Alan Alsop: 10/5, 10/4.Level on pts Blue is covering a lot of the board. Unfortunately this number could break that cover. However there is a strong need to stop White from escaping his last man from Blues home board. I think running from the back is not ideal leaving two blots split. Breaking from the mid point is also not good weakening the positional game. I will go for bringing in two men down from the 10 pt building my inner board hoping to contain whilst covering the outer board.
Chuck Bower: 21/15, 6/1*.
Hitting on the 11-point was Blue's first intent. Breaking a blockingpoint was his last. White has a worse homeboard, a race lead, and onechecker back. Safe-vs-bold points toward BOLD. With two builders on the6-point, Blue can afford to gamble with one. White's blot on his14-point (Blue's 11-point) was, and still is vulnerable. Blue should goall out to try and send it back. Blue has a solid position to buildupon, and even when the dice go White's way, he will have a lot of play(interpret: "cube taking potential"). 21/15, 6/1*.
Steve Clark: 21/15, 6/1*.
One time in this quiz way back when, kit left the best play off of thepossible choices. Here he seems to have done so again because my play is22-11. Oh, well, I guess I will have to stick to the selections he allows.(I wanted to play 22/11* also, but that GG client just wouldn't let me do it -- KW)
None of the point busting plays on my side of the board look very good. Noneof them are very constructive and all of them allow White multi chances for agood roll. This seems to leave 6-1, 21-15 or 21-10. 21-10 could be right butit also seems to give White many good rolls while not accomplishing verymuch; we still will have 2 man back. I hit on the ace point much less oftenthan most backgammon players but I seem to have gone wild in 6-1 plays in thisproblem set. I will hit again with 21-15, 6-1. We do have the strongerboard. This is always a powerful argument for hitting when looking at adifficult problem.
Ray Fogerlund: 21/10.
Everything else involves sacrificing my position, or extrarisk. After running, I hold everything and the race is even. I add abuilder for the bar and 4 points, and I continue to threaten White in theoutfield. I might get pointed on, but it will only set me back a few pips,which might easily be regained by entering with a hitting two... Often wemust create extra winning chances with our play, but probably more often itis important not to transfer added winning chances to our opponent with ourplays.
George Klitsas: 21/10.
Despite being slightly behind in the race, Blue should play as if he were well ahead (21/10). The deviation from the well known rule "when behind, don't run" is justified here, because all other moves involve leaving very costly, if hit, direct shots.
Hannu Lyyjynen: 21/10.
All other plays leave a blot for White to shoot at for little gain. 21/10 makes the race even, at least.
Snowie: 21/10.
Anybody got any better ideas? Break the midpoint or break the ten point,leaving a direct shot in the process? No way! Those assets are too difficultto come by to abandon lightly. My back checkers really aren't in muchdanger with White having no board and only three builders. I wouldlike to hold the anchor if there were a convenient way to do so, butthere simply isn't one.
Marty Storer: 21/15, 6/1*.
White is ahead in the race and has a weaker board; Blue hasmore checkers back. All this points to a bold play. Actually,any play is bold; alternatives have many drawbacks, but I thinkhitting stands to gain the most. 21/10 would be my second choice,but I don't want to break anchor without also gaining a tempo.I'll mix things up; maybe White will fan.
Bob Stringer: 21/10.
I don't like breaking the anchor, but I can't see anything else.Taking the rest of the possible moves in order: 21/15 still breaks theanchor, but trades a useful man on the 6 point for a blot on the acewhen a blitz doesn't seem to be in the picture. 13/8, 13/7 gives upthe midpoint, gives White a shot and in general gives him a chance tobuild up an advantage in a hurry - since White has only one man backto my three, he's not in bad shape even if he doesn't hit. 13/7, 6/1*looks like way too macho an attempt to blitz. And 10/5, 10/4 gives upa decent point and may simply make it easier for White to escape.
Casper van der Tak: 21/10.
Normally I'd hit 22/11*, but something appears to be in the way. Pipcounter after the play is 149-149, so getting hit is costly for Blue. Count out the slotting plays; also count out the hitting plays. Remains 21/10. This risks being pointed on, but Blue may hit back on the 11.
In a blot hitting context (Assuming White hits loose or double hits), Blue has two assets (currently) a stronger board; good quality points, and the blot hitting would be on White's side of the board mostly, so Blue gains in the race on balance. If White does not hit loose, points, or double hits, Blue can make new points or remake the anchor.
Kit Woolsey: 21/10.
An ugly roll which doesn't seem to work. The various slotting playsrisk losing too much, and even if they work I still have the problem ofthe three back checkers. Since I don't want those checkersstuck behind a blockade anyway, I believe it makes most sense to giveup the anchor and run one of them into the attacking zone. White doesn'thave too many attackers, and even if he points on me I'm not inbad shape. Leaving the anchor isn't ideal; its just that everythingelse looks worse.
Chris Yep: 21/10.
Blue's midpoint is a key point since it provides a link for his 3 back men as well as a last defense against White escaping with his back man. I don't think Blue gains enough to justify breaking it. For example 13/8 13/7 slots a 4-prime (or a broken 5-prime, if Blue can cover with a 1 next turn). However, White will build a prime of his own and with 3 back men to White's 1, Blue will have the worse of the timing. 13/7 6/1* on the other hand is too loose since a blitz is unlikely to succeed and it gives White most 1s and 2s to hit back from the bar. 10/5 10/4 trades the 10 point for a slot of the 4 point, which doesn't look like a good trade. 21/15 6/1* is interesting, but as with 13/7 6/1* too loose since it gives White most 1s, 2s, 3s, and 4s to hit back from the bar (although Blue will often have return shots from the bar). In addition if Blue is missed it will be harder than normal for him to safety since he also has to be concerned about re-establishing an anchor. By process of elimination I prefer 21/10, which leaves a solid position which at least puts a spare on the 10 point and keeps the key outfield points intact. Its downside is that it breaks the anchor, but this is probably not a serious downside. Since White has only 1 man back and Blue has a stronger board, White will probably not be attacking next turn.
Summary: Anchors aweigh! Sometimes you just gotta do it. Everythingelse is too ugly for words.