| |
return to index
Quiz Solutions
Readers Answers
Problem 1 157
149 | 
              
 
              

| White
money game
Blue |
Chuck Bower: 24/22, 8/5*. The first question of the day is: "should Blue hit?" The gainis significant and clear -- the diamond point, if miss+cover.The risk is a third checker sent behind White's broken prime.That is significant, too, but only happens about 1/3 of the time. A secondary consideration is the possible loss of the valuable 8-point. It's hard to win without the 5-point. Further, making it preventsopp from doing so, and he's already halfway there. White's timingmeans he won't be able to keep two anchors, but if he can make both he gets his choice of which one to break. Putting all the argmuents together, it looks to me like hitting is worth the risk. Lifting takes away the chance of making the 5-point and dillies the builderbesides. Five blots is too many when outboarded. Note that Blue owns thecube. Both of these facts lead me to prefer grabbing the safetyof the anchor, even if it's efficiently blocked. Blue doesn'tneed to win the game all in one roll. Doug Doub: 13/11, 13/10. Going after the 5pt and putting a second man on thebar would be more attractive if White did not already have an anchor. Since Blue has a racing lead, the timing is likely to go against him if heanchors on White's 3pt. White is not in good shape to attempt to carry outa blitz, so keeping the back men split is more attractive, since it givesmore ways of escaping. The 11pt is a good blocking point and leaves no blots on our side of theboard. The quiet move of securing a good point and trying to keep a numberof options open for the next turn appears to be the best approach here. George Klitsas: 13/11, 13/10. I think it's extremely dangerous to hit on my 5 point. Lifting the blot (8/5*/3) is pointless, so if I decide to hit, I must leave the blot there. My structure will have already been ruined, since my 8 point will be difficult to remake. In case of being hit from the bar by White, I will usually struggle to save the gammon, with little hope of winning the game. Since I am convinced that hitting on the 5 point is wrong, I am left with 24/22 11/8 and 13/11 13/10. The first leads to a cramped position, in which I will have problems with rolls that include sixes. I will vote for 13/11 13/10, which makes the crucial 11 point and retain a lot of flexibility (fours and sixes) for my back checkers. If I roll a two later, I will have the opportunity to link them, if I decide so. Mary Lee Pinkney: 13/11, 13/10. I think it's best to move 13/11 in order to block White's man on the 5 point and 13/10 to create a safe builder to work with next move. I don't want to anchor on the 22 point since White doesn't have a lot of extra builders to attack my back men, and it will be more difficult for me to escape White's broken 5-point prime if I anchor. I am ahead in the race so being able to escape with my two back men is a priority. Snowie: 13/11, 13/10. Attacking on the five point won't work. White has the stronger board andthe anchor. My strength is in the outfield, so it is right to buildon that strength and make the 11 point. Anchoring on the 22 point doesn'thelp much -- it only cuts down on my escape rolls. Marty Storer: 24/22, 11/8. Blue doesn't seem to have enough immediateescaping power to justify 13/10 13/11, which would be playedwith the idea of keeping the back checkers spread out so that6's and 4's could be used to escape. With a weaker board,against White's advanced anchor, it looks prudent to makethe fairly resilient 22 anchor. Hitting plays are very looseand very bad. Bob Stringer: 24/22, 11/8. Of the hitting plays, anchoring looks best. White not only has thestronger board, he has an anchor, which prevents somethingcompletely decisive happening. If White didn't have an anchor I'dbe more aggressive, but since he does it I want to get an anchormyself so as to prevent a disaster. As between the two anchoringplays, I like the safe play marginally better. After 11/8 myposition is solid and flexible. Nothing bad can happen immediatelyand if White doesn't roll something decent his position may startto break down. I don't like 13/11, 13/10 as much because I'mvulnerable without an anchor, and staying back on the midpointdoes a better job of hemming in White's back checkers. Casper van der Tak: 13/11, 13/10. This seems a close call between 13/10 13/11 and 24/22 11/8. Making the blocked anchor is not indicated when ahead in the race, but provide some tactical protections against blitzes and semi-blitzes. Leaving the back checkers split increases the chances to escape and convert to an advantageous race, and making the 11 point has the advantage of setting up some future root numbers for White. Also, the block may have some value if White attacks. It seems likely that 13/10 13/11 wins more, but that it loses more gammons. I take 13/10 13/11 over 24/22 11/8 for the following reasons: - With four checkers back, White is not likely to complete an attack, so that the danger of leaving the back checkers split is reduced; - Increasing Blue's number of wins contributes to the value of cube-ownership. Kit Woolsey: 24/22, 8/5*. Even with the shortage of ammunition and the breaking of the eightpoint, I can't resist this golden opportunity to take my five pointrather than give White a chance to make it. Having hit loose, it seemsprudent to buckle up on the other side of the board in case disasterstrikes. Chris Yep: 13/11, 13/10. Although White has a broken 5-prime, he has 4 back men so is not likely to attack Blue. It's not clear that Blue gains much by making the anchor (24/22). By staying back Blue gives himself 6s to escape. Instead of making the anchor I believe that it is more constructive to work on the offense. Blue's 8 point is valuable and he is outboarded, so 8/5* (similarly 10/5*) is too loose. I like 13/11 13/10. This puts pressure on the 5 point and makes White's 6s potentially awkward. Summary: The panel went for the quiet building play. This makes sensesince the strong feature of Blue's position is his outfield control. Still,the opportunity to put a second checker on the bar and go after the five pointis difficult to pass up. Play Votes Score13/11, 13/10 6 10024/22, 11/8 2 7024/22, 8/5* 2 7013/11, 8/5* 0 4010/5* 0 408/5*, 5/3 0 40
Problem 2 146
148 | 
              
 
              

| White
money game
Blue |
Chuck Bower: 6/4*, 4/3. I see three plays worth discussing. 6/4*, 13/12 is pure. Ithas a lot of downside and a lot of upside. When missed, coveringwon't be automatic. When hit Blue will have a long uphill struggle, although the game is still winnable. This move leadsto the most gammon losses. White has 13 bad rolls and 16 good rolls. 13/10 is very safe. White will have quite a few uncomforablerolls, some which force him to give up his 9-point and others,the 17-point. Sometimes the back checker is left to fend forhimself. 7 bad rolls and no really good rolls. 6/4*/3 is the tweener. White's position can be pretty awkward,even when entering. He still has one checker nicely blocked andmay have a second. The downside for Blue is the stripped position,and a dilly to top the cake. I count 13 bad rolls and 6 goodrolls. Counting White's good and bad rolls, the pure play is out. Theother two look about equal. The chances for White to stay onthe bar multiple rolls tips the scale towards the tweenerpick-and-pass play. Doug Doub: 13/12, 6/4*. This is a very tough problem, with three veryreasonable choices, 13-10; 6-4*-3, and 13-12,6-4*. Blue does not want toget any more men sent back behind White's blockade, but our 4pt is thebiggest point on the board right now, and making it would make a hugeimprovement in our position. I slightly prefer 13-10 to the pick and pass, because it is unattractive tomove a man behind our key 4pt. After hitting, 13-12 is clearly better than 23-22, since it cuts down on thereturn shots and gives us more ways of hopping out of White's home board. The safe play avoids more gammons, but it appears that the extra wins thatgoing after the 4pt will generate will probably produce enough extra wins tocompensate. George Klitsas: 13/10. 13/10 by a clear margin imo. 23/22 is only restricting Blue's ways of escaping with the back checkers (White has a nice block, but not enough spares to blitz Blue if he elects to escape with a 5, in the initial pattern). Hitting on the four point is usually productive when White fans [although Blue will have to break a point in order to cover], but heavily counterproductive, if White enters and hits somewhere. In some aspect, problem 2 has a remote similarity with problem 1. Mary Lee Pinkney: 13/12, 6/4*. I should try to make a 5-point prime by hitting on the 4 point and then move 13/12. This also duplicates 4's. I have 2's, 3's, 6's and 8 to cover the blot on the 4 point next roll if I'm not hit. If I do get hit next roll it's not the end of the world. Snowie: 13/12, 6/4*. Going after the four point is clear. Blue needs something for hismoney here. 13/12 with the ace creates some nice duplication. Marty Storer: 13/12, 6/4*. Blue has a chance for a very powerful five-prime,and I see no reason not to go for it. After 6/4*, 13/12 minimizeshitting numbers and keeps the back checkers diversified. If Whitehits back, Blue has a good defensive position and may still beable to improve on his side of the board. Bob Stringer: 13/10. Whether or not to hit is a tough one. White has much bettertiming, which suggests hitting -- to me, anyway -- but there's toomuch of a downside. Any 4 or a 3 that enters improves White'sposition a lot. I don't like being passive, but 13/10 keeps theposition relatively level while I pick up my blot. Casper van der Tak: 13/12, 6/4*. I expect this problem will lead to a splattering of votes all over the plate. Blue has to decide whether to hit or not, if Blue hits whether to leave the blot or to lift, and if Blue decides to leave the blot, how to do that. Let's take these questions in reverse order. After 6/4*, Blue has three ways to keep a point slotted: 13/12, 5/4 and 23/22. We can eliminate 23/22, since that leaves White good 4s and 5s, while the blot on the 23-point is in little danger and can escape with a direct 6. The shift 6/4* 5/4 is a smart way of duplicating White's 5s, whereas 13/12 5/4* duplicates 4s. The 5-point is intrinsically stronger than the 4-point, but the shift has the advantage of diversifying Blue's numbers (5s to cover and 6s to escape from the 23 point). Is that enough of an argument for the shift? No I think, since covering the blot and completing the 5-prime with two checkers behind it is more important than escaping from behind White's prime. Note that 13/12 6/4* leaves less shots and more covers than 6/4 5/4*. So if we decide to leave a point slotted, than 13/12 6/4* it is. How about 6/4*/3? That is relatively safe, but leads to a position that is difficult to improve upon. So Blue would hope that is current prime structure is sufficient to make White stumble, while taking relatively little risk. This is not bad, but too passive for my taste, and I do not like burning the builder on the 6. So if we hit, we play 13/12 with the ace. 13/10 is a better passive play than 6/4*/3. Although it allows White to escape, it doesn't leave blots for White to hit, and retains the option of building a prime against White back checker(s). The problems is that it will be difficult for Blue to build the prime naturally, and if White only has one checker back building the prime is nice, but far from turning the game around. So 13/12 6/4* Kit Woolsey: 13/12, 6/4*. The hit on the four point looks like a must. If I win the fight forthat point I will have a good advantage, but if White anchors thereI have nothing. I think it is worth leaving the blot there in orderto try to make the point. 6/4*, 4/3 takes a checker out of play whenI have few enough checkers to work with. I believe 13/12 is theright ace. This removes White's good fives, replacing them with fourswhich already hit. My checker on the 23 point can see daylight, so advancingit isn't vital. Chris Yep: 13/10. As in problem 1, since White has a broken prime and 4 back men, he is not threatening an attack. Thus, 23/22 doesn't gain much. Blue is also not threatening much of an attack himself, so hitting loose, even on the best available inner board point, is less attractive than usual. Note also that 6/4* takes away Blue's last 6-point spare. 6/4*/3 is possible, but leaves Blue with a stripped and awkward position, with not enough gain in my opinion. I like 13/10, keeping most game plans open next turn. Summary: The majority of the panel was willing to go all out afterthe four point, even though the back checkers are in trouble and thereis plenty of risk involved. I believe this is a wise decision. Play Votes Score13/12, 6/4* 6 10013/10 3 806/4*, 4/3 1 6023/22, 6/4* 0 406/4*, 5/4 0 40
Problem 3 190
156 | 
              
 
              

| White
money game
Blue |
Chuck Bower: 17/10. Safe vs. bold definitely argues against hitting loose or makingthe barpoint. Going from three blots down to one is thematic.23/17, 10/9 has the advantage of keeping the back checkers linkedbut 20 White shots take a huge bite out of Blue's race lead.17/10 grabs a nice outfield point but abandons the back checker.White can't make huge gains after this play and the checker onthe 23-point is neither primed nor under serious attack for acouple of rolls. I'll settle for a moderate gain with littleimmediate downside risk. Doug Doub: 17/10. This one is clear. It is normally correct to use an ace tounstack the 6pt when an opponent splits to our 5pt. However, White wouldhave more returns than normal, and we would pass up the chance of making agood point at no risk. White has a stronger inner board, and we have a hugeracing lead. If White makes our 5pt, we can live with that. George Klitsas: 17/10. Making the bar point is nice, but leaves three blots strewn around, so I will reject this move and look for something else. Linking the back checkers (23/17) is strong and solid, combined with 6/5* [all of White's sixes are awkward for one roll] and not with the harmless 10/9. Another good and solid move is simply making the 10 point. I am between those two alternatives. Not at all sure of my choice - I think they are close in equity terms - I will go for 17/10. Mary Lee Pinkney: 17/10. Since I am ahead in the race, and my man on the 23 point isn't trapped or threatened by White, I feel it is best to secure another outer board point on the 10 point. Snowie: 17/10. A valuable point and only one blot which isn't in much danger. No otherplay appears close. Marty Storer: 17/10. Somewhat similar to a problem in another issue. Thatproblem caused some controversy. Interested readers can trawlaround in the ocean of backlogs. Briefly, in the previous problem therewere more factors in favor of making the 17 point, and, surprisinglyto many of us, making the 17 (which left many forward shots againstWhite's multiple back checkers) showed up very well in rollouts. Here,the case for making the 17 point is much less because White's forwardposition is weaker. So 17/10 looks like the clear choice here. 17/10cleans up two blots and leaves the remaining one in no real danger.Other moves take insufficient advantage of Blue's strengths: racinglead and edge in number of back checkers. The 10 point is a very strongasset: a base for enduring building power, and a good blocking pointagainst an opposing advanced anchor. The 23-point checker exerts usefulpressure on White's bar-point blot. Bob Stringer: 17/10. 17/10 is the play that caught my eye right away, and thinking itover I still don't see alternatives that appeal quite as much.This far ahead in the race, consolidating the position a bit can'tbe bad. 17/10 picks up two of my blots and makes a good point. Inaddition, White has only 6 rolls that both make my 5 point andcover his bar point. 17/11 and making my bar point both look wayloose. 23/17, 6/5* doesn't leave all those blots floating around,but I can pretty much count on being hit. 23/17, 10/9 isn't toobad, but I don't like it as much as 17/10 because I'd ratherimprove my side of the board and not give up so many shots. Casper van der Tak: 23/17, 6/5*. 23/17 seems crystal clear, to escape the last back checker and make a useful semi-anchor. Remains an ace, 10/9 or 6/5*. 10/9 leaves White free to hit or to make an advanced anchor, so 6/5, bringing a checker from the stack on the 6 into action is attractive, even though it leaves more shots and blots. If Blue is going to take advantage of his 40+ pips lead in the race he should have some structure, so it seems a good idea to gamble part of the lead in an attempt to improve his structure. Note that Magriel's criteria for bold vs. safe play point towards a safe play, but as I have remarked before I believe that if the race and number of back checkers gets too uneven these criteria lose some of their relevance. Kit Woolsey: 17/10. I'm ahead in the race, so I want to concentrate on the offense ratherthan the defense. The ten point is a big point to make -- it will beof value later regardless of whan course the game takes. White willhave plenty of difficulty containing my lone back checker. Chris Yep: 17/10. Since Blue only has a 1-point board, he will have a difficult time getting home safely without leaving shots. Thus, hitting loose (6/5*) is a strong contender. On the other hand 17/10 escapes a back man and gives Blue good outfield structure. Blue has fewer men back and is outboarded, further arguing for the quiet play. Although I'd definitely hit loose if a chouette partner felt strongly about it, I have a slight preference for 17/10 in this position. Summary: Not much doubt about this one. The panel properly dismissedall the red herrings such as making the 17 point, the bar point, or hittingloose on the five point, and nicely consolidated the position. Play Votes Score17/10 9 10023/17, 6/5* 1 6023/17, 10/9 0 4017/11, 6/5* 0 4013/7, 8/7 0 40
Problem 4 152
133 | 
              
 
              

| White
money game
Blue |
Chuck Bower: 13/7, 10/7. White is getting some shots, regardless, but the running playleaves way too many. Hitting loose might gain, but it mightlose. Making the barpoint is a sure positional gain, regardless.I'll take the guaranteed progress with chances for even betterimprovements if White doesn't roll well. Doug Doub: 13/7, 10/7. Thematically, it make sense to attack with 8-2* andthen either step up with the back man or cover the 10pt with the three.This approach attempts to exploit our stronger inner board and preventsWhite from escaping and hitting at the same time. However, our bar point is a very good asset, and making it also cleans upa blot. The potential long term gains of having the bar point shouldprovide adequate compensation for the risk of White's hitting the blot onour 8pt. George Klitsas: 13/7, 10/7. I make the bar point. Any conceivable alternative leaves at least a direct shot, so why not have a strong blockade if I am missed by White?I am fairly sure about this one. Mary Lee Pinkney: 24/21, 8/2*. With the 6, I think it's best to hit White on the 2 point since I can't cover my man sitting six points away on the 8 point. I also have the stronger inner board (3 points to 2). Then with the 3, move out to the edge of White's 4-point prime with 24/21 so that I can hopefully escape next roll, or anchor on this 21 point if my man on the 2 point gets hit. I am ahead in the race so I need to either escape or anchor at the edge of White's prime so that I don't end up getting trapped. Snowie: 24/21, 8/2*. I have the stronger inner board, and I need to escape his back checker.Hitting loose on the two point takes advantage of my strength, andadvancing the back checker works on my goal. Marty Storer: 24/21, 8/2*. Always Hit! Blue has to leave a direct shot somewhere,and hitting is the only way to deprive White of his full roll next time.The swing if White fans is tremendous. 13/10 is a reasonable 3, makinga decent point, minimizing return shots, and trying to press the attack.But 24/21 is escape-oriented, and escaping is very desirable. In termsof short-term tactics: If White misses the return, Blue is happy to havehis back checker at the edge of White's four-prime. If White hits, Bluedoesn't mind a direct shot to anchor on the 21 point. I definitely prefer24/21 to 13/10. Bob Stringer: 24/21, 8/2*. 24/15 leaves too many shots. Making the bar point isn't bad, butit doesn't make my board quite as strong as it looks at firstblush, since the 3 and 9 points don't go together. Also, havingthe stronger board I can afford to be a little aggressive. So, itlooks like 8/2* plus something is my choice. 24/21 gets the nod,since I don't urgently need to cover the 10 point right now, andputting the back checker on the 21 point puts him in a position toescape while White has a man in the air. If White enters byhitting on the 2 point, at least I then have a chance of makinghis 4 point. Casper van der Tak: 24/21, 8/2*. Does Blue want to win this as a prime vs. prime game? In principle no, Blue is ahead in the race, has a broken prime where White has a solid prime, and owning the 9- and 3-point at the same time is also not good for priming. Blue's advantages are his lead in the race, and the advantage in home-board points with quite some material in the zone. This seems to indicate a blitzing plan, or a plan focused on converting to a race. 13/7 10/7 is therefore not attractive, and also leaves a bunch of shots. 24/15 escapes, but leaves 26 shots, and is therefore also not attractive. It looks like we are going to look at attacking 8/2*. What 3 to go with that? 13/10 does not provide additional covers, and only works for the 4-point, whereas 24/21 helps a lot for the escape plan. So if we hit 24/21 8/2* it is. Counting shots, we see that this leaves only 17 returns. It is consistent with Blue's hitting and escaping plan, so 24/21 8/2* it is. Kit Woolsey: 24/21, 8/2*. I can make my bar point, but that just leaves White a shot at myblot on the eight point and leaves my back checker stranded. I want toadvance that back checker. If I do so, I must combine with a hit as otherwiseWhite will have too many good numbers. I do have a three-point board toWhite's two-point board, so I don't mind the action. Chris Yep: 24/21, 8/2*. Among the plays that hit loose, I prefer 24/21 8/2*. While 24/21 makes a significant step toward escaping the last back man, 13/10 makes a somewhat smaller improvement (making the 10 point in exchange for stripping the midpoint). Among the other moves, 24/15 gives White too many good numbers, while 13/7 10/7 improves Blue's prime and future attack at the cost of stripping the midpoint and not moving the back man. Overall, 24/21 8/2* looks like the most balanced move. It moves to the edge of White's prime while simultaneously putting him on the bar. Except for jokers, White can't point on Blue's head. If a hitting contest ensues, Blue has the better board. Since Blue has a big race lead and fewer men back, it is thematic to play safely, but there is no reasonable safe play available. 24/21 8/2* takes the best advantage of Blue's assets (a stronger inner board), while making gains on both sides of the board. Summary:The majority of the panel recognized the importance of theloose hit on the two point. Making the bar point is simply too passive. Play Votes Score24/21, 8/2* 7 10013/7, 10/7 3 8024/15 0 4013/10, 8/2* 0 40
Problem 5 152
170 | 
              
 
              

| White
money game
Blue |
Chuck Bower: 24/18, 13/9*. 13/9* cuts a huge chunk out of White's race lead. 13/7 and 8/2*then give White a lot of chances to regain all of that. 24/18is the last candidate standing. The deep checker isn't that important now that two of White's checkers are occupied in Blue's homeboard. Doug Doub: 8/2*, 6/2. We would rather hit the blot on our 9pt, (presumablyplaying 24-18 with the six), but I prefer the gain from making an innerboard point and unstacking our 6pt, while leaving no blots. We don't makeup as much ground in the race this way, but we should have plenty of chancesto hit later on. George Klitsas: 8/2*, 6/2. I quickly make my two point on White's head [8/2*, 6/2], before I change my mind. Mary Lee Pinkney: 24/18, 13/9*. Since I am behind in the race, and the strength of both inner boards is even, I would definitely hit with 13/9. This also puts another builder in place for next turn. I would then move my blot on the 24 point forward to the 18 point with my 6. I'd rather be hit there than on the 7 point or the 2 point. Snowie: 24/18, 13/9*. Hitting on the nine point both sends a second White checker back and putsa builder in a good position. Making the two point is a bit premature --I'm not ready to attack. After hitting, 24/18 is the only six whichdoesn't put a checker on a bad point. Marty Storer: 24/18, 13/9*. This is a simple, strong play, eschewing the deep 2 pointor a loose hit thereon. It also minimizes returns on Blue's side of theboard. It's too early to worry about keeping a trailer on the 24 point.24/18 13/9* is the clear choice for me. Bob Stringer: 13/9*, 13/7. Since I already have 3 men back, I've got to send back another oneof his checkers. That rules out 8/2*, 6/2. Since I'm behind in therace, the back man stays on White's ace point. 13/9*, 8/2* lookslike a fair effort to get an offense going, but I don't likestripping the 8 point here in order to attack the 2 point -- I'd bemore inclined to hit a second man if it gave me the chance ofmaking a higher point in my board. Casper van der Tak: 24/18, 13/9*. We can leave out 13/7 13/9*, which is pointless. 13/9* 8/2* strips the 8-point, and leaves a blot that may be hit and otherwise may be difficult to cover. White would have 12 immediate hitting numbers that would be costly in the race, with more shots to come. The plays I like best are 8/2* 6/2 and 24/18 13/9*. 8/2 6/2* tries to take advantage of the fact that White may not be able to safety his blot on the 16-point, so that it might be hit later while Blue has a stronger board, but I'd go for the simple 13/9* 24/18, which gains more in the race, leaves Blue with good prospects to improve his frontal positions, and initiates a blot hitting contest at the right side of the board. Kit Woolsey: 24/18, 13/9*. Hitting on the nine point seems right here. I want to make sure Whitehas two checkers which have to escape. 24/18 looks right for the six.This gives White some shots at the blot, but getting hit on White's barpoint is no big deal. If White does hit there I may be able to hitback, and if White doesn't hit I can continue to advance that checkerand consolidate my position. Plays which involve hitting on the two pointseem too disjointed. Chris Yep: 24/18, 13/9*. A tough decision. In the early game, making the 2 point is often right, but here Blue is behind in the race and White is threatening to escape a back man. Since Blue has an advanced anchor and is already behind in the race, he is less concerned with White's return hits. I like 13/9*. With the 6, I like 24/18. 24/18 makes it easier for White to dump checkers behind Blue's anchor, but it gives Blue another checker to patrol the outfield. 13/7 and 8/2* are less desirable because they strip valuable points. Summary:Another strong vote by the panel for the solid choiceof hitting and advancing the back checker. Making the two point is abit too committal here. Play Votes Score24/18, 13/9* 7 1008/2*, 6/2 2 7013/9*, 13/7 1 6013/9*, 8/2* 0 40
Problem 6 150
160 | 
              
 
              

| White
money game
Blue |
Chuck Bower: 8/5, 6/5. Blue can hit and leave a lot of return shots, make a gooddefensive point, or make a very good offensive point. Thereisn't a lot of pressure to anchor up, and with White havingno new points and several blots, keeping the back checkerssplit has advantages. Hitting has the usual tempo tacticand gains in the race, although doesn't even take the temporaryrace lead. It makes no structural gains and give White tons ofreturn shots. I like grabbing a sparkly new point. Doug Doub: 8/5, 6/5. 13-9* is the obvious alternative. White has some threatsthat hitting would prevent, but he is very unlikely to be able to clean upeverything in one turn. We will almost surely be shooting at one or twoblots next turn. Our hits would then be much stronger with our 5pt made. George Klitsas: 8/5, 6/5. Hitting anywhere, leaves too many return shots for White. It seems more prudent to try to counter White's race lead by better structure. Making the defensive anchor on my opponent's 21 point is not bad, but making my own 5 point [I can't avoid the usual motto here "how bad can it be, making one's 5 point?"] looks more active. White has three blots and it's against the probabilities that he will be able to hide them all on his next roll. Then I will have the opportunity to hit him with the better board. 8/5 6/5 is the move. Mary Lee Pinkney: 8/5, 6/5. Since White has no structure I think it's best to make the 5 point this move. This secures a valuable inner board point. I should be able to hit White next roll, due to White's weak and blot-full position, and I will be in a stronger position having secured the valuable 5 point this turn. Snowie: 13/9*. I'm not going to give White his full roll to escape, consolidate, ormake a new point. White doesn't have a board, so I'm not afraid ofan exchange of hits. Some of White's sixes will be pretty awkwardafter my play. Marty Storer: 24/21, 22/21. Again, this problem seems very similar to some previousone. This time I can't place it at all. If a reference isn't easy to find,I apologize for the senior moment. Anyway, the 21 point is a valuable asset.The choice for me is between making the 21 and making the 5. Some mayconsider the 21 point the weenier choice, but I'll bid for the OscarMayer Award. Were it not for Blue's blot on his 1 point, or if the pipcount were clearly in White's favor, I would pick 8/5 6/5. But White hasvery good chances to consolidate, and Blue's back men could be somewhatembarrassed as a result. In this close race, Blue need not rely on hittingchances to win. The 21 anchor has long-lasting value, and I think Blueshould take it while he can. Bob Stringer: 8/5, 6/5. I really want to hit, especially because I'm behind in the race,but White is unlikely to do everything at once with his next roll.If he makes a point on his side of the board, he's still going tohave two blots on my side. Only 6-5, 3-2 or a few doublessignificantly improve his position. That being the case, I thinkit's right to make my best point when I have the opportunity. Casper van der Tak: 24/21, 22/21. Yes, these hits on the ace as a defence against major splits can lead to messy positions... I'd just make an advanced anchor, exert pressure on White's blots, and White can figure out what he can clean up. Hitting now leaves too many shots and blots. 8/5 6/5 in preparation of hits is an option, but Blue will not be really ready to hit next turn anyway, and while making home board points figures to be easy in the near future, making an advanced anchor might be more difficult. I'd make the anchor, preserve racing and holding chances, and may be able to hit profitably over the next turns. Building the 5-point is my second choice. Kit Woolsey: 8/5, 6/5. Hitting one of White's blots, making the defensive anchor, and making theoffensive five point are all attractive. The hitting plays are very loose,leaving a lot of blots. While the anchor is nice, my back men aren't underattack yet and keeping them spread out may lead to future shots. Meanwhile,the five point is the five point. White has a bunch of blots to clean up,and there is likely to be plenty of hitting going on. I need to beprepared for the blot-hitting. Chris Yep: 8/5, 6/5. Blue can make an advanced anchor, make his 5 point, or engage in a hitting contest. If Blue hits, I believe he should hit from the midpoint (13/9*). Stripping the 8 point is too ugly since Blue currently has little outfield structure. 13/9* develops the midpoint, but may give White too many return hits from the bar (most 1s, 2s, and 9s). 24/21 22/21 is also possible, but an advanced anchor isn't an urgent priority since White only has a 1-point board and has 3 blots to clean up next turn. I like 8/5 6/5, making the 5 point and hoping to hit next turn. Summary:The five point is the five point, says our panel. It ishard to see how this can be too far wrong. Interestingly enough, oursilicon expert who usually loves those assets chose the hitting playwhich was rejected by the rest of the panel. Play Votes Score8/5, 6/5 7 10024/21, 22/21 2 7013/9* 1 6024/21, 8/7* 0 4013/10, 8/7* 0 40
Problem 7 137
153 | 
              
 
              

| White
money game
Blue |
Chuck Bower: 14/10, 6/5. Safe vs. bold criteria are mixed here. Moving the back checkerfeels too much like running with a significant race deficit.For me, the finalists are 6/2*/1* and 14/10, 6/5. Hitting twogives 16 return shots and with only eight checkers in the zone,blitzing isn't yet a viable option. 14/10, 6/5 leaves but 6returns and better prepares for efficient use of the limitednumber of homeside checkers. Hit one, prime two. Doug Doub: 13/9, 6/5. I do not like the double hit. White is not threateningvery much, cutting down on the value of a tempo hit, and we do not have menin place for offense to justify putting one of them out of play on our 1pt. The best alternative to 13-9,6-5 is the simple 13-8. It unstacks themidpoint while putting a good spare on the 8pt. It also provides doublecoverage of our entire outer board. The cost is four extra shots and lowerbuilding potential for our inner board. It looks like a very close call to me. Unstacking the midpoint certainly isan improvement, but so is 6-5. George Klitsas: 14/10, 6/5. Hitting two, anti-positional as it might seem, and with few ammo in range, is still a serious candidate imo, exactly because it's hitting two! Still, I will go for the constructive 14/10 6/5. Mary Lee Pinkney: 6/2*, 2/1*. Since I am behind in the race, and my inner board points are stronger than White's, I think it is best for me to double hit and put both of White's men on the bar with 6 to 2 to 1. Snowie: 13/8. If White wants to break his midpoint in order to hit, he is welcome todo so. Leaving the blot on the 14 point is actually much safer than movingit to my outer board, since I can't afford to have White hit an indirectshot with one of his back checkers. The eight point can use somereinforcement, and staying back on the 14 point makes it difficult forWhite to free one of his back checkers. Marty Storer: 6/2*, 2/1*. Against White's split back checkers, neither 14/10 6/5nor 13/8 is a standout. I hate 24/20 14/13; Blue has too much work todo in order to escape successfully. The Always Hit directive dictates6/2*/1*. As usual, attacking chances against two on the bar are morethan they may seem at first. And as Barclay Cooke would have said, ifBlue gets hit, it's no tragedy. If Blue throws structure to the winds,at least the tactical upside is very high compared to non-hitting plays. Bob Stringer: 6/2*, 2/1*. Our boards are at equal strength, but White's structure isinferior. His stripped midpoint, stripped 8 point and top-heavy 6point reduce his flexibility. I'm also behind in the race, whichinclines me toward an aggressive play. Hitting prevents hisimproving his structure, and if he enters only one checker withouthitting I might get something going despite my limited number ofbuilders. Casper van der Tak: 13/9, 6/5. White is ahead in the race, has made a deep point, has 11 checkers in the attack zone, and plays against one checker back. White's indicated game plans are attacking and racing. Blue has the 5-point, and plays against two checkers back while behind in the race; he should try to convert to a priming game. There are some plays we can immediately throw out: 24/20 6/5, 24/20 14/13 and 6/2*/1 all do not address the right themes, exposing Blue to an attack, or trying to attack White. Second, it is important to recognize that it is difficult to build a prime with a bunch or checker on the midpoint, so we do not want to play 14/13, and we like to peel one of the checkers off the midpoint. Remains 13/8 and 13/9 6/5. Although 13/8 is safer, it does not contribute much to building a prime, so 13/9 6/5 it is. If hit, Blue will either have a lot of returns, or White will have isolated the back checkers, and if not hit, Blue is bound to make some useful point and develop a quick prime. Kit Woolsey: 14/10, 6/5. I'm too short on attack material to justify throwing a checker out ofplay with a double-hit. It seems right to simply bring the outfieldchecker out of direct shot range to where it bears on some importantpoints on my side of the board, and unstacking the six point to givemyself even more builders. Chris Yep: 14/10, 6/5. Blue stands better in a prime vs. prime game. Not only is his prime more compact (White has the awkward 2 point), but he has (almost) escaped a back man and trails in the race. As a result, Blue has a big timing advantage. 14/10 6/5 brings 2 new builders to bear on the 4 point, fully escapes the back man, and gives White only 6 shots in the outfield. Other approaches are also possible. 24/20 14/13 and 24/20 6/5 both attempt to escape the back man, but are the wrong approach for 2 reasons: (1) Blue trails in the race, so converting the game to a holding game has less priority, (2) 24/20 gives White an opportunity to switch to an attacking game; White is poorly placed for a priming game, but has plenty of checkers for an attacking game. Blue has a big timing advantage so escaping his back man has low priority. Blue can also try 6/2*/1*, but since Blue only has 8 checkers in the attacking zone, I prefer the priming approach (14/10 6/5). Summary:The panel was on shaky grounds this problem, with theplurality vote going to bringing the outfield checker over and unstackingthe six point. I believe this is the right idea. Blue simply doesn'thave the ammunition to mount an attack. Play Votes Score14/10, 6/5 4 1006/2*, 2/1* 3 9013/9, 6/5 2 8013/8 1 6024/20, 14/13 0 4024/20, 6/5 0 4014/9 0 40
Problem 8 168
139 | 
              
 
              

| White
money game
Blue |
Chuck Bower: 24/22, 13/9. Now looks like a good time to bring builders into place, unstackingthe midpoint. 13/9 is a good start. Although 13/11 continuesalong those lines, I'm going with 24/22. That move pre-emptivelycounters White's primebuilding rolls, particularly reducing White'schances of using his 8-point as builders for his barpoint. Doug Doub: 13/11, 13/9. The biggest point on the board right now is our barpoint. Playing 8-4 would push a man beyond that key point, so 13-9 issurely a better way of playing the four. Having made that play, 13-11 addsa great deal of value at very little risk. At the cost of a duplicated 6-4 to be hit, we add 64,42, and 41 to make ourbar point, 2's to make our 8pt and 3's to make our 9pt. Additionally wegive ourselves more return shots if White hits us on either our 8pt or 9pt. There is little urgency to escape right away. If we are able to make aprime with three men behind it, we will have a crushing advantage. George Klitsas: 13/11, 13/9. Any solution involving 8/4 (and, at some extend, 6/4 [13/9 6/4 dups 61 and 62 for Blue] ), is the mark of the inexperienced player. Blue's first priority is to make his bar point, not the two or the three point and not to lift his outfield blots. If the four is 13/9, as it clearly seems, the two must definitely be 13/11 [duplicating one of White's best rolls, namely 64] and not 24/22, where Blue will be subject to distracting hits by White. After my solution (13/11 13/9), Blue will have a great chance of making his bar point and practically lock the game. Mary Lee Pinkney: 24/22, 8/4. Since White is threatening to make a 5-point prime and I am also ahead in the race, I think it is best to move to the edge of White's prime with 24/22. I would also move 8/4 with the 4. I don't want a number of blots spread out for White to pick up at this point in time. The cube has been turned so gammons count. Snowie: 24/22, 13/9. I want to do two things -- escape my back checker and extend myblockade. My play worke optimally on both of these goals. Marty Storer: 13/11, 13/9. I hate 8/4, so 13/9 would be my 4. Then 24/22 lookslike misplacing priorities: White's problem is the three stacked backcheckers, so Blue shouldn't give White opportunities to attack. Between13/11 and 6/4, I definitely like 13/11. Blue's bar point is the keypoint in this position, and 13/11 duplicates White's 64 as well asplaying thematically against White's back checkers. Bob Stringer: 24/22, 8/4. My main concern right now is escaping with my last checker and notgetting hit unnecessarily. 24/22 is worth trying while White ispreoccupied with unstacking my ace point. It gives me a 4 or a 6to escape and is reasonably safe right now, but won't be if I waitfor White to bring more builders into the vicinity. Although Idon't like 8/4, since I prefer to leave it there so I can make my8 point, I like 13/9 even less, since it gives White too manyindirect shots. I dislike the alternatives for the same reason.13/11, 8/4 doesn't leave a bunch of indirect shots, but 8/4 isn'tgood; it's simply a move that allows me also to play 24/22. If I'mgoing to leave the checker on White's ace point, then there's noreason to give up on making my 8 point. Casper van der Tak: 13/11, 13/9. Develop some builders to make the bar; if we succeed, White's game collapses completely whether he makes a counter-prime or not. Stepping up 24/22 is not Blue's priority and gives White the option to attack and deploy the checkers on the ace and is therefore not indicated; 24/18 is outright silly (White will hit and activate his back checkers, and has many more hitting numbers), any play involving 8/4 makes me puke, and 13/9 6/4 does not focus strongly enough on the bar-point. 13/9 6/4 is the only real alternative in my eyes for 13/9 13/11, but 13/9 13/11 simply goes more strongly after the bar-point and the additional hitting numbers 64 are duplicated. Kit Woolsey: 13/9, 6/4. Advancing the back checker doesn't seem like the right idea. I wantto concentrate on hemming in White's three back checkers. If I canextend my blockade, my back checker will take care of itself. Thebiggest play is 13/11, 13/9, but that does leave a lot of blots.My play gives me plenty of point-making numbers and leaves one fewer blotin case of disaster. Chris Yep: 13/9, 6/4. Though Blue is way ahead in the race, he still has a timing advantage due to having 1 man back compared to White's 3 men back. I believe Blue can wait to escape his back man and instead concentrate on lengthening his prime. A 4-prime or 5-prime will be very strong against 3 enemy checkers. I like 13/9 6/4. It gives White 6 shots (6-2, 6-1, 5-2) at 2 outfield blots, but slots the 8 and 9 points and gives Blue 4 builders for the 3 point. 24/22 13/9 is similar (White can hit with 5s, but only at significant cost), but I prefer getting another builder for the 3 point (via 6/4) and trying to escape the back man later. 24/22 8/4 and 13/11 8/4 give up hope of getting the 8 point, costly since Blue currently has weak outfield structure. 13/11 13/9 goes all out to develop the prime from the back, but fails to develop another builder for the 3 point and is too loose (since it leaves 3 outfield blots) in my opinion. Overall I believe 13/9 6/4 to be the most balanced move. Summary:Just what is the proper blend of offense and defense here?The popular choice was to flood the outer board and pay off to the variousindirect shots in order to maximize the chances of making the bar point.This is reasonable, but Blue does lose a lot if White hits one of thoseindirect shots, so it isn't clear that the rewards are sufficient tocompensate for the risks. Play Votes Score13/11, 13/9 4 10024/22, 13/9 2 8024/22, 8/4 2 8013/9, 6/4 2 8013/11, 8/4 0 60
Vote Summary 1 2 3 4 5 6 7 8Chuck Bower 24/22, 8/5* 6/4*, 4/3 17/10 13/7, 10/7 24/18, 13/9* 8/5, 6/5 14/10, 6/5 24/22, 13/9Doug Doub 13/11, 13/10 13/12, 6/4* 17/10 13/7, 10/7 8/2*, 6/2 8/5, 6/5 13/9, 6/5 13/11, 13/9George Klitsas 13/11, 13/10 13/10 17/10 13/7, 10/7 8/2*, 6/2 8/5, 6/5 14/10, 6/5 13/11, 13/9Mary Lee Pinkney 13/11, 13/10 13/12, 6/4* 17/10 24/21, 8/2* 24/18, 13/9* 8/5, 6/5 6/2*, 2/1* 24/22, 8/4Snowie 13/11, 13/10 13/12, 6/4* 17/10 24/21, 8/2* 24/18, 13/9* 13/9* 13/8 24/22, 13/9Marty Storer 24/22, 11/8 13/12, 6/4* 17/10 24/21, 8/2* 24/18, 13/9* 24/21, 22/21 6/2*, 2/1* 13/11, 13/9Bob Stringer 24/22, 11/8 13/10 17/10 24/21, 8/2* 13/9*, 13/7 8/5, 6/5 6/2*, 2/1* 24/22, 8/4Casper van der Tak 13/11, 13/10 13/12, 6/4* 23/17, 6/5* 24/21, 8/2* 24/18, 13/9* 24/21, 22/21 13/9, 6/5 13/11, 13/9Kit Woolsey 24/22, 8/5* 13/12, 6/4* 17/10 24/21, 8/2* 24/18, 13/9* 8/5, 6/5 14/10, 6/5 13/9, 6/4Chris Yep 13/11, 13/10 13/10 17/10 24/21, 8/2* 24/18, 13/9* 8/5, 6/5 14/10, 6/5 13/9, 6/4 return to index
|