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Quiz Solutions


Readers Answers


Problem 1

120








129

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White



money game




Blue

Alan Alsop: 24/22, 13/12*.
Moving up from the back is essential. Escaping has priority. Blue is in trouble so he has to hit White on the 12 pt. Taking away half White's roll and pegging him back in the process. Blue will have to take his chances on his 2 pt. Hopefully the dice are favourable. If the dice are favourable Blue could end up with a decent game.

Chuck Bower: 24/22, 13/12*.
Blue was waiting for a deuce to move to the edge of White's5-prime. I see no compelling reason not to do that now.White won't sit around quietly but will try to attack thatchecker if at all possible. 13/12* diverts White's attentionas well as sends a second checker behind Blue's broken prime.Getting hit on the 2-point won't be pleasant, but even thenBlue has a chance in the ensuing prime-vs-prime game.

George Klitsas: 3/1*, 2/1.
I think I would play 3/1* 2/1. If White dances or enters inconveniently, I'll have the time to pick up the second blot or move to the edge of White's prime.

Snowie: 24/22, 13/12*.
The split to the 22 point is too important to pass up, and hitting in theoutfield gives me a chance to win frontwards. If White is unable to hitthe blot on the two point I will be in pretty decent shape all thingsconsidered. Other approaches such as making the ace point try to do toomuch with too little.

Marty Storer: 24/22, 13/12*.
A second checker back and advancement to the edgeof White's prime are powerful inducements to hit outside. Outprimed,Blue has a great opportunity to make much instant progress on bothsides of the board. Making the 1 point seems too slow. The five-blotplay violates the Schwarzott Rule ("Never leave more than four blots"),but Blue's case is desperate.

Bob Stringer: 24/22, 13/12*.
Unless the goal is to die a slow death, the two back men have tobe split in an effort to escape. That poses a higher gammon riskthan not splitting, but the boards are of equal strength, which iscalming to a certain extent. That takes care of the 2. Idefinitely hit with the 1, since I need time to escape, andsending another man back may buy it for me.

Casper van der Tak: 24/22, 13/12*.
This may well be off by a substantial amount, since it certainly jacks up the gammon rate. But Blue's prime goal is to escape his back checkers and/or to anchor at the edge of White's prime, and in order to have a winning game plan he should also be able to launch an attack or build a prime. 24/22 13/12* buys the time to do that, and is certainly the play that wins most games. As so often - play to win! My second choice is 3/1* 2/1, which has the advantage of losing fewer gammons, but does not win enough. 3/1* 2/1 starts the attack, and prepares for more hits and the split, so it addresses most of the needs of the position (it pretty much gives up on the priming plan though). However, 24/22 13/12* has the advantage of doing the hard things first, while covering the blot on the deuce rates to be easy if missed.
24/22 3/2 is pretty but too passive, it does not lead to a winning game plan.

Kit Woolsey: 24/22, 13/12*.
So many good things to do with this roll. Making the ace point on White'shead looks a bit too optimistic. Splitting to the edge of the primeseems too important to pass up. The hit in the outfield sends another checkerback, which will be important if I am to win this game. It would be niceto make the fourth inner board point, but I think I just have to hold mybreath on that for now.

Chris Yep: 24/22, 13/12*.
Hitting in the outfield sends a second checker back (gaining 12 pips) and seizes control of the outfield, both significant gains for Blue. Hitting also gains a valuable tempo to help protect Blue's back men if he chooses to split. Overall I like 24/22 13/12*. Although its drawback is that it leaves an inner board blot, White currently only has a 3-point board and Blue has 1s, 4s, and 6s to cover next turn (and 2s to anchor).

Summary: The panel was nearly unanimous in choosing splitting to theedge of the prime and hitting the outfield blot. This certainly seems todo the two most important things.

   Play                 Votes   Score24/22, 13/12*             8      1003/1*, 2/1                 1       6024/22, 3/2                0       4024/22, 2/1*               0       4013/12*, 3/1*              0       40

Problem 2

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182

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White



money game




Blue

Alan Alsop: 24/18, 23/18.
Bringing down any more men from the midpt will weaken Blue's position. Although sealing the bar pt is very tempting. Pointing on White's head is wasting men, they will be too far forward. With 4 men back and White threatening to make additional points the priority is to make White's bar pt.

Chuck Bower: 24/18, 23/18.
Blue has the choice of making the 18-point, 7-point, 2-point,or 1-point. The stack on the 24-point argues for making theopponent's barpoint and the big race deficit and vacanthomeboard don'tlend to the attacking or point-on-head plays. Giving up themidpoint and leaving a 14 point desert between Blue's backand front checkers definitely doesn't look right. Even thoughit leaves White 31 shots, grabbing White's barpoint standsout like a lighthouse beacon.

George Klitsas: 7/1*, 6/1.
The race is close, so making White's bar point, although solid, leaves White the favorite to send back my blot. Between two similar plays, I slightly favor making the ace point on White's head over making the two point (on his head, again). The more committing 7/1* 6/1 is my final choice (over the less committing 8/2* 7/2) , for it leaves a better distribution of builders.

Snowie: 24/18, 23/18.
Much as I like blitzing, this is a time for defense. After making theenemy bar point I will have a playable position whatever happens. If Ileave those four checkers stuck back in White's board things could getvery ugly.

Marty Storer: 24/18, 23/18.
Cooke-like, Blue should covet the 18 point more thanthe 7 here. Three on the 24 is so terrible that it seems urgent to dosomething about the bad formation. Making the 2 or 1 point is thematicallysuspect because Blue has more checkers back and White's forward structureis solid and will continually threaten to improve. The 7 point is something,but it's not as valuable as the 18 point. Also, making the 7 loses themidpoint.

Bob Stringer: 24/18, 23/18.
Making White's bar point gives me a definite asset, and thepotential for awkward situations for White in the future. Makingmy own bar point isn't nearly as important, since that necessarilydivides my army in two and makes my structure on my side of theboard so squished together that it almost looks like one bigpoint. Hitting and making either my ace or two point isn'tunreasonable, but the resulting positions look too disjointed.24/13 does little to improve my position, and racing is the lastthing on my mind. 24/18, 7/2* doesn't have much purpose that I cansee - maybe to force White to use one die to come in, but it dumpsa checker on the useless two point, and hardly compares to makinga solid asset like White's bar point.

Casper van der Tak: 8/2*, 7/2.
Blue is already behind in the race by 13 pips after playing the roll, and has 4 checkers back. An advanced anchor is a high priority. Building the anchor directly solves that problem, but has the disadvantage of leaving 28 shots that send Blue further back in the race. Another approach is to point on White, and to go for the advanced anchor afterwards. The disadvantage of this approach is that the point Blue makes is not a very good one, while having a lot of checkers back puts a premium on making points in order, and that Blue is not assured of getting the advanced anchor.
If the anchor making play would leave less shots I'd go for it, but here White is a solid favorite to hit, and the holding game with 5 checkers back and a 40+ pips deficit in the race does not look too promising... Therefore, I'd point as much as to protect the blot as for the tempo gain and additional home board, and prepare to split next turn.
What point to make? The ace point has the advantage of leaving a better spare structure and the advantage of allowing hits on the deuce with 6s and 4s instead of only 5s, while the deuce point has the advantage of higher intrinsic value. I'd go for 8/2* 7/2, since I'd like to use 4s and 6s for playing from the 24 point; 5s cannot be used for that purpose.

Kit Woolsey: 24/18, 23/18.
It is too early to try to run a blitz. The defensive anchor is a bigimprovement, and getting that third checker off the 24 point is veryimportant. My play doesn't work on the offense and lets White hit theblot on my bar point, but I prefer that to seeing my army become adisjointed mess.

Chris Yep: 24/18, 23/18.
8/2* 7/2 or 7/1 6/1 do not accomplish much in my opinion. Blue cannot blitz effectively for quite some time. White is not threatening much on the other side of the board, so the tempo gain by hitting is small, while the long-term damage of being stuck with a low point (hurting priming chances the rest of the game) is large. Examining some of the other candidate moves, I don't like the plays that break the midpoint. With 4 men back, the midpoint is a valuable link between Blue's back men and the rest of his forces. Blue needs to do something with his back men; if White can form a strong prime against 4 back men, Blue will be devastated. I believe Blue should play 24/18 23/18. This creates an advanced anchor and helps keep Blue's checkers connected. He can handle being hit on the other side of the board if White rolls a 5 or 6. Since he already has 4 back men, a 5th back man will not be too costly. Making the advanced anchor and securing the defense looks best here.

Summary: In this day and age of mad blitzing, it is nice to seethe majority of the panel pausing for breath and working on the defense.I am quite confident that this is the correct choice.

   Play                 Votes   Score24/18, 23/18              7      1008/2*, 7/2                 1       607/1*, 6/1                 1       6024/13                     0       4024/18, 7/2*               0       4023/18, 13/7               0       4013/8, 13/7                0       40

Problem 3

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127

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White



money game




Blue

Alan Alsop: 10/4, 6/4.
Certainly important choices to make. Blue is advanced and I feel he will have to be very positive. It would be easier if Blue did not have too many blots. Making the 4 pt tidies it up a bit and threatens White's lonely blot on the 2 pt. If White misses the blot on the 15 pt, Blue is in with a good game.

Chuck Bower: 15/13*, 8/2*.
24/16 is great when it works and horrible when it fails,which is most of the time. Making the 4-point looks decent,but White sends another Blue checker behind the prime with14 rolls and escapes to Blue's barpoint with 7 more. IfBlue doesn't hit, very few of White's rolls will cause himdiscomfort. After 13/11*, 8/2* seems like the bestcontinuation since it gives White the fewest returns and hasthe best chance of keeping White occupied for a few rolls.Blue could even win some lucky gammons although just theG-threat will increase the pressure sufficiently for Blueto feather into a strong cube. The double hit could blowup in Blue's face, but better to go down in a blaze ofglory, IMO.

George Klitsas: 10/4, 6/4.
If Blue had a spare on the 8 point, 15/13* 8/2* would be more attractive. As it is, with 5 blots strewn around, it would be hardly my choice. I prefer making the four point (10/4 6/4). If my outfield blot is missed and White's back checker is not able to step out soon, I will have decent chances.

Snowie: 15/13*, 8/2*.
Escaping would be nice, but that would leave White too many shots. Let'ssee if I can turn this mess into something decent by hitting two checkers.It will be ugly if White hits back, but otherwise I have some chance ofrunning a successful blitz. If I can keep White on the bar for a while,my back checker should have ample time to escape later. My inner boardis as strong as White's, but he has the better blockade. This argueswell for the blitzing approach.

Marty Storer: 10/4, 6/4.
The alternative is 24/16, which although not winning outrightis very good when White misses. But that's only 11 numbers, 3 of which--66, 55 and 44--are good for racing. The three-blot leap is too gammonish forme. The 4 point is a solid asset with great lasting value. It's strong ifWhite hits and strong if he misses. White's five-prime is very threatening,but probably not enough to force a three-blot desperation play.

Bob Stringer: 24/16.
I haven't a clue, which almost made me play 10/4, 6/4, lifting ablot and making a good point. But I'm forcing myself to be anoptimist. 24/16 is the sort of move which often is good even whenWhite owns his midpoint. Here if White misses (as he does 13times), he has to move his blot on his 12 point to safety and thenmy position starts to look pretty good. I can see reasons for anyof the other moves, but the bottom line is that 24/16 looks likeit offers the best chance of converting this into a winningposition, so I'm closing my eyes and ignoring the downside.

Casper van der Tak: 15/13*, 8/2*.
This buys maximum time to escape the last checker from behind the five-prime. Of course, 24/16 does that directly, but leaves too many shots. 10/4 6/4 is again a pretty play, but fails to take the initiative, and the hits are very costly. And Blue's position does not rate to play well in a priming game, since White already owns the bar. So double hit, and after one or two good sequences present a gammonish cube!

Kit Woolsey: 24/16.
Why not run? Sometimes White misses the double shot, which would begreat. If White hits one of the blots I still will have only oneman back. Other plays risk having two checkers stuck behind White'sfive-prime and will always leave at least one checker back on the24 point.

Chris Yep: 15/13*, 8/2*.
If Blue hits once (15/13*), I definitely believe he should hit again (8/2*). Although it breaks the 8 point and gives Blue more blots, this is more than made up by the fact that it significantly reduces shots and puts a second checker in the air. Blue has 13 checkers on the 11 point or closer, and with a 3.5-point board has good blitz chances. Can Blue do better with 24/16 or 10/4 6/4? These result in much different types of positions, so it's hard to tell for sure, but I still prefer 15/13* 8/2*. While 24/16 escapes a back checker, it gives White 23 hits (all 2s, 3s, and 5-4), while 5s allow White to safety his back checker. In short, 24/16 gives White too many options. 10/4 6/4 suffers from a similar fate. Although it creates the valuable 4 point to form a broken 5-prime, it gives White good 2s and 5s. While it doesn't give White as many shots, it fails to escape the back man, so overall is not much better than 24/16.

Summary: Run, point, or hit? In a close vote, the panel chose thehitting approach. This didn't feel right to me at first, but I cansee the merits of the play. It may well be best.

   Play                 Votes   Score15/13*, 8/2*              4      10010/4, 6/4                 3       9024/16                     2       6015/13*, 11/5              0       4015/13*, 10/4              0       40

Problem 4

131








156

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White



money game




Blue

Alan Alsop: 13/11, 8/2*.
I would like to slot the 5 pt, but this could be a little adventurous given White's board. Running also could be a bit risky if hit. Unfortunately Blue is forced to hit to get his game moving. Hitting and moving a back man is not for me, to dangerous. Taking the blot off the 2 pt I am not too happy with but I think it has to be. Bringing down a man from the midpt is a move for the future.

Chuck Bower: 13/5.
With White owning a better board and Blue beingforced to leave a minimum of 16 shots, I can't see breakingthe anchor right now. The remaining three plays leave thefollowing: 8/2*, 6/4 -- 16 shots; 8/2*, 13/11 -- 18 shots;13/5 -- 23 shots. If White hits back, all three plays are aboutequal, although the spare on the 4-point is not well-placedso that looks like the worst play when hit. If White misses,Blue must cover. Does Blue really want the 2- and 8-pointstogether here? Even when things go well, after 8/2*Blue hasn't gained much. Slotting into a double shot isusually wrong, and maybe here, too, but I'm willing to riskthe extra 5-7 shots in order to try for a point I'll be proudto own.

George Klitsas: 13/5.
Counting the loose hits on the blot left back on White's ace point along with the direct ones on the blot on the 16 point, 24/16 is much more dangerous than it looks (anti-thematic, as well, considering the race). My choice is 13/5, which leaves 23 shots, but, if missed, leads the game to a priming type, which favors Blue, who is trailing in the race.

Snowie: 13/11, 8/2*.
Running a back checker isn't right. White has the stronger inner board, sothat would leave me open to attack. Also it is White who is ahead in therace, so even if I escape both back checkers I will have work to do to winthe game. I have to get something going up front. 13/5 gives White toomany good numbers. Better is to put White on the bar and cut down hisoptions for making an advanced anchor or escaping a back checker. Younever know what good things might happen when the opponent is on the bar.

Marty Storer: 13/11, 8/2*.
Breaking the anchor is too rich, behind in the race andoutboarded. 13/5 is pure and carries a fairly strong threat, but 8/2* 13/11leaves 5 fewer shots and gives White the chance to fan. White's 13 missingnumbers after 13/5 include the strong 65, 55, and 11. Despite the two blotsand worse structure, I prefer to hit.

Bob Stringer: 13/11, 8/2*.
I definitely know what I don't want to do - split my back men.White has the stronger board and plenty of checkers in position toattack if I do anything foolish. 13/5 is probably the move I'dplay over the board, but let's count shots. After 13/5, White hits23 times; after 8/2*, 13/11, he hits only 18 times. Also, if he'shit White isn't going to make another inner board point on hisnext roll. Bottom line: I'll go with the play that possibly throwsWhite off-stride and gives him fewer hits. 8/2*, 6/4 is the sameidea, but I don't like piling 3 men on the 4 point unless there'sa terrific reason, which I don't see here.

Casper van der Tak: 13/5.
As far as I can see, this is a very close call between 24/16, 13/5, and 13/11 8/2*, and each of them may well be best. 24/16 may at first glance look like the approach to take, but the many White checkers in the attack zone and the status of the race argue against giving up the anchor. 13/5 is very pure, but it leaves White a complete free hand, and it also leaves a lot of shots. 13/11 8/2* has the advantage of temporarily taking the initiative but strips the 8 and also leaves a lot of shots. What is best? No idea, so I picked the pure play, which has the advantage of me knowing that I play these types of positions reasonably well.

Kit Woolsey: 24/16.
White has made his bar point, so there is an extra incentive for gettingoff the 24 point. Since I have no safe play anyway, I might as wellspring one of the back checkers into only a single shot. The dangerof being blitzed isn't too great at present. It is true that I am behindin the race so this play may not be thematic, but White does have twocheckers in my board and I will have a decent chance to contain oneof them if I get all my forces into play.

Chris Yep: 13/5.
24/16 is non-thematic. Blue is way behind in the race and White's prime is full of holes, so unless the alternatives are awkward, it's likely better to stay back. In addition, if Blue gets hit in the outfield, he faces a serious gammon risk, since White will then have 12 checkers in the attack zone. Blue has the timing advantage so I believe he does better to stay back. For the same reason, 24/22 8/2* is wrong in my opinion. Of the remaining three candidate moves, Blue can attack on the 2 point (13/11 8/2* or 8/2* 6/4) or play purely (13/5). I like 13/5. It gives White 23 shots (3s and 4s except 1-1) instead of 17-19 shots after the 8/2* plays, but if missed, Blue can build a solid prime. After 8/2*, Blue is committed to attacking, but he is currently out-boarded and lacks the ammunition for an effective attack. Blue has a timing advantage, so it seems thematic to make the priming play (13/5) in this position.

Summary: The panel gripped the anchor, splitting the vote betweenthe pure 13/5 and the moderate attacking play of hitting loose on thetwo point. I can see the arguments against leaving the anchor, butI'm not totally convinced.

   Play                 Votes   Score13/11, 8/2*               4      10013/5                      4       9024/16                     1       6024/22, 8/2*               0       408/2*, 6/4                 0       40

Problem 5

153








118

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White



money game




Blue

Alan Alsop: 11/8, 11/7.
Not to sure what to do here. Blue has no flexibility and too many gaps in his blockade. I believe Blue has to push for a position and this means leaving a blot. Breaking from the midpt is not on, so lets go from the 11 pt, which gives flexibility.

Chuck Bower: 11/8, 6/2.
The big race lead argues against leaving a direct shot herewhich narrows down the choices considerably.
Blue may be able to win this game without making the 5-point,but that will be tough. Right now the checkers on the8- and 10-points are frozen so the only direct buiders areon the 6- and 11-points. Blue can increase his chances ofmaking the 5-point next turn by moving onechecker from the 11-point to the 8-point. The only remaining4 that doesn't leave a direct shots is 6/2 -- not pretty butprobably called for to protect the race lead.
White will surely hit with his six 7's, but even then Bluegets 15 return shots at White's blot in his homeboard plusdeuces to return hit on the fresh blot on Blue's 11-point.Seems worth the risk to create a new builder.

George Klitsas: 11/8, 6/2.
Blue does not solve his problems if he leaves a blot on the mid or the 10 point and is missed. Leaving an indirect shot (with White having a blot of his own on his 4 point) and creating a spare at the same time, is another story, so 6/2 11/8 gets my vote.

Snowie: 6/3, 6/2.
I am ahead in the race, and I have escaped all my back checkers. The planis to come home safely, and that means leaving no shots. 6/3, 6/2 may bea bit ugly, but I'm not stripping the six point and I am starting theuseful three point. There simply is no need to leave a shot now with aposition which I may be able to bring home without leaving any shots at all.

Marty Storer: 11/8, 6/2.
It's tempting to volunteer a direct shot, but I think thepartly weenie play gives enough flexibility to allow the luxury of delay.Blue has 11 ways to clear the midpoint safely if not hit, and the 8-pointbuilder makes 6 of the other numbers (63, 31, 41) into good point-makers.If the race were, say, 20 pips closer, Blue might volunteer, not wantingto hurt racing equity with ugly dumpage. Here, Blue's lead seems enoughto allow a bit of ugliness in service of the time-honored Heap and LeapAttack. Given the racing lead, 13/9 13/10 doesn't seem vastly betterafter a miss than 6/2 11/8; at least not superior enough to warrant thedirect shot.

Bob Stringer: 13/10, 13/9.
I'm ahead in the race, but with all those stripped points it's noteasy to bring everyone around. Given White's one-point board, I'llpay now before I have to do something really awkward.

Casper van der Tak: 6/3, 6/2.
It is a very close call between the stodgy 6/2 6/3 and 13/10 13/9. 6/2 6/3 seems playable enough, so I leave no shots. It is probably quite close in this position though, and I could be convinced that 13/10 13/9 or even 11/7 11/8 is better than leaving nothing. Not much analysis I can offer here - just play safe and wait for better numbers.

Kit Woolsey: 13/10, 13/9.
I don't like the thought of burying more checkers behind White's anchorin this position. My play clears the midpoint for good, and gives me thepotential to make the blocking nine point or even the five point in thefuture. If White hits it is not the end of the world, since White's boardis weak. Other approaches only ask for trouble in the future afterWhite has beefed up his board.

Chris Yep: 13/10, 13/9.
Blue has a collection of stripped outfield point, which could cause him problems as he tries to bear in against White's advanced anchor. At the same time, White also has an awkward position (1-point board, stripped outfield point, an inner board blot). Since Blue has a big race lead, he has more incentive to leave a shot now, while White still has a weak front position. While Blue can play totally safe (6/3 6/2), this dumps 2 checkers behind White's anchor, including one checker mostly out of play (an extra checker on the 2 point). In addition it only leaves one checker on the 6 point and fails to address the problem of Blue's stripped outfield. Blue can also play mostly safe (11/8 6/2), but this suffers from many of the same problems. Instead, I believe Blue should pay now by clearing an outfield point. Thematically it makes sense to clear from the back, i.e. by playing off the midpoint. I like 13/10 13/9 over 13/6. 13/6 stacks another checker on the overloaded 6 point and still leaves a stripped outfield. In contrast 13/10 13/9 adds a spare to the 10 point and creates at least a temporary builder on the 9 point (if it can't be used to build a new point next turn Blue will generally lift it).

Summary: How safe is safe? The panel was quite divided on thisinteresting problem. I must admit that I am still as confused about theposition as everybody else.

   Play                 Votes   Score11/8, 6/2                 3      10013/10, 13/9               3       906/3, 6/2                  2       8011/8, 11/7                1       7013/6                      0       4013/10, 6/2                0       4011/7, 10/7                0       40

Problem 6

155








133

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White



money game




Blue

Alan Alsop: 6/4*, 6/1*.
As Blue can't achieve anything too good I will go for taking both men off. Hoping this will achieve a result. A pity, Blue is ahead in the running. White's board is not to threatening at the moment. But the other moves hand the initiative to White.

Chuck Bower: 18/11.
White's better board and Blue's race lead mean a blot hittingcontest plays into White's favor. 18/11 leaves 24 shots butmost of Blue's responses after being hit are playable, thanksto the nice distribution of spares. The 18-point is an assetwhen behind in the race but a liability when way ahead, sogiving it up here isn't as bad as it might first appear.

George Klitsas: 11/6, 8/6.
The resulting distribution is worse than it looks, but leaving only 6 indirect shots, looks better than any of the alternatives, who leave at least 11 in all cases. Therefore I prefer 11/6 8/6 .

Snowie: 8/1*.
I have to do something. 18/11 is great if it works, but when White hitsas he will most of the time my back checker will be very lonely.Piling seven checkers on the six point is ugly, and not even completelysafe due to the indirect shots. Hitting both blots could work, but thatleave's White too many returns and I have a lot of cleaning up to do.My compromise play leaves only one direct shot and kicks White off myace point. If White has to enter high I will be able to play behind himwhile waiting for my doubles to run the back men and win the game.

Marty Storer: 6/4*, 6/1*.
18/11 is good if White misses, but if White hits (24/36),there goes most of Blue's advantage. The double hit keeps all assets andgains when White misses, which is 3/36 more likely than after 18/11. Theweenie play 8/1* is O.K. but seems to weaken Blue's position too much,and isn't threatening. Nothing is very satisfactory, and it's not bad totry to attack. If White hits on the 1 point Blue may make the 4 forincreased blocking pressure.

Bob Stringer: 6/4*, 6/1*.
I really bounced back and forth between 8/1* and 6/4*, 6/1* onthis one. The point of 18/11 is to not make the position lessflexible, but it gives White too many shots, and he's in a goodposition to pound on that lone blot. 11/4* isn't much better (ormaybe not better at all), for although it starts a good point, theodds are that the blot is going to be hit at a time when White hasthe better board, and I'm going to end up with either two or threecheckers stranded on his side of the board. Right now the 11 pointis the rough equivalent of a midpoint, and I'd like to keep ituntil I can escape the last two checkers or at least tighten upthe position. 11/6, 8/6 is unbelievably ugly, so enough said aboutthat one. Hitting on the ace point leaves only a single shot, andwhile a checker doesn't especially belong on the ace point at thisstage of the proceedings, I am ahead in the race and 8/1*minimizes the number of White's shots. The problem is that itstrips the 8 point and reduces my flexibility, when I may well getanother awkward roll next time. *If* I could hit White's blot witha checker from the 6 point instead of the 8, I'd feel much betterabout it, with that nice distribution on the 6 through 8 points. Ikeep looking at 8/1* because 6/4*, 6/1* looks like it's just amatter of lashing out when I have the weaker board. However,*every* play except the ugly-and-a-half 11/6, 8/6 leaves a shot.If I'm going to have to re-circulate a checker, I like to do itwith one from the 6 point rather than one from the 8 or 11 point.Also, despite its risks, by putting two of White's men in the air6/4*, 6/1* gives me a chance of making an inner board point. I'dhate both blots to be hit, but even if they are, the rest of mystructure looks just fine. So, with some trepidation because of myweaker board, I'm going for the double hit - a rarity for me.

Casper van der Tak: 6/4*, 6/1*.
Plays focusing on the racing lead may look attractive. 8/1* aims force White forward, so that Blue can dump checkers while waiting for doubles to clear the bar-point. 18/11 aims to clear now, but leaves plenty of shots (24). The trouble with both of these plays is that they leave a lot of work to be done even if they work (if White misses). For example, if White misses after 18/11, Blue still needs to get his last checker safe, and then clear the 11, and then bring his position home. If White misses after 8/1*, Blue still needs to clear the 18 and the 11 point. (Still, this approach looks a lot better than 18/11).
6/1* 6/4* aims to decide the issue once and for all. Unless White hits back (21 shots) or rolls an non-hitting double (33, 55) Blue is well on his way with a successful attack; and if White hits back or rolls 33 or 55, Blue still has a strong position with the bar-point anchor and remaining race lead.
This week's set of problems at Gammonvillage (Quiz Nr. 33) has a problem with a similar theme, where the hit is also right.

Kit Woolsey: 6/4*, 6/1*.
The super-safe play of 11/6, 8/6 looks sick. As long as I'm going to leavea shot, I might as well try to get something for my money with thedouble-hit. This gives me a good chance to get my four point insteadof letting White get it, which would be a big improvement.

Chris Yep: 6/4*, 6/1*.
Blue could make a run for it now (18/11), but it gives White 24 shots and even if missed Blue still has a lot of work to do; he currently only has a 1-point board. Also safetying the remaining checker is not guaranteed. Instead I believe Blue should keep the security of his advanced anchor while he tries to improve his offense. 11/6 8/6 is too ugly to think of - there must be a better play than stripping the 8 point and placing the 7th checker on the 6 point. Of the three remaining plays, 8/1* leaves only 11 shots, but strips the 8 point and leaves Blue with an awkward structure. 11/4* leaves 22 shots (including 6-5), breaks the 11 point, and fails to knock White off Blue's acepoint. That leaves 6/4* 6/1* (my choice). 6/4* 6/1* gives White 23 shots, but has several benefits. It puts two in the air (often strong), fights for a key point (the 4 point), keeps a spare on the 8 point, and keeps the 11 point which is useful since it bears on the open 5 point.

Summary: The panel was willing to take some chances in order tocreate something out of nothing with the double hit. This looks to meto be a sound approach, although admittedly it could backfire badly.

   Play                 Votes   Score6/4*, 6/1*                6      10018/11                     1       6011/6, 8/6                 1       608/1*                      1       6011/4*                     0       40

Problem 7

151








155

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White



money game




Blue

Alan Alsop: 6/4*, 4/3.
Just take off the man and move up. Nothing to do on this throw but take away half White's throw and keep him off balance. Good chance in getting another man back.

Chuck Bower: 6/4*, 4/3.
Anchor vs. none and more checkers back indicate a bold play.Not hitting leaves White mostly good rolls, either runningor building, or hitting after the pure 13/11, 6/5. After6/4*, breaking either the anchor (leaving many double returnhits) or the 10-point appears overly loose. Between 8/7, 6/5,and 4/3, I prefer the latest since it leaves fewer blots andshots as well as a decent distribution of spares.

George Klitsas: 8/7, 6/4*.
It looks natural for Blue to hit (6/4*). After that, it's very dangerous to break the anchor (21/20). From the two remaining plays, breaking the ten point leaves one less indirect hit than 8/7, and more double hits. I vote for 6/4* 8/7, which retains the 10 point and prepares for the bar point.

Snowie: 6/4*, 4/3.
It is worth taking some risks to prevent that last enemy back checkerfrom escaping. With any luck I will be able to build up an offense andmount an attack against that checker. Also, the hit prevents White fromdoing anything constructive on his side of the board.

Marty Storer: 6/4*, 4/3.
Magriel's criteria point somewhat to a bold play. With such aclose race, any hit is bold. No hit seems terribly menacing, but hittingis deceptively strong. First, it's useful to stall White's racing, buildingand consolidation progress. Second, if White misses, he'll have some problems;Blue gains many insidious short-term threats to attack and block, whileWhite's outside blot may give him headaches.

Bob Stringer: 8/7, 6/4*.
The blot on my 4 point must die, and so the question is what toplay along with 6/4*. 21/20, giving White targets galore,definitely is out. 10/9 gives up a decent point. 6/4*, 4/3 avoidsstripping the 8 point, which is not a bad thing - if White missesthe blot that I leave in the inner board, I may have to cover itfrom the 8 point, and if I do when the 8 is already stripped, thatmeans I won't even own the 8 any more. 8/7 spreads out my buildersand permits me to leave the blot on the 4 point - certainly abetter point than the 3. 6/5, 6/4* is completely off my radarscreen.

Casper van der Tak: 6/4*, 4/3.
Hitting is thematic against a single checker back poised to escape and behind in the race, but the 1 is problematic. If Blue hits, 4/3 should be the way to go, minimizing blots and return shots. Also, Blue is only a little bit behind in the race, and White's checker is not so poised to escape, so the hit is not so clear after all. 13/10, 6/3 and 6/4*/3 all look quite close, but I have a very slight preference for the thematic 6/4*/3. Playing thematically in these types of positions is so often right, even when it does look inconvenient... Among the non-hitting plays, I prefer 6/3, since the slot of the 3-point is valuable for building up the board and hence would help in the future attack against White's blot.

Kit Woolsey: 13/10.
I can't see any reason to leave a shot in this close race. White isn'tthreatening much. I have a chance to contain his back checker, and ifthat gets away my holding game is fine. If I get hit, thecost in the race will be severe.

Chris Yep: 13/10.
Blue already has an advanced anchor, so White is not threatening much with his collection of builders. Blue can hit (6/4*), but since it's only on the 4 point (hitting on the 5 point would be more desirable) and he has to make some kind of positional concession with the 1, I'm inclined to not hit here. I believe Blue should simply play 13/10. Although it strips the midpoint it adds a spare to the 10 point and gives Blue a solid position with plenty of building (or attacking) potential next turn.

Summary: Almost everybody is a hitter here. I still don't see why.Can it really be worth risking losing so much ground in a close race whenthe checker you are hitting is already partially blocked and you aren'tlikely to be able to contain it anyway?

   Play                 Votes   Score6/4*, 4/3                 5      10013/10                     2       708/7, 6/4*                 2       7021/20, 6/4*               0       4013/11, 6/5                0       4010/9, 6/4*                0       406/5, 5/3                  0       406/5, 6/4*                 0       40

Problem 8

158








161

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White



money game




Blue

Alan Alsop: 24/21, 23/21.
I know White has not achieved any inner board points so the threat is minimal. But White has taken hold of the bar pt. So I will go for White's 4 pt while I can and achieve an advanced anchor in competition with White. Looking to slot and make home board blots very quickly.

Chuck Bower: 13/9*.
White has few builders in place meaning anchoring up isn'tnecessary. Making the 5-point is strong, but hitting givesBlue the race lead with little downside. Short of rollingdoubles White will have to wait at least another roll tomake any improvements.

George Klitsas: 8/5, 6/5.
The five point is the five point. Although close, I think that 8/5 6/5 is better than 13/9*, my second choice. White has consolidating problems with rolls like 65, 54, 51, 43, 41. Even rolls making a good point, like 61,42,31 leave a double shot for Blue on the blot left on the 9 point.

Snowie: 13/9*.
Backgammon is a race. I gain by hitting and sending White back ninepips, as well as bringing in a builder to help make a new point.If I don't hit White gets away, and I have to deal with a straightmutual holding game and an even race. I want to be the one ahead inthat race.

Marty Storer: 13/9*.
Second choice is the 5 point, hoping to hit something nexttime. The 21 point is also strong. But why not hit and set White back9 pips? Blue shouldn't fear being hit with White's break-the-18 numbers.To hit is ancient conditioning and if it's wrong I have to reexaminesome basics.

Bob Stringer: 8/5, 6/5.
It's been rumored that the 5 point is the 5 point, and so it ishere - make it now and that's a big asset under my belt. 13/9* istoo automatic - I don't have anything to back it up. MakingWhite's 4 point can wait; it reduces my gammon risk, but it alsoreduces my outfield coverage at a time when White could be leavingsome shots. As for 24/21, 6/5: that accomplishes only half of what8/5, 6/5 does.

Casper van der Tak: 13/9*.
Backgammon is a race, and the hit is the only way to gain a lead in the race, so hit, also noting that most of White's returns break the bar anchor. 8/5 6/5, playing for structure and preparing for later hits looks like a close second.

Kit Woolsey: 8/5, 6/5.
Hitting just doesn't gain much since I have no board. Making the 21 pointgives me a solid defense, but I believe I can do better. White's positionis stacked, and he has a loose blot right now. By building the five pointI prepare for the day when I hit a shot. There is little risk in takingthis approach, as White has no board and no builders.

Chris Yep: 13/9*.
24/21 6/5 is a waste of time. Since 24/21 is only a small improvement on the defensive side of the board, 24/21 6/5 must be worse than 8/5 6/5, which makes a big offensive improvement. Making the 5 point this turn is valuable since Blue often has hitting chances next turn. 24/21 22/21 is a solid move, making an advanced anchor. However the back men are fine where they are. By staying split, Blue makes it more difficult for White to safety his blot and bring down builders from the midpoint. Since White only has 8 checkers in the attack zone, Blue does not have an urgent need to make an advanced anchor. I believe Blue makes the most gains by working on his offense. Therefore, in my opinion the top two moves are 13/9* and 8/5 6/5. Hitting on the 9 point instead of 8/5 6/5 is often right with an early 3-1. For example after an opening 6-2 (played 24/16 instead of the more conventional 24/18 13/11), if the second player rolls 3-1, 13/9* is better than 8/5 6/5 by a small amount. If we consider the actual position, there are 3 differences from the opening position (after 24/16 is played). (1) White has an advanced anchor. This doesn't seem to swing the choice toward either move. (2) Blue has split back men. This swings the choice toward 8/5 6/5, since White will find it more difficult to safety the blot next turn. (3) Blue has an almost-stripped midpoint, but has made the 11 point. Now 13/9* strips the midpoint. (13/9* in the opening position also removes a midpoint spare, however the difference between 3 spares and 2 spares is smaller than the difference between 1 spare and 0 spares.) On the other hand, Blue has more checkers in the attack zone, which is a more important factor in my opinion. Thus I think the net effect of (3) is to swing it toward 13/9*. Overall then, (2) swings it toward 8/5 6/5 while (3) swings it toward 13/9*. Final result: 13/9* is still best by a small amount if my assumptions are right.

Summary: The majority of the panel went for the hit in this interestingproblem. I can see the merits, but it still isn't clear to me that Bluewill gain that much from hitting when he has no board.

   Play                 Votes   Score13/9*                     5      1008/5, 6/5                  3       8024/21, 22/21              1       6024/21, 6/5                0       40




Vote Summary

                    1                       2                      3                    4                    5                      6                 7                     8Alan Alsop         24/22, 13/12*         24/18, 23/18           10/4, 6/4            13/11, 8/2*          11/8, 11/7             6/4*, 6/1*        6/4*, 4/3             24/21, 23/21Chuck Bower        24/22, 13/12*         24/18, 23/18           15/13*, 8/2*         13/5                 11/8, 6/2              18/11             6/4*, 4/3             13/9*George Klitsas     3/1*, 2/1             7/1*, 6/1              10/4, 6/4            13/5                 11/8, 6/2              11/6, 8/6         8/7, 6/4*             8/5, 6/5Snowie             24/22, 13/12*         24/18, 23/18           15/13*, 8/2*         13/11, 8/2*          6/3, 6/2               8/1*              6/4*, 4/3             13/9*Marty Storer       24/22, 13/12*         24/18, 23/18           10/4, 6/4            13/11, 8/2*          11/8, 6/2              6/4*, 6/1*        6/4*, 4/3             13/9*Bob Stringer       24/22, 13/12*         24/18, 23/18           24/16                13/11, 8/2*          13/10, 13/9            6/4*, 6/1*        8/7, 6/4*             8/5, 6/5Casper van der Tak 24/22, 13/12*         8/2*, 7/2              15/13*, 8/2*         13/5                 6/3, 6/2               6/4*, 6/1*        6/4*, 4/3             13/9*Kit Woolsey        24/22, 13/12*         24/18, 23/18           24/16                24/16                13/10, 13/9            6/4*, 6/1*        13/10                 8/5, 6/5Chris Yep          24/22, 13/12*         24/18, 23/18           15/13*, 8/2*         13/5                 13/10, 13/9            6/4*, 6/1*        13/10                 13/9*

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