: 13/11 6/5   : 13/7 8/7

Red to play       for Money Game


+-13-14-15-16-17-18-+---+-19-20-21-22-23-24-+
|2O ' ' ' '5X2X2X ' ' '4O|
|   |
|      |  21  |
|2X ' ' '1O4O|   | '3O ' '1O4X|
+-12-11-10--9--8--7-+---+--6--5--4--3--2--1-+

Pip counts: White: 160, Red: 164

• Red to play        Luck Rate:  + 0.042


            • Money Game Equities

24/22 6/5 +0.145
    W: 53.9%  WG: 14.4%    LG: 12.5%   CL: +0.099    CF: +0.145
13/11 6/5 +0.141 ( -0.004)
    W: 53.7%  WG: 15.5%    LG: 12.8%   CL: +0.100    CF: +0.141
11/9 6/5 +0.086 ( -0.059)
    W: 52.2%  WG: 15.4%    LG: 13.2%   CL: +0.065    CF: +0.086


            Full cubeful rollout, 1296 games, Play: 0-ply/expert, Cube: 2-ply/33%


            • Volatility after each play
24/22 6/5 0.121
13/11 6/5 0.121
11/9 6/5 0.130



11/9 6/5 keeps Red's position flexible and goes after key points.  The down side to this play is that it fails to make an outer-board point and leaves four indirect shots.  Red loses a lot of ground if the blot is hit.

Making the 11-point looks relatively useless after Black makes the 5-point with 6/5.  The checkers on the 11-point don't aim at the key inner-board points which Red would like to make.  However, the point is the point.  You never know when a point may come in handy later in the game.  Also, those checkers on the 11-point will give Red some flexibility later on.  They may not be useful for making an inner-board point, but they will provide Red a safe way to play awkward 5's and 6's later in the game.
In addition, the checkers on the 11-point cover the outer-board effectively, making it difficult for White to escape.
These factors make 13/11 6/5 a strong play.

24/22 6/5 doesn't appear to be as strong as 13/11 6/5.  The split is valuable since White has made the bar-point, but Red's back checkers aren't yet in serious danger of being hemmed in.
Also, splitting involves danger of being attacked.  Note that White does have that pile of checkers stacked on the 6-point.

I prefer 13/11 6/5 over 24/22 6/5.


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