: 13/9 13/10   : 24/18(2) 13/7(2)

Red to play       for Money Game


+-13-14-15-16-17-18-+---+-19-20-21-22-23-24-+
|2O ' ' ' '5X2X3X ' ' '3O|
|   |
|      |  51  |
| ' ' ' ' '5O|   |2X3O1O1O '3X|
+-12-11-10--9--8--7-+---+--6--5--4--3--2--1-+

Pip counts: White: 143, Red: 160

• Red to play        Luck Rate:  + 0.006


            • Money Game Equities

10/5 6/5 - 0.485
    W: 37.6%    WG: 8.5%    LG: 14.1%   CL: - 0.307    CF: - 0.485
9/4 6/5 - 0.558 ( -0.073)
    W: 36.0%    WG: 8.2%    LG: 15.8%   CL: - 0.363    CF: - 0.558
10/5 9/8 - 0.584 ( -0.099)
    W: 34.2%    WG: 7.3%    LG: 15.8%   CL: - 0.405    CF: - 0.584
10/9 8/3 - 0.587 ( -0.102)
    W: 35.1%    WG: 7.9%    LG: 15.8%   CL: - 0.383    CF: - 0.587
13/8 10/9 - 0.597 ( -0.112)
    W: 34.9%    WG: 7.0%    LG: 14.6%   CL: - 0.383    CF: - 0.597


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


            • Volatility after each play
10/5 6/5 0.138
9/4 6/5 0.119
10/5 9/8 0.119
10/9 8/3 0.127
13/8 10/9 0.135



Splitting your back men and going for an advanced anchor is a common game plan to play against opponent's early 6-6.
The problem with this approach is that this game plan is likely to lead to a mutual holding games with your opponent having a big lead in the race.  He can move his checkers safely behind your anchor and wait for his eventual doubles to run off the defensive bar-point.  Also, your opponent can attack your back checkers with a lot of checkers in the blitzing range while you are waiting to make your anchor.

I think it better to sit on the 24-point and take advantage of his advanced position.  When facing opponent's early 6-6, the risk of getting primed isn't so much of a problem because you are far behind in the race, which means that you have a better timing.

Making blocking points in the outfield with 13/8 10/9 or 10/9 8/3 is one possibility.  Unfortunately, these outfield points aren't really blocking anything, since White will be sitting on the defensive bar-point until he rolls doubles while building up his offensive structure.

Red must keep his checkers flexible, trying to build a strong inner-board as quickly as possible.  9/4 6/5 starts both 5 and 4-points and the play is reasonable, but it looks better to simply make the 5-point with 10/5 6/5 because the shot could be coming up quickly.
The blot on the 9-point isn't too important, since White won't even be hitting it with several of his deuces.  In addition, having another checker sent back isn't too costly for Red as he is in enough trouble anyway.


[Build: 0.14/120104]

























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