Response vs.
Opening for Money
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• Red to play
• Money Game Equities
• Volatility after each play
24/22(2) 6/4(2)
+0.257
55.9% 15.8% 0.7% 44.1% 10.1% 0.4% CL: +0.178 CF: +0.257
13/11(2) 6/4(2)
+0.203 ( -0.054)
55.1% 16.5% 0.8% 44.9% 13.5% 0.6% CL: +0.134 CF: +0.203
13/9 6/4(2) (936 games)
+0.183 ( -0.074)
53.8% 16.5% 0.9% 46.2% 13.5% 0.6% CL: +0.110 CF: +0.183
24/16* (936 games)
+0.128 ( -0.129)
54.3% 13.4% 0.7% 45.7% 12.6% 0.6% CL: +0.096 CF: +0.128
24/20(2) (936 games)
+0.116 ( -0.137)
52.2% 11.9% 0.3% 47.8% 7.6% 0.2% CL: +0.088 CF: +0.116
Full cubeful rollout, 1296 games, Play: 0-ply/expert, Cube: 2-ply/33%
24/22(2) 6/4(2)
0.111
13/11(2) 6/4(2)
0.132
13/9 6/4(2)
0.136
24/16*
0.090
24/20(2)
0.066
The argument for 24/16* for money and at DMP is that this play can win most games and has a good gammon balance as well.
The choice between 13/11(2) 6/4(2) and 24/16* might be close at DMP.
24/20(2) reduces gammon losses a lot at the cost of winning a bit less, so this play has to be a good contender at GS.
Still, it really is substantially better to use two of these 2's to make the 22-point, since White now has 10 checkers in the zone,
so some defense is called for. Also, this play puts some pressure on the blot on the 9-point and makes it less attractive for White to make many of his good point making moves as White may have to leave the blot six away from the 22-point.
24/22(2) 6/4(2) is my slight preference over 24/20(2) at GS because 24/20(2) looks a bit too weenie to me, and for money, 24/22(2) 6/4(2) is my strong preference over 13/11 6/4(2).
Locking up the 22-point looks still very strong at DMP, while hitting with 24/16* seems to waste this good roll by failing to make the 4-point.