Response vs. Opening   for Money

+-13-14-15-16-17-18-+---+-19-20-21-22-23-24-+
|2O ' ' ' '5X '3X ' '1X5O|
|   |
|      |  32  |
|1X ' '1X '5O|   | '3O ' ' '4X|
+-12-11-10--9--8--7-+---+--6--5--4--3--2--1-+

Pip counts: White: 162, Red: 167

• Red to play        Luck Rate:  -  0.070


            • Money Game Equities

13/10 6/4* - 0.063
    48.1%   13.4%  0.6%    51.9%   15.2%   1.1%   CL: - 0.059    CF: - 0.063
24/21 6/4* - 0.076 ( -0.013)
    48.0%   12.0%  0.6%    52.0%   14.1%   0.7%   CL: - 0.062    CF: - 0.076
6/4*/1* - 0.111 ( -0.048)
    46.8%   12.4%  0.6%    53.2%   14.2%   0.6%   CL: - 0.082    CF: - 0.111
24/22 24/21                  (936 games) - 0.129 ( -0.066)
    46.5%   10.6%  0.4%    53.5%   14.6%   0.6%   CL: - 0.112    CF: - 0.129
24/21 13/11                  (936 games) - 0.172 ( -0.109)
    46.0%   10.3%  0.3%    54.0%   14.0%   0.7%   CL: - 0.121    CF: - 0.172


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


            • Volatility after each play
13/10 6/4* 0.177
24/21 6/4* 0.161
6/4*/1* 0.133
24/22 24/21 0.101
24/21 13/11 0.116




Hitting loose on the 4-point is must at all scores and for Money.  Red should leave the blot there, since the 4-point is quite valuable (main reason against the double-hit).
13/10 is my slight preference over 24/21 at GG, DMP and for Money, since 13/10 provides Red with good 6's on the following roll.
At GS, I like 24/21, trying for an advanced anchor.  Double-hit is my "far behind" third choice for Money and "close" third at DMP and GG.










   GG   
   DMP   
   GS   


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