| 1. | Green | (4 1) | 24/23 13/9 |
| White | (3 1) | 8/5 6/5 | |
| Move 2 Green |
|
|
| Pip: 163 | ||
| Pip: 162 | ||
| # | Ply | Move | Equity | |
| 1 | 3 | 13/7(4) | -0.054 | |
| Simplified 3-ply, 50%. | ||||
| 2 | 3 | 24/18 13/7(2) 9/3 | -0.093 (-0.039) | |
| Simplified 3-ply, 50%. | ||||
| * | 3 | 3 | 13/7(2) 8/2(2) | -0.100 (-0.046) |
| Simplified 3-ply, 50%. | ||||
| Checker play |
|
The two plays that keep the midpoint, but have drawbacks, are 13/7(2) 8/2 (2)- the actual play, and 13/7(2) 24/18 9/3. Making the 2 point has in itself drawbacks, but breaking a good point and leaving 2 blots makes the things worse. The seven and eight combination shots make a total of 12/36 which is more than a simple direct shot. Leaving a blot on the 3 point is bad, and resplitting to the bar point has drawbacks too - it "attacks the stack" on white's midpoint and may quickly lead to a blitz or priming. It is also unwise to stay under attack when all is set for the building job. Both plays contain a drawback - stripped midpoint. Doubles, especially big doubles, are difficult to play when not blocked. After the double black will be 25 pips ahead. Staying ways from enemy guns certainly has it's merits. The only play that does not expose blots is 13/7 (4) cutting the army in two. This happens to be the right play here - keeping the racing advantage and preparing to prime. Breaking communication. I still wonder when it is right to sacrifice communication. What is the value of communication. |
| Move 2 White |
|
|
| Pip: 163 | ||
| Pip: 138 | ||
| # | Ply | Move | Equity | |
| 1 | 3 | 8/2* 6/2 | 0.056 | |
| Simplified 3-ply, 50%. | ||||
| * | 2 | 3 | 24/14 | -0.003 (-0.059) |
| Simplified 3-ply, 50%. | ||||
| 3 | 3 | 13/7 6/2* | -0.006 (-0.062) | |
| Simplified 3-ply, 50%. | ||||
| Blunder (0.059) |
| Checker play |
|
White abstains from making the 2 point, but fails to keep black off balance Black is on the ropes and and can be knocked down. Giving him a breath might just be what it takes to make a vital point in a disjointed position. Pointing on the deuce blot means much more than breaking a good 8 point to make the "bad" 2 point. |
| 3. | Green | (6 3) | 9/3 6/3 |
| White | (6 1) | 14/8 6/5 | |
| 4. | Green | (6 1) | 23/16 |
| Move 4 White |
|
|
| Pip: 146 | ||
| Pip: 122 | ||
| # | Ply | Move | Equity | |
| 1 | 3 | 13/9* 13/11 | 0.128 | |
| Simplified 3-ply, 50%. | ||||
| * | 2 | 3 | 13/9* 8/6 | 0.065 (-0.063) |
| Simplified 3-ply, 50%. | ||||
| 3 | 3 | 13/9*/7 | 0.046 (-0.082) | |
| Simplified 3-ply, 50%. | ||||
| Blunder (0.063) |
| Checker play |
|
One more blot on the 11 point is out of harm's reach for the next turn, but it not only creates a new builder in the outfield. I keeps the 8 point activated to attack the bar point and the inner poits. 8/6 is ugly! |
| Move 5 Green |
|
|
| Pip: 140 | ||
| Pip: 131 | ||
| # | Ply | Move | Equity | |
| 1 | 3 | bar/22 24/15 | -0.048 | |
| Simplified 3-ply, 50%. | ||||
| 2 | 3 | bar/22 24/21 7/4(2) | -0.064 (-0.016) | |
| Simplified 3-ply, 50%. | ||||
| * | 5 | 3 | bar/22 24/21 7/1* | -0.096 (-0.047) |
| Simplified 3-ply, 50%. | ||||
| Checker play |
|
I said: playing doubles is difficult. One gets tired to assess all possibilities if he sees them all. I admit I did not see all the candidate plays and this is obligatory for a player who tries to play correct. After entering Black has two approaches here - the running play 24/16 Or three shifting plays 7/4(2) 6/3; 7/4(2) 8/5; 7/4(2) 24/21 The latter is the best of the building plays as it keeps communication and does not leave an inside blot or does not bury a checker. The running play is better because the second checker is a great liability for black when he fails to anchor (and he just failed). Also the runaway is a supervisor for black's outfield for one turn and a builder for the outfield or the 4 and 5 points next few turns. Black needs some spare capital to operate with. |
| White | (3 3) | Can't move | |
| Anti-joker (0.487) |
| Move 6 Green |
|
|
| Pip: 141 | ||
| Pip: 119 | ||
| # | Ply | Move | Equity | |
| 1 | 3 | 21/16* | 0.313 | |
| Simplified 3-ply, 50%. | ||||
| 2 | 3 | 6/1 | 0.305 (-0.008) | |
| Simplified 3-ply, 50%. | ||||
| * | 4 | 3 | 7/4 6/4 | 0.215 (-0.097) |
| Simplified 3-ply, 50%. | ||||
| Blunder (0.097) |
| Checker play |
|
To cover the 1; To make a high point; Or to hit a second blot. This is the question. Covering the ace blot is better than making a high point. The high point matters in a blocking or priming game, but this is a blitz game. If Black manages to pick the other blot, the game is over. Oh, but black can hit the second checker now and complete the closeout later! 21/16* not only performs the task of picking a second checker, but brings a prisoner out, which might be a problem in some variations. I missed that over the board. |
| White | (6 3) | Can't move | |
| Anti-joker (0.388) |
| Move 7 Green |
|
|
| Pip: 141 | ||
| Pip: 114 | ||
| # | Ply | Move | Equity | |
| 1 | 3 | 6/1 | 0.599 | |
| Simplified 3-ply, 50%. | ||||
| * | 2 | 3 | 21/16* | 0.552 (-0.047) |
| Simplified 3-ply, 50%. | ||||
| 3 | 1 | 13/8 | 0.251 (-0.348) | |
| Checker play |
|
I still think I need that ckecker and I do not believe I must close my ace with my last spare on my six, staying under the gun. |
| White | (6 3) | Can't move | |
| 8. | Green | (4 2) | 22/16 |
| White | (6 2) | Can't move | |
| 9. | Green | (5 1) | 8/7 6/1 |
| White | (6 1) | Can't move | |
| 10. | Green | (6 5) | 16/10 16/11 |
| White | (1 1) | Can't move | |
| 11. | Green | (3 1) | 10/6 |
| White | (4 2) | Can't move | |
| 12. | Green | (6 1) | 11/5 6/5 |
| White | (5 3) | Can't move | |
| 13. | Green | (1 1) | 7/3 |
| White | (4 4) | Can't move | |
| 14. | Green | (3 2) | 13/10 13/11 |
| White | (2 1) | Can't move | |
| 15. | Green | (4 3) | 11/8 10/6 |
| White | (4 4) | Can't move | |
| 16. | Green | (3 3) | 8/2 6/off |
| White | (6 6) | Can't move | |
| 17. | Green | (4 2) | 6/2 6/4 |
| White | (6 5) | bar/19 | |
| 18. | Green | (4 2) | 4/off 2/off |
| White | (2 2) | Can't move | |
| 19. | Green | (5 3) | 5/off 5/2 |
| White | (6 3) | bar/16 | |
| 20. | Green | (2 1) | 2/off 1/off |
| White | (6 4) | 19/15 16/10 | |
| 21. | Green | (3 2) | 3/off 2/off |
| White | (6 5) | 13/7 13/8 | |
| 22. | Green | (5 3) | 4/off 3/off |
| White | (6 1) | 13/6 | |
| 23. | Green | (3 1) | 3/off 1/off |
| White | (4 2) | 15/11 13/11 | |
| 24. | Green | (5 1) | 4/off 2/1 |
| White | (3 2) | 8/5 8/6 | |
| 25. | Green | (6 6) | 2/off 1/off |
| boardmaker wins 2 points. |
| Game 2 simplified statistics (EMG Rated) | ||
| Player | boardmaker | fawn |
| Rating | expert | world class |
| Overall | 5.285 | 2.472 |
| Checker play | 5.285 | 2.472 |
| Double | 0.000 | 0.000 |
| Take | 0.000 | 0.000 |