: 13/10 13/11
: 8/4 6/4
for Money Game
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• Red to play
• Money Game Equities
• Volatility after each play
24/15
- 0.202
W: 45.7% WG: 11.4% LG: 18.6% CL: - 0.163 CF: - 0.202
24/20 13/8
- 0.297 ( -0.095)
W: 43.3% WG: 11.8% LG: 18.3% CL: - 0.204 CF: - 0.297
24/20 11/6
- 0.302 ( -0.100)
W: 43.1% WG: 11.3% LG: 17.4% CL: - 0.204 CF: - 0.302
24/20 10/5
- 0.310 ( -0.108)
W: 43.7% WG: 12.3% LG: 20.4% CL: - 0.217 CF: - 0.310
Full cubeful rollout, 1296 games, Play: 0-ply/expert, Cube: 2-ply/33%
24/15
0.174
24/20 13/8
0.187
24/20 11/6
0.176
24/20 10/5
0.209
24/20 starts to connect the back checkers and the split is not so dangerous because White's 8-point is stripped. After the split, Red can control White's outer-board, which makes it harder for White to bring a checker from his stacked mid-point.
After 24/20, "splotting" play of 10/5 can't be right. When you slot, it's crucial to have lots of cover numbers for the slot next turn, otherwise the danger is just too great.
White will use numbers that don't hit the slot on Red's 5-point to bounce Red's back men around. Red will have fewer cover numbers for the slotted 5-point while he tries to enter from the bar.
Both 13/8 and 11/6 can't be best since the former strips the mid-point early in the game, and the latter just stacks the 6-point.
That leaves 20/15, which has the merit of being the least bad alternative.
Red would rather leave the checker on the 20-point to try and make the anchor, and he'd rather not put a blot in front of White's big stack on the mid-point.
However, other 5's by alternatives just leave Red bigger deficiencies.
The resulting position keeps an efficient distribution of spares and builders, while connecting a back checker to the main group.
In addition, the checker on the 15-point covers the blots on the 10 and 11-points, and provides a lot of point-making numbers next turn if missed.
[Build: 0.14/121104]