Response vs. Opening   for Money

+-13-14-15-16-17-18-+---+-19-20-21-22-23-24-+
|2O ' ' ' '5X '4X ' ' '5O|
|   |
|      |  64  |
|1X ' ' '1X5O|   | '3O ' ' '4X|
+-12-11-10--9--8--7-+---+--6--5--4--3--2--1-+

Pip counts: White: 158, Red: 167

• Red to play     Luck Rate: -  0.134


            • Money Game Equities

8/2 6/2 - 0.178
    45.1%   11.7%  0.5%    54.9%   14.2%   0.7%   CL: - 0.125    CF: - 0.178
24/14 - 0.203 ( -0.025)
    45.1%     8.9%  0.3%    54.9%   15.2%   0.5%   CL: - 0.163    CF: - 0.203
24/18 13/9                     (936 games) - 0.258 ( -0.080)
    43.9%   10.2%  0.5%    56.1%   16.5%   0.7%   CL: - 0.186    CF: - 0.258
13/3                                (936 games) - 0.263 ( -0.085)
    43.7%   10.8%  0.4%    56.3%   15.1%   1.0%   CL: - 0.175    CF: - 0.263


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


            • Volatility after each play
8/2 6/2 0.125
24/14 0.109
24/18 13/9 0.146
13/3 0.106




24/18 13/9 gives White 4-1 and 4-6 as double hitting numbers.
Red is 3 pips behind White on roll, which argues against the running play.  Also, if Red runs with 24/14, White will happily hit with 6-3 and 5-4.
A potential down side to making the 2-point is that if White anchors on the 20-point, those two checkers on the deuce-point are sort of wasted.
However, if White does make the 20-point, Red rates to get a reasonable position by splitting or running a back checker next roll.












   GG   
   DMP   


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