: 24/22 13/8   : 24/20(2) 13/9(2)

Red to play       for Money Game


+-13-14-15-16-17-18-+---+-19-20-21-22-23-24-+
|1O '1O ' '5X '3X2X ' '4O|
|   |
|      |  44  |
| ' ' ' '2X5O|   | '4O ' ' '3X|
+-12-11-10--9--8--7-+---+--6--5--4--3--2--1-+

Pip counts: White: 151, Red: 160

• Red to play        Luck Rate:  + 0.116


            • Money Game Equities

8/4(2) 6/2(2) - 0.257
    W: 44.4%    WG: 7.8%    LG: 14.2%   CL: - 0.178    CF: - 0.257
13/9(2) 8/4(2) - 0.263 ( -0.006)
    W: 44.3%    WG: 7.6%    LG: 14.4%   CL: - 0.184    CF: - 0.263
22/14 8/4(2) - 0.266 ( -0.009)
    W: 44.0%    WG: 6.5%    LG: 13.7%   CL: - 0.194    CF: - 0.266
22/14 13/9(2) - 0.296 ( -0.039)
    W: 43.5%    WG: 6.3%    LG: 13.9%   CL: - 0.209    CF: - 0.296


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


            • Volatility after each play
8/4(2) 6/2(2) 0.137
13/9(2) 8/4(2) 0.128
22/14 8/4(2) 0.098
22/14 13/9(2) 0.097



Red is a bit ahead in the race after the play (3 pips White on roll).  22/14 leaves only one straggler to worry about, which would be consistent with Red's game plan.
However, Red's back checkers are not in great danger and White's hitting 2's and 9's are hardly good numbers for White otherwise.

13/9(2) makes a useful landing and blocking points, but any priming type of game is not going to work since White has the advanced anchor.  Also, 13/9(2) strips the mid-point early in the game.

8/4(2) makes a permanent asset.  After that, 6/2(2) unstacks the 6-point, which gives Red an instant three-point board.
After this play, Red leaves a spare on the 6-point and two spares on the mid-point.


[Build: 0.14/121004]

























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