• Money Game

+-13-14-15-16-17-18-+---+-19-20-21-22-23-24-+
|4X6X1X1O1O ' ' ' '1O ' '|
|   |
|      |  43  |
| '2O2O2O3O3O|   | ' ' ' ' ' '|
+-12-11-10--9--8--7-+---+--6--5--4--3--2--1-+

Pip counts: White: 19, Red: 107

• Red to play


            • Moves Candidates

21/18 15/11
20/16 15/12
21/17 15/12

            0-ply/expert, cubeless, Full, 5184 games

20/16 15/12 - 1.609
    GL: 51.6%
21/18 15/11 - 1.610 ( -0.001)
    GL: 51.7%
21/17 15/12 - 1.617 ( -0.008)
    GL: 51.9%


        • After Red has played 20/16 15/12                                                                    • After Red has played 21/17 15/12


+-13-14-15-16-17-18-+---+-19-20-21-22-23-24-+
|4X6X1X1O ' ' ' '1O ' ' '|
|   |
|      |      |
| '2O2O2O3O3O|   | ' ' ' ' '1O|
+-12-11-10--9--8--7-+---+--6--5--4--3--2--1-+


+-13-14-15-16-17-18-+---+-19-20-21-22-23-24-+
|4X6X1X '1O ' '1O ' ' ' '|
|   |
|      |      |
| '2O2O2O3O3O|   | ' ' ' ' '1O|
+-12-11-10--9--8--7-+---+--6--5--4--3--2--1-+
                                                                    Pip counts: White: 19, Red: 100



Gammon race is close. White has a speed board and he will have borne all off in 5.5 rolls without doubles (most of the time he needs 4.6 rolls: 5.5 - 0.9).
On the other hand, Red has 38 pips plus 2 pips for ripping one off to save a gammon, so he needs 4.9 rolls on average
: (38 + 2) / 8.2 (the average pips per a turn = 49/6).
Red surely wants large doubles to take his checker(s) to the 6-point with fewer pip-wastage.
6-6 doesn't make much difference (each checker on 9&10 vs. 8&11), while 5-5 does.
Moving to the 16-point is better than moving to the 17-point because Red gets to the 6-point directly from the 16-point with 5-5.
21/18 also puts a checker on White's even numbered point and this play is probably as good as 20/16, but putting a checker six pips away from the 6-point looks more instinctive and natural.















Hosted by www.Geocities.ws

1