builder besides. Nigel Buchan: 24/21, 20/14. Because the race is so close I have been struggling to make my mind up whether to run or not, my initial thought was to double hit. I even wrote a solution as to why I thought this, but failed to convince myself. White having made his bar point I talked myself into running half way, there- by keeping pressure on all segments of the board. Tom Cunningham: 24/15. Running with 24/15 looks good as it keeps my back checkersconnected, and White cannot hit without some drawbacks. George Klitsas: 20/11. I think that slightly better than the other alternatives is 20/11, adding a fourth builder for crucial points (if Blue [hopefully] survives the immediate indirect shots). Other candidates look slightly inferior, like 24/15 or 24/21 20/14. Hitting two (10/4* 6/3*) is much better than one thinks, leading sometimes to an easy made three-point board to start with and very often to complex holding games or backgames. I vote for 20/11. Laila Leonhardt: 10/4*, 6/3*. Ahh so many choices.White is looking good, and Blue does not want to sit around peacefullyletting White slowly building a prime and board on Blue.Getting that advanced anchor is very important, and if it means that Bluehas to have a checker circulated to achieve it, then it is of no cost oncethe anchor is established.Also the aggressive double hit can lead to other scenarios.White could miss, White could roll a 6, White could roll a 6 and a miss.Count home board points. If your opponent has fewer points in theirhomeboard or no points yet, then a blot exchange might be strategy thatcould be rightfully applied. Snowie: 20/11. The double-hit is too rich for my blood, since I don't have any inner boardpoints. 20/11 brings a builder to a nice place, where it isn't exposed toa direct shot but it can be of use for making new points. Meanwhile, myother back checker hangs back out of harms way where White can's attack it.White has only a 3-prime, so I'm not too worried about getting hemmed in. Bob Stringer: 20/11. The attacking plays don't appeal to me. 13/4* prematurely stripsthe midpoint, 10/4*, 6/3* gives up the 10 point, the one assetthat I do have, and 20/14, 6/3* leaves too many shots while notbuying anything in the way of time, since White re-enters soeasily. Of those three attacking plays, the double hit may be thebest, since it mixes things up, but it's too speculative for me. There are no additional assets to be made in this position, and inthe meanwhile White would like to attack that blot on his 5 point.I don't like leaving it there since this roll forces me to weakenmy position elsewhere. Running out to the 11 point, leaving therear-most checker on the ace point, doesn't try to do too much atonce, and it creates several ways to make my 5 or bar point nexttime, so that's my choice. Casper van der Tak: 20/11. Normally I'd be inclined to double hit here, but White has already some frontal development with the bar-point, so having additional checkers send back would not be great. 20/11 keeps the 10-point and escapes one checker; and the shots are only a handful of indirects. Kit Woolsey: 24/21, 20/14. White has his bar point, so activating the back checker seems to be thethematic thing to do. I don't have enough going for me to launch anattack yet. My offense is fine as it is. Between 24/15 and 24/21, 20/14,the latter looks better for two reasons. First, White's threes to hitare duplicated. Secondly, if White hits the outfield checker he isn't inimmediate range of the other checker. It this sort of position where thereis danger of being attacked, it is usually better to have checkers outof communication to lower the chances of a double-hit. Chris Yep: 20/11. The best running move (counting 20/14 13/10 as a running move), in my opinion, is 20/11, which completely escapes a back man and leaves only 9 shots (all 7s and 8s, except 5-3). Furthermore if White hits in the outfield Blue will be able to return hit with all 2s except 6-2. Of the three moves which hit loose, 20/14 6/3* doesn't gain enough when it works since White can still anchor on the 21 point. 13/4* would be fine if it didn't strip the midpoint. Finally, a double hit in the inner board involving two (relatively) high points is usually a strong candidate in the early stages of a game. Here, however, it breaks the 10 point, so it's not as attractive. Thus, I don't think the three hit-loose moves are as strong as 20/11. Overall I prefer 20/11. Summary: The popular choice was to run to Blue's inner board while leavingthe back checker back out of harms way. I can see the logic behind this, butI'm not convinced that the combination of the indirect shots plus risking gettinghemmed in behind White's blockade make this the right approach. Play Votes Score20/11 6 10024/21, 20/14 2 7010/4*, 6/3* 2 7024/15 1 6020/14, 13/10 0 4020/14, 6/3* 0 4013/4* 0 40
Problem 3 146
140 | 
              
 
              

| White
money game
Blue |
Alan Alsop: 13/8. Rubbish throw for Blue. Blue could come under the gun if necessary and force White to attack. Which he will with his distribution. Just too many for my liking. I fancy moving from the midpt as Blue does not care for another one back, looking to build. Chuck Bower: 13/8. I don't think Blue should panic here and try to move theback checker up. 24/20 puts his head on the chopping blockand 24/23 has no decent followup 4. Getting one checker pastfour broken points is not so difficult as to justify taking a big risk here. 11/6 stacks awkwardly and 6/2 moves a valuable builder to an undesirable spot. 13/8 leaves a nice spare distribution, which can't be said for its competitors. Nigel Buchan: 13/8. I hate this one, the only thing going for this roll is that Blue is ahead in the race, nothing to clever just a simple 13/8 and hope for a better roll next time. Tom Cunningham: 24/20, 11/10. While the quiet 13-8 may be best here. I think theposition calls for 24/20 11/10. White is in good position to build his prime and I think I have to engage now and try to survive the attack, hopefully escaping before White can break off his anchor. George Klitsas: 13/8. Here it seems clear to add an active builder (13/8) despite the few indirect shots (one can notice that , between them, 61 is duplicated). Even if hit (say with a 34) Blue will be possibly able to attack White's blot on his four point with some 2's and 4's without breaking a point. Laila Leonhardt: 13/8. White is about to make a strong prime.Blue does not want to have any more checkers send back- so no direct shots.But leaving an indirect shot is almost free. While is will mostly choose tomake a point in the prime instead of hitting indirectly and Blue needs tocounter prime and try to make an escape with the lonely back checker. Snowie: 24/20, 11/10. I need to get my back checker moving before it gets hemmed in. My play tidiesthings up on my side of the board, which is very important -- I don't wantto have other things to worry about. If I get pointed on it isn't theend of the world, and if White can't make his five point I'm indecent shape. Bob Stringer: 13/8. 24/20 asks to be attacked or even pointed on. 24/23 means that Ieither expose a man to a direct shot with 11/7 or dump a man outof play behind White's anchor. 11/6 is much too passive. 11/10,6/2 isn't completely awful, but it reduces my flexibility andagain takes a man out of play. 13/9, 11/10 leaves a direct shotfor little purpose. This process of elimination leaves 13/8, whichputs a valuable extra man on the 8 point. Casper van der Tak: 24/20, 11/10. Blue is ahead in the race, while White has the advanced anchor. This means that it will be costly for Blue to have additional checkers sent back, and that White has the better chances in a prime vs. prime game. 24/20 11/10 seeks to escape the back checker before White can build a threatening prime, while preventing an other checker from being sent back. Kit Woolsey: 24/20, 11/10. Coming under the gun of four builders looks dangerous, but staying backand risking being hemmed in is equally dangerous when White has thebar point. The good news about my play is that it cleans up the bloton my side of the board and puts it in a good place, so if I am attackedthe only checker in jeopardy is the back checker. Chris Yep: 13/8. Several good candidates but 13/8 looks to be the best of the group. Shifting a spare from the midpoint to the 8 point is an improvement, but more importantly Blue keeps a flexible position. 11/6, for example, is too inflexible. 24/23 6/2 and 11/10 6/2 dump a checker behind the anchor. 24/20 11/10 leaves a decent front position but exposes the back checker to 4 White builders. Slotting the 9 or 7 pts. looks interesting; it creates a flexible position and White will have to sacrifice his anchor if he wishes to hit. Overall though, I prefer the flexibility of 13/8. Summary: The majority of the panel was willing to leave the back checkeralone and concentrat only on the offense. This would be correct if Whitewere stuck back on Blue's ace point, but since White has the advancedanchor it isn't clear where Blue is going with this play. Play Votes Score13/8 7 10024/20, 11/10 4 8024/21, 11/10 0 4024/23, 11/7 0 4024/23, 6/2 0 4013/9, 11/10 0 4011/6 0 4011/10, 6/2 0 40
Problem 4 166
154 | 
              
 
              

| White
money game
Blue |
Alan Alsop: 13/9(2), 6/2(2). It appears this roll is not going to slot too neatly, but it does appear that Blues blocking has potential. To this end I prefer to bring down two men from the midpt, one for the pt the other for the builder. What to do with the others I am not too sure about. Blue could make the 2 pt and compete with Whites board, or run. The trouble with running is it exposes Blue to a double hit and in the process brings down Whites midpt builders. I will go for making my 2 pt. It gives Blue the freedom to move. Chuck Bower: 22/14, 13/9(2). Any play which doesn't make the 9-point here doesn't feel rightat all. Making the 2-point strips both spares off the 6-point and overshoots the 4-point. 6/1*(2) gives up the 5-point; hard to believe even a weak bot would go for that bottish move.13/1* tries to get into a blot hittingcontest with a worse board and no anchor. 13/5 isn't bad, butI'd rather get a back checker moving, even if it means leaving the non-negligible chances of it getting sent back. Stoppingon the 18-point sets up target practice for White on a pointhe really wants. 22/14 seems like the second and third 4's, so the final decision is whether to play 13/9 with the last 4 or 14/10 instead. Hmmm, the latter isn't even listed as a candidate. It leaves an extra blot so I prefer 13/9. Still it's hard to believe 22/10, 13/9 isn't among the top seven plays. Nigel Buchan: 13/9(2), 6/2(2). Making the 9pt eliminating one blot and blocking at the same time has to be good, and make the 2pt with the other. With two good points and the cube on my side the only thing that comes close is possible 22/10, 9/5 which nicely removes two blots but weakens his position. Tom Cunningham: 13/9(2), 6/2(2). My choice here is 13/9(2) 6/2(2). I want to improve myinner board while White is not quite ready to attack my back men. If I am hit on the 16 point I will have more chances to secure an anchor, and still be in a position to turn the game around. George Klitsas: 22/10, 9/5. Making the nine point is good, but abandoning the midpoint looks equally bad. Blue does not need a fancy or desperate play to win here and 22/10 9/5 qualifies as a decent and solid play, probably the best. Laila Leonhardt: 13/9(2), 6/2(2). Never a good idea to abandon the midpoint (13 point) when having 2 or morecheckers back--and with that said----Let's clear it!Keeping the contact between the back guys. Being 3 of them, there is achange to go out and slot to try and make an outside anchor.Making the 9 point is very important, so pure play must be sacrificed on thealter of counter- priming. Snowie: 13/9(2), 6/2(2). No need to leave White more shots than necessary. I simply make any pointI can. The two point may look out of play now, but we'll see how out ofplay it is later on when I hit a shot and White is attempting to enter. Bob Stringer: 22/10, 9/5. Since my board is weaker than White's and this roll gives me adecent racing lead, I don't want to leave that blot on the 9 pointexposed to a direct shot. Either I move it or cover it. Also,since I still have 3 blots to get out of White's side of theboard, breaking the midpoint probably isn't a good idea, and soI'll move the blot on the 9 point instead of covering it. 8/4(3)gets me the 4 point, but giving up the valuable 8 point is toosteep a price to pay. All of this points to 22/10, 9/5 as theplay. The blot on the 23 point is relatively safe, the man I justput on the 10 point takes aim at making the 5 point, and only onedirect shot is left on the board. Casper van der Tak: 22/10, 9/5. 22/14 13/9(2) also appealed to me a lot, but it is too blotty while White has this strong board. 22/10 9/5 escapes a checker completely while leaving minimal shots, while retaining decent building potential. Kit Woolsey: 22/14, 13/9(2). The nine point is huge here -- I have to make that. This hems in White'scheckers on my three point. Having done that, it seems best to holdthe midpoint and just run out with the one of the back checkers.White can flail away in the outfield, but my position will remain sound.Other approaches either divide my army in two or give White too manygood things to do. Chris Yep: 22/10, 9/5. 22/10 9/5 is the most natural move in my opinion. With three back men it is important for Blue to keep the midpoint as a link between his back checkers and the rest of his forces. 22/10 9/5 keeps the midpoint, leaves a good distribution of builders for all the key points, escapes a back man, and leaves White a minimum to shoot at from his stacked midpoint. No other move does as much. Summary: A close choice between three logical approaches. The checkeron the 22 point is fairly safe for now since White is stripped up front, buthow long will that be the case? Also, is it worth stripping the six pointof builders to go behind White's anchor? As for the second choice, isn'tmaking the nine point vital here with White anchored on our three point?The priorities of this position are far from clear. Play Votes Score13/9(2), 6/2(2) 5 10022/10, 9/5 4 9022/14, 13/9(2) 2 7022/18, 13/9, 13/5 0 4013/9, 13/1* 0 4013/9(2), 5/1(2)* 0 409/5, 8/4(3) 0 40
Problem 5
Alan Alsop: 8/4, 6/1. Timing is tight on both sides. If Blue runs from the back White will have no alternative but to hit. Blue has to keep Whites last man from escaping without helping his timing. Hitting would be to Whites advantage, Blue has to level this up by making White play from Blues 11 pt. Without breaking his prime Blue is left with little choice over his moves. Lets play the above and wait and see who breaks first. Chuck Bower: 7/2*, 6/2. White is poised to hit loose and/or point-on-head (PoH) if Blue tries to leave the anchor. I can't see the advantage of attempting this. Blue's prime is decent but not imposing, and I don't seeit as sufficient protection to risk an onslaught. Blue should get some chances to depart later. 8/4, 6/1 looks nearsighted. Giving up the 9-point while slottingthe 5-point could be right. Still I prefer the straighforwardPoH play, even though it does break the middle of the prime.White gets six return shots but Blue's checkers are reasonablyplaced for continuing the attack or rebuilding the prime. A slip or two by White could leave Blue in the driver's seat. Nigel Buchan: 8/4, 6/1. For me this was the most difficult problem. My first thought was to make the 2pt, unfortunately this weakens Blues only strength, which leaves 8/4, 6/1 to play, gulp! With the cube on Blues side he is just got to hang in there to the end. Tom Cunningham: 8/4, 6/1. My timing appears to be my best asset here, If I point onWhite with 7/2 6/2 he can respond nicely with 6/1 4/3 5/2 5/4 5/5 and 5/6. But if I play the safe 8/4 6/1 he can only escape 3/5 and 3/6 otherwise he has to move his last checker into the outfield. From there I have a chance for a fly shot or to break my nine point and either build or attack. 8/4 6/1 is my choice. George Klitsas: 8/4, 6/1. Moving from the 23 point looks to me like a blunder, since White will gleefully attack with 2's and 4's and other combinations. From the remaining candidates, 7/2* 6/2 looks weak, since it normally will not give White many chances to crack. Very interesting are the two remaining plays, 9/5 9/4 and 8/4 6/1. After both plays, White has some very bad rolls, like 66 and 61 and some awkward ones like 55, 44, 52 and 42. 9/5 9/4 is the play that could be labeled "direct road to victory" - White does not roll a three (or an ace to move to the edge of Blue's forming prime), Blue makes the prime and usually claims with the cube). But, if White rolls that three, he instantly becomes the favorite to win a gammon and this is a big downside for 9/5 9/4. Mainly for that reason, the quiet 8/4 6/1 (my final choice) looks slightly better, giving White lots of opportunities to crack, while avoiding losing too many gammons. Laila Leonhardt: 7/2*, 6/2. A prime can be very efficient. But it won't always keep the opponentcaptured. The biggest risk here is to abandon the security of the 23 point-Owning the cube you do want to stay in the game and try to avoid risking agammon. So definitely not the time to venture from that point-Also consider, that if you do hit another of White's checkers it would beeasy to get out and likely escape from your broken prime.Use the Doubling cube as a weapon- putting White on the bar there are manyinteresting scenarios where you will be able to cash in the game within thenext few rolls and if you should get hit, then gammons are not overwhelmingwhen owning the 2 point and there will still be winning chances in indirectshots or shots during the bear-off Snowie: 8/4, 6/1. It's not time to panic. My distribution is still decent, I maintain mybroken five-prime for another turn, and White has nothing to shoot at.I have to give full respect to White's five-point board. Maybe I'll rollsomething good next turn, or maybe White will be forced to crunch.If White is unable to advance his back checker, I'll be able to move fromthe nine point next turn in relative safety. Bob Stringer: 7/2*, 6/2. Whatever I do, I'm not going to break that anchor inside White's 5point board. Aside from not opening myself up to getting killed,the priority is to contain White's last back man if I can. Noteasy an easy thing to do with this roll. Slapping down a blot onthe 5 point works well if it works, but I don't see it working,and I'd *really* hate it if I got a high roll on my next turn.Hitting and making the 2 point leaves me open for a completedisaster if White rolls a seven, but that's only 6 rolls, and thegreat majority of White's remaining possible rolls are good forme. The ultra safe 8/4, 6/1 looks like the only alternative tomaking the 2 point, but since it leaves all of my outside pointsstripped, it doesn't look like it's going to lead anywhere. Casper van der Tak: 8/4, 6/1. White's board is too strong for Blue to do anything rash, like leaving hittable blots... Despite being ugly, 8/4 6/1 retains the prime and keeps White's last back checker contained. Dumping a checker on the ace is no fun, but if necessary, Blue can at a later stage cover the ace and go into blitzing mode. Kit Woolsey: 7/2*, 6/2. It is going to be too difficult to create a prime after this awkward roll.Slotting the five point is very risky, and even if I get away with it Iwill have a lot of work to do. The safe 8/4, 6/1 leaves me with no encore.Running a back checker is suicidal. I think the best approach is to gointo attack mode and make the two point. This leaves only six shot numbers,and my checkers will be well-distributed to make another inner board pointnext turn. Chris Yep: 8/4, 6/1. Blue has plenty of time to wait on his anchor. He has three spares to play with and can even break the 9 point if necessary. Meanwhile White has to move forward with his outfield spare. Blue can run later with 5s and 6s, so running now is not so urgent. When White has brought his outfield checker into his board, Blue can then consider whether to run. If Blue runs now, White will attack (with a much stronger board) and Blue will lose a lot of gammons. Instead I believe Blue should just sit patiently on his anchor and play 8/4 6/1. Note that there's another relatively "safe" move in 7/2* 6/2. It points on White's head and leaves only 6 shots. However there are several reasons why I don't like it: (1) the 6 shots are quite significant, (2) Blue wants White to move forward with big numbers, however 6-6, 4-4, and 6-4 now let White stay on the bar (instead of eating up most of his timing), while 5-5 allows White to play safely (instead of breaking his board), (3) Blue doesn't have good follow-up; 7/2* 6/2 breaks his prime; when White enters, Blue's board is too weak to hit loose, so most of the time White just gets away. Summary: Thematically it is usually correct to attack a lone backchecker rather than try to prime it, but the panel felt that this is anexception due to White's strong board and the danger of leaving evenindirect shots. They may well be right. Play Votes Score8/4, 6/1 7 1007/2*, 6/2 4 8023/14 0 4023/18, 8/4 0 4023/18, 6/2* 0 409/5, 9/4 0 40
Problem 6 185
142 | 
              
 
              

| White
money game
Blue |
Alan Alsop: 8/4*, 7/2*. Blue has a need to sort this mess up. That's if he can juggle the moves around. Trouble is there is nothing too constructive that will minimize this element. Running or covering has Blue at a disadvantage, although Whites position is nothing to shout home about. Blue is facing a triple hit in his outer board, also White is also looking to lift Blue from his 5 pt. Blue is seriously looking at being hit twice and he can't allow White the opportunity to hit at will. Blue is well ahead in the race and he certainly doesn't need White having two advanced pts in his homeboard. It's all up in the air. This all leads to Blue doing a double whammy in his homeboard and see what happens. Chuck Bower: 13/8, 7/3. The blitz has stalled. Hitting two just delays the inevitable.13/4* could be right, but I count 20 returns on Blue's side ofthe board. Two other unstacking plays are 13/8, 13/9 (not listedas a candidate) which leaves a ton of shots and 13/8, 7/3 whichshores things up and waits for calmer seas. 7/3 is a bitunsettling, but I think it's the best play under the circumstances. Nigel Buchan: 8/4*, 7/2*. My eyes light up when I see a double shot (sometimes that's all I do see). After an early double fives Blue is committed to going forward and stopping White making another point, not much covering power but if hit he can recycle or go for an advanced anchor. Tom Cunningham: 13/8, 7/3. I need to get unstacked on my midpoint and to make ananchor or escape. My gammon chances are good no matter what I do here so I opt for 13/8 7/3. I believe this gives me the best overall improvement. I have remade my eight point, kept my back men back to help my timing and make it more difficult for White to build a board. George Klitsas: 8/4*, 7/2*. In similar positions, having some outfield points (the most crucial is the eight point) is of great importance for Blue and that's why the blitzing side often slots them while the opponent is on the bar. Thinking along these lines, Blue might choose to make his eight point (13/8 7/6) if his roll was a 51 but it's a 54 instead and 13/8 7/3 looks ugly to me to say the least. Given that, Blue might as well continue in full blitzing mode (8/4* 7/2*) [my choice] and -who knows- he might well slot and remake his eight point in the process. Laila Leonhardt: 13/8, 7/3. This blitz did not succeed and it is time to change the strategy.43 pip + this roll up in the race it looks like a good time to pick up theloose ones and give the race a go. Snowie: 13/8, 7/3. Flailing away at White's blots is silly. I lose my racing lead if I amhit back, and if I am missed I don't have any checkers in range to coverthe blots. White owns my five point, so I can't carry out a blitz anyway.It is better to make the eight point and leave White nothing to shoot aton my side of the board. Maybe next turn I can do a little better. Bob Stringer: 13/8, 7/3. I'm not comfortable with this position, and am not at all sure ofwhat to do. 13/8 is my choice since making an outfield point infront of all of White's back men at least looks like a plan. Casper van der Tak: 13/8, 7/3. Again, under closely similar conditions I might easily double hit here. But Blue has a stack of checker on the midpoint that he urgently needs to develop. 13/8 7/3 creates a new landing point and is safe up front. Kit Woolsey: 13/8, 7/3. What a mess. I have the stronger inner board, but my buildersare very far away and White has an anchor in my board, so it is hardto see how hitting loose inside is going to work. I have the racing lead,so let's sit on that lead by locking up the eight point, getting my frontcheckers safe, and hope to roll something better next turn. Chris Yep: 13/8, 7/3. Blue can play "safely" with 13/8 7/3, loosely with 8/4* 7/2* or somewhere in-between with the other three moves. Blue's made ace point argues for a blitzing/attacking type of game, however White's advanced anchor makes an attack unlikely to succeed. Furthermore Blue doesn't have much ammunition in place for an attack and won't have many covers if he hits loose. I think Blue should just play 13/8 7/3. This unstacks the heavy midpoint and creates some outfield structure (the 8 point). While it puts a 3rd checker on the 3 pt., at least that checker still bears on the open 2 pt. On the other side of the board, Blue's blots are in little trouble. White only has a 1 pt. board and with two stripped outfield points he'll often have to break a key point if he points on Blue's head. Summary: The vote was to clean up our act and try again later to getsomething going rather than to attack with insufficient ammunition. Thislooks quite clear to me. Play Votes Score13/8, 7/3 8 1008/4*, 7/2* 3 7020/15, 8/4* 0 4020/16, 13/8 0 4013/4* 0 40
Problem 7 147
128 | 
              
 
              

| White
money game
Blue |
Alan Alsop: 10/4. Pay now or later. No need. Slot the 4 pt now, if he is hit it is not the end of the world. Anything else is poor. Chuck Bower: 18/13, 6/5. Is Blue's prime strong enough to make a run for it? If "four ismore than you think" and "five is less than you think" what isfive and a half?? I'd rather have six, myself. 10/4 is oneway to shoot for that, but only deuces cover cleanly(and 6-2 doesn't even succeed). 5(2) looks too awkward here. Mypendulum has swung far to the pure side lately. Take a look at18/13, 6/5. Now THAT is pure! I think it is the best chanceto complete a 6-prime, but is the downside worth it? I don'tknow, but even when it fails Blue retains an excellent 5-prime.18/13, 6/5 for me. Nigel Buchan: 10/4. There is only one move here just roll the 5pt prime forward, its not great but nothing else comes close. A hit here would not be too serious he could hopefully recycle, in fact staying on the bar a couple of rolls would help Blues timing. Tom Cunningham: 10/5, 6/5. While 18/13 10/9 duplicates aces it still leaves a doubleshot so I think it does not justify breaking the anchor. The only other play I like is 10/5 6/5, temporizing while I still have White trapped. Eventually I will have to break for it but I think it is better to wait. George Klitsas: 10/4. Speaking of "direct roads to victory", this looks like a model position. Blue should slot the four point (10/4). If he eventually makes the six prime, he will have all the time in the world in order to disengage from the 18 point [his major problem], a very dangerous procedure if he tries it right now. After 10/4, White might hit, of course, but he will usually be subject to return hits on both four points with 4's and some 2's and Blue might be able to make eventually the six prime even in that case. Laila Leonhardt: 18/13, 6/5. The prime is what will win this game for Blue, and it is important to make arun for it before making any compromises or risking getting stuck behind astrong prime of White's.Duplicating (tiplicating) the good 1s means that White will not be able todo all the important things he wishes if he has to hit. And leaving a 6 tobe hit is an acceptable cost of getting the 13-point blot around. Snowie: 10/5, 6/5. What's wrong with this? Safe, all my checkers in play, and I maintainmy blockade. Sure I may have some awkward numbers next turn, but I mightroll something good such as 2-1 or doubles. If I make some other play andget hit, my good doubles may turn into bad rolls. Bob Stringer: 10/5, 6/5. Another one that I don't especially know how to play. I'm temptedto run before White makes another inner board point, but White hasreasonable timing and I don't want to get hit and find myselfstuck behind a prime that he's able to build up. When in doubt,keep the anchor. 10/4 puts the blot where it'll do some good if Icover it, but the odds are against my rolling a 2, and I'm notgoing to cover it from the 7, 8 or 9 point. 6/5, 6/1 puts both menwhere they don't belong, and 10/9, 6/1, also dumping a man wherehe doesn't do much good, lacks appeal. After 10/5, 6/5 sixes don'tplay well, but almost anything else does. So that's what I'mplaying, while hoping for doubles in the near future. Casper van der Tak: 10/5, 6/5. Nothing fancy. Just play safe and run with one checker next roll. Plays with 18/13 leave white with two checkers to pummel around, and that may give White the time to either build a number of blocking points or start escaping from behind Blue's prime. I think that is the wrong approach. 10/9 6/1 is too ugly, dumping a checker out of play, and leaving a blot that might be costly in any future blot-hitting contest 10/4 has as big problem that it leaves a blot that needs to be covered next turn (if not hit); Blue might need to give up a point to do that. Hence 10/5 6/5. Kit Woolsey: 18/13, 6/5. It isn't vital that I make my four point -- I just need to prevent White fromescaping. He doesn't have much of a board so I can afford to be hit, butI don't want him activating his back checkers. My play leaves a lot of shots,and even a few hit and cover numbers, but if I am hit his back checkers arefrozen and I will be the favorite in the priming battle. If I don't moveoff his bar point now he will probably strengthen his board, and my nextplay may be more awkward. Chris Yep: 10/4. The moves involving breaking the anchor (18/13) don't seem worth it. Despite White having an inner board blot, it's still unnecessary; if Blue waits on the anchor he'll likely have a long time (especially if he can make his 4 point soon) to roll the necessary doubles to clear the anchor safely. Instead Blue can take advantage of White's weakness (an inner board blot) by slotting the 4 point. Pure plays such as 10/4 are always strong candidates in priming games. There are two reasons for this: (1) the upside (chances to make a full 6-prime) is high, (2) in a priming position many checkers are already "locked" in place, thus there's more incentive for getting maximum value from the spares; without slotting the 4 pt. it will be difficult for Blue to make it naturally without first breaking down his prime. For these reasons combined with the fact that White has an inner board blot, I like 10/4. Summary: This interesting problem got a nice diversification ofanswers. Play safe? Slot the front edge of the prime? Break off theanchor before White builds his board? Which approach is the right one? Play Votes Score10/5, 6/5 4 10010/4 4 9018/13, 6/5 3 9018/13, 10/9 0 4010/9, 6/1 0 406/5, 6/1 0 40
Problem 8
Alan Alsop: 18/15, 18/13. White has better timing. In fact Blues timing is quite poor and he will crunch pretty soon. Unless Blue wastes men on 7/2,6/3 he will leave a blot. Making the 3pt with 8/3, 6/3 has merit, but these moves seem to no avail, Blue is still left with getting home. I am afraid its time to run and hope. Chuck Bower: 18/15, 18/13. Over-the-board I think I would likely make the tweener play of3(2), giving Blue some shots but keeping the anchor and improvingthe board. This might be the best play, but.... In the December 99 issue of the Hoosier Backgammon Club newsletter I wrote an article about a similar position. There bringing bothcheckers into the outfield with a 6-5 roll (while holding the 23-point anchor) was better by a Whopper amount than its nearestcompetitor. Bringing both checkers off the opponent's barpointhere does leave a ton of shots, but two of the three Fram indicators point towards this: opp's position is improving while your own is deteriorating. Throw in White's homeboard blot (not a Fram indicator) and that hopefully offsets some future shots White is likely to get. I don't mean to suggest that the alternatives here are whoppers. Still, I'm going with the pay *big* now play. Maybe we're notsupposed to go back into the literature for help on these problems,but there ought to be some compensation for writing articles! Nigel Buchan: 8/3, 6/3. Just got to make the 3pt, it's the only move that keeps any pressure on White. This problem has the same timing difficulties as no7 but a hit here could be serious. Keeping the 18pt gives me a life- line and with the cube on my side there is still a lot of play left in this position. Tom Cunningham: 8/5, 8/3. I think 8/3 8/5 is best because it only leaves 11 shots.If I am hit I still have my anchor to get to safety and maybe get back into the game. 8/3 6/3 is also playable but it allow White to hit with 13 shots and also gain even more control of the outfield. George Klitsas: 8/3, 6/3. If Blue decides to keep the anchor on the 18 point, then making the 3 point and leaving a shot (8/3 6/3) looks clear to me. White has a blot on his 3 point as well and, unless he hits and covers, he is at a (temporary, perhaps, but real) disadvantage in made home board points. Extremely difficult to evaluate is leaving the anchor now (18/15 18/13), duplicating the hitting threes. Probably close, but, between paying now and paying later, I will choose to semi-pay now (8/3 6/3). Laila Leonhardt: 7/2, 6/3. Having no wish to loose a gammon and not much future in the position go orstay, my vote goes for staying and crossing fingers.Some duplication can be achieved by leaving, but always leaving White afavorite to hit a shot.It's not a run for it now position. Even if not hit, it would still takesome luck to get out of this and with only a 3 point board it is not goingto make much if White has made the 3 point or not.I would take my chance for a better roll next time- a double or a 6-5 or 6-418-15 18-13 would be attractive if White was positioned a little furtherback in Blue's homeboard not leaving indirect 9's Snowie: 8/3, 6/3. There is very likely to be some blot-hitting this game, and I should getas ready for this as possible by making the fourth inner board point.Nothing else is particularly constructive anyway. Bob Stringer: 7/2, 6/3. I'm crunching and there's not much I can do about it except bidemy time, of which not a whole lot is left. 8/3, 6/3 is reasonable,what with White's blot on his 3 point, but I don't see an encore.7/2, 6/3 plays it safe, while maintaining the 8 point, which isstill doing a bit of good in front of White's back men. Casper van der Tak: 18/15, 18/13. Blue is ahead in the race, so should aim to convert into a race. Better make a bolt for it now that White has a blot in his board than to wait, and at any rate, Blue does not really have a constructive waiting move (8/3 6/3 builds a point, but breaks the 8 and leaves a blot in the process. 18/15 18/13 is the best way to break from the anchor - last hits and covers. Kit Woolsey: 8/5, 8/3. The five point is the point I really need, and this is the way toget it. Playing safe is way too ugly. Making the three point leavesme with difficulties on my next roll. Running the back checkers givesWhite too many good numbers, and even if it works I have a lot of work to do. Chris Yep: 8/3, 6/3. Once again I don't like running from the anchor. There are two reasons for this. (1) White is running out of time himself (though White is still winning the timing battle), (2) the alternative is very constructive (e.g. making a 4-point board by making the 3 point). Instead I like 8/3 6/3. Blue can afford some risk due to White's inner board blot, thus either 18/15 18/13 and 8/3 6/3 seem reasonable, however I prefer making a solid board first, and waiting to run later. With some luck Blue will have enough time to roll high doubles before being forced off the anchor. Alternatively he may even be able to win the timing battle ("winning" is a subjective term here since it generally refers to White having to break the 21-point anchor and Blue getting fly shots in the outfield). Making a run for it would be fine if Blue's position were more desperate and if it didn't leave so many shots (24 immediate shots, including 9s and 11s). Here, however, I think Blue does best by being patient and playing the quieter 8/3 6/3. Summary: Another problem which profided a wide diversity of answers.Once again, the proper theme is far from clear. Play Votes Score8/3, 6/3 4 10018/15, 18/13 3 908/5, 8/3 2 807/2, 6/3 2 80
Vote Summary 1 2 3 4 5 6 7 8Alan Alsop 24/22, 8/5 10/4*, 6/3* 13/8 13/9(2), 6/2(2) 8/4, 6/1 8/4*, 7/2* 10/4 18/15, 18/13Chuck Bower 24/22, 6/3 20/11 13/8 22/14, 13/9(2) 7/2*, 6/2 13/8, 7/3 18/13, 6/5 18/15, 18/13Nigel Buchan 24/22, 8/5 24/21, 20/14 13/8 13/9(2), 6/2(2) 8/4, 6/1 8/4*, 7/2* 10/4 8/3, 6/3Tom Cunningham 24/22, 6/3 24/15 24/20, 11/10 13/9(2), 6/2(2) 8/4, 6/1 13/8, 7/3 10/5, 6/5 8/5, 8/3George Klitsas 24/22, 8/5 20/11 13/8 22/10, 9/5 8/4, 6/1 8/4*, 7/2* 10/4 8/3, 6/3Laila Leonhardt 24/22, 6/3 10/4*, 6/3* 13/8 13/9(2), 6/2(2) 7/2*, 6/2 13/8, 7/3 18/13, 6/5 7/2, 6/3Snowie 24/22, 6/3 20/11 24/20, 11/10 13/9(2), 6/2(2) 8/4, 6/1 13/8, 7/3 10/5, 6/5 8/3, 6/3Bob Stringer 24/22, 8/5 20/11 13/8 22/10, 9/5 7/2*, 6/2 13/8, 7/3 10/5, 6/5 7/2, 6/3Casper van der Tak 24/22, 6/3 20/11 24/20, 11/10 22/10, 9/5 8/4, 6/1 13/8, 7/3 10/5, 6/5 18/15, 18/13Kit Woolsey 24/22, 6/3 24/21, 20/14 24/20, 11/10 22/14, 13/9(2) 7/2*, 6/2 13/8, 7/3 18/13, 6/5 8/5, 8/3Chris Yep 24/22, 6/3 20/11 13/8 22/10, 9/5 8/4, 6/1 13/8, 7/3 10/4 8/3, 6/3return to index
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