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Quiz Solutions


Readers Answers


Problem 1

144








164

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White



money game




Blue

Chuck Bower: 24/15.
Blue's top priority is to establish and advanced anchor. Thateliminates 22/13. Putting a checker on the 20-point wouldfurther the cause, but then there is no convenient 5. Breakingan outfield blocking/landing point to build the homeboard seemslike a dangerous diversion. So we're left with 24/15.

George Klitsas: 22/13.
I am behind in the race and I see the merit of staying back on the 22 point, controlling much better White's outfield, but I have no convenient play if I decide not to move this checker (10/6 10/5 ?! perhaps). So I vote for 22/13, which, by the way, strengthens the midpoint. I will try to spread my back checkers on my next roll.

Laila Leonhardt: 24/15.
Blue wants the outfield control to keep contact with White and to try toadvance forward on the board moving the holding game into the midfield. The outfield checker duplicates White's good 3s

Snowie: 22/13.
Simple checkers. A badly needed spare for the midpoint, an escaped checker,and no blots for White to shoot out. I'll deal with the other back checkerslater -- they aren't hemmed in yet. Other plays weaken my position.

Marty Storer: 22/13.
Blue is behind in the race and would love to remedy that byhitting. Failing a hit, Blue could use an advanced anchor foran improved holding position. The trouble is that 54 doesn'thelp accomplish either goal. After 22/18, trying to make the18 point or to hit back after White hits, there's no good 5 onBlue's side of the board. The same is true if Blue starts byplaying 24/20 instead of 22/18: no good 5. Blue can keep the 22point slotted, with 24/15 or with 10/5 10/6. But the three-blot24/15 seems too loose, and the 10 point is pretty good as arestraining point. I wouldn't break the 10 just yet. The besttry is apparently the simple, nondescript 22/13. It's not badto escape a checker safely. Blue will probably be able to mobilizethe back checkers next time. White doesn't have much of a buildingthreat yet, and he may even leave a direct shot: 65, 62, and 51all do so.

Bob Stringer: 10/6, 10/5.
I pretty much have to hit to catch up, and White just might beleaving a shot on his next roll. I'll therefore leave the checkeron the 22 point for decent coverage of his outfield. 22/13, safelyrunning to the mid-point and keeping the 10 point is a closesecond, but since I'm behind I want to maximize the number of myshots if White leaves something. I don't care for any of theremaining plays. 24/20, 8/3 is too awful for words, and the restleave shots.

Casper van der Tak: 10/6, 10/5.
I don't see much reason to do anything special. White has an advantage due to the better quality board, lead in the race, less checkers back, and the advanced anchor, but White's position is difficult to improve without leaving shots. This points to a move that helps to build our position, retains a solid defense, and does not leave shots that will give White a tempo while developing. Also, we do not want to leave too many home board blots, since these will make it difficult to capitalize on hits.
Following this logic: 24/15 leaves a blot where we do not want to be hit, giving White builders with a tempo and cutting down on return shots; 24/20 10/5 gives White hitting options with otherwise unproductive rolls, and risks some wipe-out sequences; same for 24/20 8/3, noting also that 8/3 is hardly a productive way of building once board; 22/13 seems contraindicated by the race, and does not put enough pressure on the outfield, and 10/5 8/4 leaves too many home board blots, while allowing White to break from the anchor with a hit.
10/6 10/5 works towards building the home board, and does leave not easily hittable blots. The drawback is that it gives up the 10-point, but that point may not be too valuable here. 10/6 10/5 is my first choice, and I think the unspectacular 22/13 may be second

Kit Woolsey: 22/13.
Much as I would like to make a more advanced anchor, that isn't whatthe dice have spoken. My back checkers aren't hemmed in, moving themisn't urgent. I can use the spare on the midpoint, and holding theten point may be important.

Chris Yep: 10/6, 10/5.
Blue is significantly behind in the race, but has the opportunity to fill in the open high points in his board while White sits on the 18-point anchor. 10/6 10/5 starts the board, while still covering the outfield adequately. Although 24/20 covers the outfield better, the second half of the move (20/15, 10/5, or 8/3) hurts Blue's structure too much. 20/15 disconnects Blue's back men and lets White develop (by hitting) with 3s, 10/5 lets White hit with 3s, and 8/3 strips the 8 point and dumps a spare mostly out of play on the 3 point. 22/13 is also a candidate; it adds a valuable spare to the midpoint and keeps the 10 point, but at the cost of disconnecting the back men and not building the board. I like 10/6 10/5.

Summary: The simple safe running play was most popular, although otherchoices had their support. This seems best. No need to panic yet.

   Play                 Votes   Score22/13                     4      10010/6, 10/5                3       9024/15                     2       8024/20, 10/5               0       4024/20, 8/3                0       4010/5, 8/4                 0       40

Problem 2

142








151

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White



money game




Blue

Chuck Bower: 13/9, 6/4.
There aren't many builders available so make the most of them.One checker on the 6-point belongs on the 4-point. Between 13/9and 8/4, I prefer the former for two reasons: the 8-point ismost effective now, being 6-away from White's trapped checker,and if White hits a blot, you want it to be as deep on your sideas possible to minimize escape chances and maximize return shots.

George Klitsas: 13/9, 6/4.
Between the two finalists, which, in my opinion, are 13/7 and 13/9 6/4, I much prefer the latter, for two main reasons (the fact that after 13/7, White has slightly more hitting numbers is canceled by the fact that, if missed, Blue can possibly make a strong blockade). First, after 13/7, if White hits, he is a favorite to escape, which is not true after 13/9 6/4 (look also at some awkward hits, like 24 and 25). Second, after the best move, 13/9 6/4, some of White's hitting two's are duplicated in White's home board.

Laila Leonhardt: 13/9, 6/4.
A constructive slot where White can hit with a non escaping number but duplicates the 2-3 and 2-1 White would else be using for the valuable 4 point in the homeboard. The play is putting pressure on White, since Blue when not hit has a strong threat of successfully priming White.

Snowie: 13/9, 6/4.
While it is usually right to make inner board points when trying tocontain a single checker, there are exceptions. This position is one ofthem. Making the four point gives White escaping sixes which hit, andmy follow-through will be awkward. My play distributes my checkers muchbetter, leaves fewer shots, and prevents White from escaping in one roll.

Marty Storer: 13/9, 6/4.
9/5 13/11 leaves fewest shots, but all 6 are good for White,and there are no duplications. It's a frontloading play, breakingthe 9 and stripping the midpoint; frontloading is very often wrong.Blue can hit loose, 6/2* 13/11, but I think a checker on the 2 istoo deep without a bigger board or more builders. I don't like makingthe 4, as that allows simultaneous hit and escape, which is usuallytoo risky. 13/9 6/4 gives White duplication of 23, 21, and 11 to hitand to make the White 4 point, and most of White's hitting numbersdon't bid very strongly to escape. Indeed, both 25 and 24 leave asecond blot exposed to about a direct-shot equivalent. The slot ofthe 4 point is strong for Blue in itself--Blue is a favorite to makethat point if White misses, after which Blue can press the attack."Priming the blot" is also possible, if less likely.

Bob Stringer: 13/9, 6/4.
I don't think that 13/7 can be right. There just isn't enough toback it up. No way I'm playing 8/4, 6/4 -- that breaks the 8 point,which currently is helping to block White's last checker, it givesWhite a direct shot and in general it makes it easier for him toescape. The downside just doesn't make up for making the valuable4 point. There's not a good safe way to play this roll, andslotting the 4 point, which can later be made with a checker fromthe 6 or 9 point, gives me the greatest flexibility.

Casper van der Tak: 13/7.
Blue's advantage is in priming. 13/7 aims to extend the prime in the most direct manner, and some of White hits do not fully escape and leave a lot of returns. So 13/7.

Kit Woolsey: 13/9, 6/4.
I must build, but breaking the eight point to make the four pointis too serious a concession with White's back checker on my two point.My play gives me several numbers which improve next turn, and if Whitehits he still hasn't escaped.

Chris Yep: 13/9, 6/4.
Blue is behind in the race, has more men back, has an equal board, and has an advanced anchor. It's definitely right to play actively on offense. I believe Blue should slot a key point, i.e. 13/7, 13/9 6/4, or 8/4 6/4 (trades the 8 point for the 4 point and slots the 8 point). Among these 3 moves, I believe the key lies on the other side of the board. 5s and 6s are not too useful for White on the other side of the board. On the other hand, 2s are useful for White since he can either bring down a new builder from the midpoint (13/11 adds a builder for the 8, 9, and 10 points) or make the 4 point. Thus, in order to duplicate White's 2s, I like 13/9 6/4. If Blue plays 13/7 or 8/4 6/4, then White's 5s (or 6s) swing from bad rolls to good rolls since they usually escape with tempo (a hit).

Summary: The panel found holding the eight point and slotting the fourpoint to be very clear. This is usually the most effective approachin this sort of position. Don't let that back checker slip away inone roll.

   Play                 Votes   Score13/9, 6/4                 8      10013/7                      1       6013/11, 9/5                0       4013/11, 6/2*               0       408/4, 6/4                  0       40

Problem 3

139








168

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White



money game




Blue

Chuck Bower: 11/5, 6/5.
Hits don't seem productive...yet! Blocking a single back checkeris usually a weak gameplan unless you've already built most ofthe prime. My plan is to build the homeboard, while attacking ifthe latter is possible. Not this roll, so I just build thediamond point. If hit, I have a strong defensive structure tofall back on.

George Klitsas: 11/5, 6/5.
I would not really object, if my partner in a chouette wanted to play the safer 22/16 11/10, but I prefer the bold 11/5 6/5. Blue, with no hitting taking place, is a big underdog in the race and making his five point (always a consideration, for it can very rarely be a bad move) is risking little to gain a lot. Nine numbers do not escape and some more are awkward for White, like a 54. Even the hitting 63, gives Blue the opportunity to come back in equal terms with a hitting 3 from the bar. Making the 5 point is my choice.

Laila Leonhardt: 22/16, 11/10.
Blue wants to contain White in the homeboard, so avoiding direct blots there is a good idea. In the same time Blue wants to have outfield control if White tries to escape and it is not final if Blue gets hit and might even later gain if the hit means White has to break his midpoint and the contact with the back checker.

Snowie: 11/5, 6/5.
I have to build now. Plays which try to prevent White from escaping nextroll, such as hitting loose or makign the ten point, don't figureto work. My board is too weak. If White doesn't escape after my playI will have something to work with, and if White does escape I willfall back on defense. Getting hit here isn't so bad, since I am wellbehind in the race anyway and I can use a second anchor.

Marty Storer: 22/21, 10/4*.
Making the 5 point is tempting, but I think it's a bit muchto allow simultaneous hit and escape with most 6's, all 7's,and a few other numbers. Time and again I've seen hittingplays turn out best in positions like this. White is threateningto escape; escaping would be a big gain; therefore hitting mustbe strong. Blue is well behind in the race and so fears beinghit much less than he fears White's escape. After 10/4*, the1 that seems to concede the least is 22/21. Blue would ratherkeep the trailer on the 22 point where it's less exposed, butall other 1's look worse.

Bob Stringer: 22/21, 10/4*.
I though hard about 11/5, 6/5, but can't bring myself to giveWhite *both* a 6 and a 7 to hit -- even though in this race Idon't mind being hit all that much. I think I'd rather work onpreventing White's escaping, and the best way to do that is tohit. So then the question is how to play the 1. I'd much rathermake my 4 point than the 3, so 4/3 is out. 8/7 is out because itleaves too many blots. 6/5? Err, no thanks. That leaves 22/21.Sure, that makes it a bit easier for White to dump checkers intohis home board, but I'm not going to be keeping that checker backthere for long anyway.

Casper van der Tak: 22/21, 10/4*.
Blue has three different choices available: anything that hits 10/4*, building the 5-point (11/5 6/5), and building the 10-point (22/16 11/10). In all cases, Blue should aim to contain White's back checker, build his board, and attack.
First, if we decide on 10/4*, what 1 should go with that. Not 4/3, which only slots a worse point. 8/7, 6/5 and 11/10 are all rather loose, and make it more difficult to win frontward (they might make it easier to win backward though). I'd play 22/21 with the hit., which retains reasonable chances of winning frontward and backward. Now three candidates remain: 22/16 11/10, 11/5 6/5 and 22/21 10/4*
11/5 6/5 leaves 18 shots (that at the same time go a long way towards escaping), and 5 additional escaping rolls, but if it works does most towards Blue's game plan of building his board and attacking White. 22/21 10/4* leaves 15 shots and one roll that escapes completely. 7 rolls escape partly. It also works towards building the board. Finally, 22/16 11/10 is a bit more difficult to quantify. Note that White hits on the 9 point are not very effective; they leave additional blots and hinder White in consolidating the position and escaping the back checker. So I am not going to count hits on the 9, except for those that are really convenient (11, 22, 44). Then 22/16 11/10 leaves 9 hits, 6 of which escape partly, and 5 more clean escaping rolls. It works towards containing White's checker by bringing in an additional checker for outfield control.
Adding it all up, I believe that White's escapes too often after 11/5 6/5. Admittedly it is most effective when not White does not hit or escape, but there are simply too many number that do either. 22/16 11/10 leaves the same number of clean escapes as 11/5 6/5, and if White escapes cleanly I believe Blue is better off having made the 5. And also after being hit, 11/5 6/5 works better. The advantage of 22/16 11/10 is that it does not get hit often. I am not sure which of the two is better.
After this analysis, I'd play 22/21 10/4* pushing White back and hindering his escape. Limiting the number of clear escapes and semi-escapes is the most important consideration. If missed, Blue is in a reasonable position to win frontwards.
OTB I would probably play 22/16 11/10.

Kit Woolsey: 11/5, 6/5.
The problem with any of the other plays is that they lack a powerfulfollow-through when they work. Making the five point gives my positionsome punch if White doesn't escape, and if he does I still have my defensein place.

Chris Yep: 11/5, 6/5.
All candidate moves (except 22/16 11/10) leave a direct shot on Blue's side of the board. Blue is way behind in the race, has more back men, and has an advanced anchor. These factors indicate that Blue should seek out bold plays. Also in the early stages of the game when each side has only a 1-point board it's usually right to grab the 5 point, even at the cost of a direct shot. Though Blue can hit White to stop White from building on the other side of the board, this does not appear to be a great priority since Blue already has an advanced anchor. I like 11/5 6/5.

Summary: Some things never change. The five point is still the fivepoint.

   Play                 Votes   Score11/5, 6/5                 5      10022/21, 10/4*              3       8022/16, 11/10              1       6011/4*                     0       4011/10, 11/5               0       4010/4*, 4/3                0       4010/4*, 8/7                0       4010/4*, 6/5                0       40

Problem 4

142








90

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White



money game




Blue

Chuck Bower: 13/9, 13/7.
After this roll Blue will have a 62 pip lead. He canafford to have *one* checker sent back. I'm paying now. Ifit works I gain a lot, and if it fails I'm still in the game.

George Klitsas: 13/3*.I quickly reject 8/2 6/2. The resulting position is much worse than the average player thinks and Blue actually will need a series of jokers to bring it home. After the "conservative" hit [7/3* 7/1], Blue leaves only 11 return shots from the bar, compared to 20, as after 13/3* for example, but the resulting position, without the bar point and with the 8 and mid points still to be cleared, is also difficult to bring home. Therefore, I think it's close between 13/3* [play a] and 13/9 13/7 [play b]. Play a leaves 2 less shots (20 instead of 22, if I counted well) and obviously should win more gammons as well. A serious drawback of play a is that it leaves two blots instead of one. Is this so important in order to make play b preferable? I can't be sure, but my feeling is that this factor does not compensate for the other two just mentioned. It's kind of an illusion - after the sequence //White hits from the bar, Blue dances//, which happens roughly 25% of the time, I don't believe that White has lost hismarket by a clear margin, if at all! After play b, which leaves only one blot, if the blot is hit, Blue usually will face sooner or later a strong, even untakeable double and will save very few games. Difficult to be sure, as I said, but I will go for the bold 13/3*.

Laila Leonhardt: 8/2, 6/2.
The cube is turned, and getting hit is pretty much the same as loosing,So Blue must aim to give the least possible shots, but no such plays are available,So play it safe and wait a round and see what the future will bring

Snowie: 8/2, 6/2.
I can afford to have one checker hit, since White's board has a big holeon the four point. The one thing I can't afford is to leave two blots.Therefore, 13/3* is out. 7/3*, 7/1 leaves it too difficult to get homeeven if I get away with it. 13/9, 13/7 is fine if it works, but adouble shot is too much. What is wrong with playing safe? The key is thatWhite's checker on my 11 point isn't going to stay there, since White'can't afford to have me break the midpoint with a relatively safe hit.Once that checker leaves, I can bring one down from the midpoint andleave only one blot and one direct shot. And maybe I'll roll doublesand not have to leave a shot at all. My play may look awkward, butit really isn't that much more difficult to follow up than thealterntives.

Marty Storer: 13/3*.
Despite the two blots and 20(!) shots, this very big play hasa lot going for it. White has 9 fanning numbers, after whichBlue has excellent gammon chances. Actually, Blue wins a fairnumber of gammons if White comes in and misses. So 13/3* isvery good when it works, clearing the midpoint and keepinga fluid position. Both the extreme weenie play 8/2 6/2, andthe hybrid 7/1 7/3*, seem to give up too much shot equityoverall. Finally, if White hits after 13/3*, Blue has a chanceto stay alive by coming in right away. Against a five-pointboard, or perhaps against a four-point board that couldimprove more quickly than White's here, I'd play 8/2 6/2.I think White's forward position is just weak enough thatBlue can afford to try 13/3*.

Bob Stringer: 13/3*.
White's position isn't going to get worse all on its own, and sostripping everything with 8/2, 6/2 to be complete safe doesn'tmake it. 13/9, 13/7 poses a lower gammon risk than the other tworemaining plays, since it leaves a single blot, but it also losesmore games because it's a double shot. My sense is that I have tohit and put the burden on White to hit back. After that, I haven'ta clue. 13/3* solves my problems more quickly *if* it works, butit gives White a direct shot. 7/3* gives him only an indirectshot, but breaking the 7 point and burying a check while I stillhave to clear two men from the midpoint means I'll probably be injeopardy for a longer time than with 13/3*. These two plays couldbe close or one could be significantly better than the other, andI have no idea. I flipped a coin in my head, it came down on13/3*, and that's that.

Casper van der Tak: 13/9, 13/7.
Yuck. I reject 13/3* because if we volunteer 13/7 13/9 seems the way to go despite the additional shots (only one blot, much less repeaters. Leaving only one blot is important, especially since we have considerable life after death given the gap in White's board). That means that we have to chose between 8/2 6/2, 7/1 7/3* and 13/7 13/9. 8/2 6/2 is safe for the moment, but throws away all flexibility. It means probably leaving a series of shots while White's board may be stronger. A pro of the play is that if Blue leaves a shot next turn the number of shots may be less, depending on the number rolled. 7/1 7/3* eliminates a landing point and still leaves 11 shots. I think that both playing safe and 13/7 13/9 are better.
I might be completely wrong, but I would play 13/7 13/9 to keep some spares and playability if hit. We'll get hit more often than after safe, but at least we should be able to fight to survive. And that will be much harder if we have buried all spares.

Kit Woolsey: 13/9, 13/7.
This is going to feel so much better if I get away with it. If I am hit,White has only a four-point board with a hole in it and his buildersare far away, so I will have a decent chance of scrambling out. Thesafe 8/2, 6/2 is just too ugly, and other choices leave a shot as wellas future problems.

Chris Yep: 13/9, 13/7.
It's rarely right to "pay now" into a double-shot, but this position just might qualify. The safe play, 8/2 6/2, looks very awkward -- it piles 5 checkers on the 2 point and leaves a stripped position. Meanwhile White's offense figures to get stronger during the next few rolls. If Blue instead pays now with 13/9 13/7 (giving White 22 shots), he adds a spare to the 7 point and leaves a position that is easy to clean up if he's missed. 13/3* and 7/3* 7/1 are also "pay now" moves. However, 13/3* still leaves 20 shots (including 4 double-hit numbers) and gives Blue two blots to clean up. Though 13/3* likely wins more gammons, the gain in gammons is probably minimal since Blue currently only has a 3-point board. 7/3* 7/1 tries to force White forward, but leaves 11 immediate shots and more to come in the future since Blue still has the problem of clearing his midpoint (now with one fewer landing point). Overall I think 13/9 13/7 is the best "pay now" play and I prefer it to the awkward 8/2 6/2.

Summary: The concensus was to pay now on the very perplexing problem,and the pluarility was even willing to leave a double shot for the improvedstructure. It would be interesting to know what is really right here.

   Play                 Votes   Score13/9, 13/7                4      10013/3*                     3       908/2, 6/2                  2       807/3*, 7/1                 0       40

Problem 5

151








156

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White



money game




Blue

Chuck Bower: 13/7, 8/5.
This position screams for a bold play. 13/7 looks like theright 6. Between the 'splot' continuation (23/20) and the doubleslot continuation (8/5), I'll go with the latter. I don'tlike the pick-and-pass options splitting gives White. Seemslike if you're going to leave several blots, the anchor isa bit of security. Besides, there must be a Sun-Tzu proverb warning against being vulnerable on two fronts.

George Klitsas: 23/14.
The race is about even and Blue has probably no reason to expose additional blots. The natural 23/14 looks fine to me. Blue has the better board and White a vulnerable blot on his ace point, certainly a liability if hitting takes place. If Blue does not leave now, he risks the danger of being stuck on White's 2 point with his sixes blocked.

Laila Leonhardt: 23/14.
Again outfield control but staying out of direct contact with the back checker, so not to ease its escape from the homeboard, but working towards getting flexibility to contain White.

Snowie: 23/14.
What is wrong with running? I cover my outfield, get off the twopoint I don't really want to be on, and if I am hit I have a return shotat the blot on the ace point. 13/4 is pretty stale. As for the slottingplays -- the less said, the better.

Marty Storer: 13/7, 8/5.
Wow, a super-big, super-pure 70's play! How can it be wrong?Over the board I'd play it reflexively. White has a blot onthe 1 point; Blue has plenty of other shot equity; leaving6's and 4's to hit duplicates White's escaping numbers; andlast but not least, 6 of White's hitting numbers areextremely devalued. White's hitting 41 and 61 force a secondblot on White's side of the board, while White's hitting 31is duplicated to make the 5 point. 13/7 8/5 is potentially veryfast forward development, with small risk and much threat.Simultaneous hit and escape is not much of a concern here,because Blue has so many returns after most of White's hittingnumbers. By the way, White has "only" 25 ways to hit, and thegood hitting numbers are all duplicated somehow. Alternativesto the double slot are far too slow.

Bob Stringer: 23/20, 13/7.
This game has a long way to go. I have the better board, and if Iget some outfield coverage by splitting, White's next roll couldbe awkward. I'm not a big fan of slotting the bar point, butthat's what goes with the split.

Casper van der Tak: 13/7, 8/5.
White is stacked, and has a blot on the ace. Blue has a better home board, and more checkers back. A bold play that fits in Blue's strategy of blocking/attacking White back checker is strongly called for. 23/20 13/7 and 23/14 are the wrong ideas. Blue should work on his side of the board.
13/4 is safe but a bit slow. It doesn't help Blue's strategy enough. I think the real choice is between 13/7 13/10 and 13/7 8/5. Given that we can afford a bold play, I like 13/7 8/5. In return for 7 more shots, we get to slot another key point and keep a beautiful spare distribution.

Kit Woolsey: 23/14.
I don't want to get stuck on White's two point, and this seems like a goodtime to get off of it. White has that blot on his ace point for me toshoot at if I am hit. My play has the additional advantage ofdouble-covering my outer board in case White makes a run for it. Thisis especially important since White has one checker back.

Chris Yep: 23/20, 13/7.
Magriel's bold vs. safe criteria all point toward a bold play. Blue has more men back and a stronger board while White has an inner board blot and no development. 23/20 13/7 looks best. Due to White's weak development Blue can be quite free in slotting the key points on the board. White will be looking to unstack his midpoint, so 23/20 confronts any builders White brings down into the outfield. At the same time 13/7 develops Blue's offense. Blue is hurt only slightly if hit with a 6s. If hit, Blue has increased chances to either make an advanced anchor or hit back on the 24 point. If missed, Blue can work on his offense next turn.

Summary: There was plenty of aggressive slotting, but the runningplay barely won out. It wouldn't take much to convince me to try oneof the slotting plays.

   Play                 Votes   Score23/14                     4      10013/7, 8/5                 3       9023/20, 13/7               2       8013/4                      0       4013/10, 13/7               0       40

Problem 6

137








105

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White



money game




Blue

Chuck Bower: 18/16(2), 9/7(2).
I'd really like to get the checkers off the inefficient 8-pointbut I don't like the positions this kind of play leaves -- maybenext roll. As usual, holding the 18-point with a big race leadis not an asset. Here's a great chance to change that. 18/16(2)is a good start. That takes enough pressure off the backcheckers that the blocking move of 9/7(2) looks like the followup.If White hits, his board is bad enough that we can probablyweather that storm. If he fails to hit we have 1's and 5'sto cover the 3-point next turn.

George Klitsas: 9/3, 4/2.
9/5(2) makes the better point, but 9/3 4/2 (better than 9/3 8/6) avoids an inner board blot - and a direct shot for White. I slightly prefer 9/3 4/2.

Laila Leonhardt: 18/14(2).
White's timing on the midpoint, is going to make it hard for Blue to clear that 18 point without landing on the bar, and with a 4 point board though the 1 point is made, is still going to pose a threat, most likely ending in a 5 point prime vs. 5 point board and checker on the bar scenario

Snowie: 9/5(2).
It isn't clear what is going to happen. But when all is said and done,the one point I know I will need is my five point in every variation.Getting hit is far from fatal here, and if I am not hit I have a goodchance to make the three point and complete my five-prime. Playing safeis way too ugly, and other plays leave a shot without the benefit of themade five point.

Marty Storer: 9/5(2).
This position is primarily tactical, despite Blue's big leadin the race. Blue has shot equity on White's side of theboard, plus a chance to make a five-point board in a trice.If Blue makes the 5 point and White hits, Blue is stilldoing well, with a big board and a fine holding position.

Bob Stringer: 9/5(2).
Good heavens. I'm torn between 9/5(2) and 18/14(2). I think. Thelatter play appeals for the obvious reasons -- it starts to bring'em home, puts pressure on both of White's blots, and leaves mewith 3 ways to cover the 3 point. But -- and it's a big but -- onceWhite safeties his blots, there's no pressure on his position(except his need to escape his last two men, of course), while Istill have a mighty awkward home board. As long as my 5 point isopen I'm going to have problems, and it's not going to be easy tomake. I'll make it now, while I can.

Casper van der Tak: 9/3, 4/2.
Interesting. Blue can move his back anchor to resolve the long-term problem of how to clear it, at the cost of leaving a direct shot now. Or Blue can play safe now, but remain with the long-term problem of how to clear the back anchor. Or Blue can build his home board, so that all tactical variations will play better for Blue.
I don't believe in the approaches that move the back anchor at the cost of leaving a shot. The reason is that White has an advantage in home board points, so that White has the edge in tactical variations. Also, moving the back anchor reduces the long-term problems, but does not eliminate it completely. I think 18/14(2) is the weakest approach; 18/16(2) has the advantage of providing a better link for any Blue checker that would be hit, directly attacking two White blots, and maintaining a block for security.
A different approach is 9/5 (2). That solves the long-term problem of making the 5 point, and aims to build a very strong home board before bolting from the 18-anchor. If White hits, White remains very vulnerable with lost of blots floating around. Blue would retain his racing advantage, and the 18-point anchor provides a good link for the hit checker. If missed, Blue has 22 rolls that make a 5-point board, and may also have some double shots (indirects, possibly directs). In my eyes, this approach is stronger than moving the back anchor. The difficulty is that the play overruns the position a bit, and thinks may get difficult if Blue fails to cover or hit next turn.
The two safes approaches are 9/3 4/2 and 9/3 8/6. 9/3 8/6 leaves 4 more shots in return for some more number that make the 5, but the risk reward ratio does not seem attractive. Between the two, I'd prefer 9/3 4/2.
Between 9/3 4/2 and 9/5(2), I prefer 9/3 4/2. That gives Blue some time to roll a double or to hit a shot. Meanwhile, White will need to play, and that may not be easy. Blue's board should be respected, so White cannot play too loosely, yet if White plays safely the number of hits when Blue is eventually forces to move from the back anchor will be limited. The main reason for preferring 9/3 4/2 is that it avoids the parlays in which Blue is forced to run from the back anchor while the three-point is still blotted. (It is hard to quantify how often this occurs, also because Blue has the option with some rolls to shift points).

Kit Woolsey: 9/3, 4/2.
I guess I'll make the safe play and let White worry about his blots.This may lead to awkwardness later, but I will still have checkersto play with for a while. Other plays such as 18/14(2), 18/16(2), 9/7(2),and making the 5 point all leave a better structure, but I don't believethis compensates for the immediate direct shot.

Chris Yep: 9/5(2).
As is often the case, it's worth leaving a direct shot to make the 5 point. This is especially true in this position since Blue will have a difficult time making the 5 point later if he doesn't make it this turn. Also, Blue has a slight preference to cover the 3-point blot with a checker from his 4 point as opposed to a checker from his 9 point. If Blue makes the 5 point, White will be in considerable trouble unless he rolls a 2 next turn. Furthermore, even if White does roll a 2, he's still not out of the woods -- he will still have several loose blots (including the back men) and will be without an anchor; meanwhile he'll have a weak 4-point board to contain the hit checker. Overall, 9/5(2) creates a strong 4.5-point board, at acceptable cost. It puts White under a lot of pressure and leads to many gammons if White doesn't roll an immediate 2.

Summary: Again the five point is the five point. Is it worth leavingthe direct shot as well as leaving the back checkers on the bar pointin order to make this important point? It isn't obvious to me that it is,although I can believe it might be.

   Play                 Votes   Score9/5(2)                    4      1009/3, 4/2                  3       9018/16(2), 9/7(2)          1       6018/14(2)                  1       609/3, 8/6                  0       40

Problem 7

144








148

0123456bar789101112

0123456bar789101112
White



money game




Blue

Chuck Bower: 24/21, 13/7.
Many similarities here to problem 5, again calling for a bold play.Unstack the heavy midpoint with 13/7. This time splitting withthe 3 is more attractive, partly because some of White's hitting numbers are duplicated and partly because there aren't goodalternative 3's. 13/10 would be my second choice.

George Klitsas: 24/18, 13/10.
With the much better board and White's undeveloped position, some kind of "action" play is mandatory, therefore 24/18 looks like the half part of the move. The other half must be chosen between 8/5 and the more flexible 13/10. After 24/18 13/10 (my solution) White hits the blot on the 10 point only with 61 and 43, and 61 is duplicated, making White's bar point on Blue's head. It's very close anyway. Interesting is also the minor split 24/21 combined with 13/7, if one notices the awkward hits 41, 46 and the duplication of the hitting 31.

Laila Leonhardt: 24/18, 8/5.
With the one point made, blitz is the preferred strategy and combined with outfield control to keep contact with White's blot or get the opportunity to get White to open another blot

Snowie: 24/18, 13/10.
I have the stronger inner board and White has one man back, so I can seeno reason not to spread my checkers around. This play covers all parts ofthe board and maximizes my chances to improve next turn.

Marty Storer: 24/18, 13/10.
Blue can try for contact, anchorage, and containment all atthe same time. 24/18 controls White's outfield and slotsthe 18 point. 13/10 creates a potentially valuable builder;8/5 is all right but too much frontload for my taste. Therace is close, and 24/18 13/10 isn't quite as big as 13/724/21, which is extremely aggressive but allows the dreadedsimultaneous hit-escape with most of White's 4's. The hit-escape gains many pips, while White's hits after 24/18 13/10gain fewer. Still, though it's a slot-and-split, 13/7 24/21is a good thematic contact-seeking play, so it has to be strong.24/15 is also good, playing to escape and restrain, while cuttingshots compared to the other plays. Take your pick--but mine is24/18 13/10.

Bob Stringer: 24/18, 13/10.
White hasn't made any points, and so I'm playing this like anopening roll, maximizing my coverage of the board.

Casper van der Tak: 13/7, 8/5.
White is stacked up front, and would love to hit while slotting key points and/or bringing builders in play. So Blue is not touching any of the back checkers. Blue wants White expose more blots, than launch an attack. To launch the attack, Blue should bring in additional material and diversify. Since Blue has a reasonable standing in the race, Blue should not leave too many shots and blots. I like 13/7 8/5 best, followed by 13/7 13/10 and 13/4, in that order.

Kit Woolsey: 24/15.
I don't like running part-way with all those White checkers piledon the eight point. My play double-covers my outer board and bringsmore potential ammunition into play for the future.

Chris Yep: 24/18, 13/10.
As in problem 5, due to White's weak development, Blue can play aggressively. I like 24/18 13/10 and 24/21 13/7. Both moves slot key points and exert control over the outfield. Between these two moves I have a slight preference for 24/18 13/10. 24/21 13/7 attempts to prime White, but Blue is not well placed for a priming game since he's already made his ace point. Also, I prefer 24/18 to 24/21 since 24/18 covers more of the outfield.

Summary: The majority of the panel took advantage of White's weakboard and made the standard opening play, covering all parts of theboard. Definitely reasonable.

   Play                 Votes   Score24/18, 13/10              5      10024/15                     1       6024/18, 8/5                1       6024/21, 13/7               1       6013/7, 8/5                 1       6013/4                      0       4013/10, 13/7               0       40

Problem 8

153








152

0123456bar789101112

0123456bar789101112
White



money game




Blue

Chuck Bower: 24/20, 13/8.
Adding a new asset looks to be wise, but the 20-point or the9-point? If the 9-point then 20/15 looks like the 5, sinceyou don't want to slot the ace. That would gain nothing andmake it even more attractive for White to attack on his 5-point.Both 13/8 and 9/4 seem like candidates if the 20-point is made.Interesting that the expected number of pips lost is nearlythe same for these three plays: 6.4 after 9/4 and 6.7 after20/15 or 13/8.
20/15, 13/9 leaves a stale looking position with all the spareson a single point and the back checkers separated by 9 pips.Of the two anchoring plays, 9/4 gives White aces to hit and6's to escape. 13/8 duplicates White's hits and escapes, since it requires 6's to accomplish either/both. It also bringsanother checker into the zone and results in a coiled position --White had better get out now or Blue's avalanche will comecrashing down on his head!
I don't expect my choice to be popular due the "don't stripthe midpoint" contingent. If White escapes by blotting, I'mwilling to give up the midpoint to return hit. OtherwiseI'm glad to have the extra checker in the zone.

George Klitsas: 24/20, 9/4.
I think that Blue must make for sure the anchor on the 20 point. After that, it looks attractive to play the remaining 5 positionally (13/8), keeping all builders active, but for a number of reasons (unnecessarily stripping the mid, more shots, easier escape for White after hitting), 9/4 looks better. The full solution is 24/20 9/4.

Laila Leonhardt: 24/20, 13/8.
The advanced anchor allows Blue to be bolder in attack and in building the prime. Should White hit, it will not be a big loss for Blue but a large gain is White fails to escape the prime or hit Blue's blot.

Snowie: 24/20, 9/4.
Making the 20 point is a must here. That locks up the defense for goodso I can concentrate on White's back checker in comfort. I want a boardto be able to attack that checker, so 9/4 looks like the route to take.White can escape or he can hit, but he probably can't do both.If he escapes I still have his five point in what is a close race, sothat can't be all bad.

Marty Storer: 24/20, 9/4.
Pointing on White's head violates the Schwarzott Rule byleaving five blots, to gain only a two-point board. It can'tbe right! After the attractive 13/9, Blue has no good 5's,but only a nondescript 20/15. That play is reasonable, butit's "priming a blot" (suspect, according to the old saying)and Blue may be able to do better. After the solid 24/20,Blue can choose between 9/4 and 13/8. I think 9/4 is preferablebecause of the familiar simultaneous-hit-escape theme; White'shitting 1's don't move out as far as the hitting 6's (14 and13 are badly constrained), and there are fewer of them. On theother hand, the hitting 6's are duplicated to escape. But I'llrefuse to prime a blot, and I'll stay somewhat consistent intrying to avoid simultaneous hit and escape. I pick 24/20 9/4.

Bob Stringer: 24/20, 9/4.
Doing something with 13/9 gives me stripped points everywhere,breaking the midpoint has to be bad this early in the game, andpointing on White's head on the 3 point leaves too many blots.24/20 looks like the right idea. I've got to start un-piling my 6point, which makes me prefer 9/4 over 13/8 -- it starts a pointwhich I hope to cover with a checker from the 6 and has the addedbonus of not stripping the midpoint too soon.

Casper van der Tak: 24/20, 13/8.
Making an outside prime against a single checker back is not very effective; moreover the 5 to go with 13/9 is not very convenient. 8/3* 7/3 is too loose. 24/20 13/8 secures a very good anchor, and brings in material to attack White's back checker. If not hit, it will also help to convert to a good race. My second choice is 24/20 9/4, but that effectively leaves White with 2 good numbers (1s and 6s) instead of just one good number (6s, although admittedly stronger than 1s or 6s after 24/20 9/4). An additional advantage is that 13/8 brings attacking material, and does not commit part of next roll to covering the 4.

Kit Woolsey: 24/20, 13/8.
Making the 20 point looks pretty strong for the future. 9/4 leavesWhite good sixes and good aces, while my play leaves him only goodsixes. If he doesn't roll a six, I am in good position to primeor attack depending upon what the dice say.

Chris Yep: 24/20, 9/4.
A tough problem. 8/3* 7/3 is an obvious candidate, but it breaks the 7 and 8 points, which is too costly. 13/9 13/8 makes a weak outside 4-prime, but breaks the midpoint, leaving a double-shot, which is also too costly. 13/9 6/1 is an improvement, but strips the midpoint and dumps a checker to the ace point, again too costly. 20/15 13/9 is similar but disconnects the back men and leaves a double-shot in the outfield. I believe the top two moves are 24/20 13/8 and 24/20 9/4. While 24/20 allows White to dump behind the anchor, an anchor is still valuable since Blue has a slight race lead. Between 13/8 and 9/4 I have a slight preference for 9/4 since it minimizes shots while still keeping a spare on the midpoint, putting more pressure on White's back man and 15 point.

Summary: Gold is gold, says the panel. Even without White havingany board, making the enemy five point is big. The choice of which fiveto play is not obvious.

   Play                 Votes   Score24/20, 9/4                5      10024/20, 13/8               4       9020/15, 13/9               0       4013/9, 13/8                0       4013/9, 6/1                 0       408/3*, 7/3                 0       40




Vote Summary

                    1                     2                      3                    4                    5                      6                 7                     8Chuck Bower        24/15               13/9, 6/4              11/5, 6/5            13/9, 13/7           13/7, 8/5              18/16(2), 9/7(2)  24/21, 13/7           24/20, 13/8George Klitsas     22/13               13/9, 6/4              11/5, 6/5            13/3*                23/14                  9/3, 4/2          24/18, 13/10          24/20, 9/4Laila Leonhardt    24/15               13/9, 6/4              22/16, 11/10         8/2, 6/2             23/14                  18/14(2)          24/18, 8/5            24/20, 13/8Snowie             22/13               13/9, 6/4              11/5, 6/5            8/2, 6/2             23/14                  9/5(2)            24/18, 13/10          24/20, 9/4Marty Storer       22/13               13/9, 6/4              22/21, 10/4*         13/3*                13/7, 8/5              9/5(2)            24/18, 13/10          24/20, 9/4Bob Stringer       10/6, 10/5          13/9, 6/4              22/21, 10/4*         13/3*                23/20, 13/7            9/5(2)            24/18, 13/10          24/20, 9/4Casper van der Tak 10/6, 10/5          13/7                   22/21, 10/4*         13/9, 13/7           13/7, 8/5              9/3, 4/2          13/7, 8/5             24/20, 13/8Kit Woolsey        22/13               13/9, 6/4              11/5, 6/5            13/9, 13/7           23/14                  9/3, 4/2          24/15                 24/20, 13/8Chris Yep          10/6, 10/5          13/9, 6/4              11/5, 6/5            13/9, 13/7           23/20, 13/7            9/5(2)            24/18, 13/10          24/20, 9/4

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