: 24/23 13/8   : 24/22 6/5(2)

Blue to play       for Money Game


+-24-23-22-21-20-19-+---+-18-17-16-15-14-13-+
|1O1O ' '2X3X|   | '3X ' ' '4O|
|                   |   |                   |
|                 | 1 |       5 2       |
|1X '1X ' '5O|   | '4O ' ' '5X|
+--1--2--3--4--5--6-+---+--7--8--9-10-11-12-+

Pip counts: White: 163, Blue: 161

• Blue to play        Luck Rate:  -  0.130


            • Money Game Equities

23/16 - 0.330
    W: 42.3%    WG:   8.9%    LG: 16.5%   CL: - 0.233    CF: - 0.330
8/3*/1* - 0.333 ( -0.003)
    W: 41.6%    WG: 11.2%    LG: 16.0%   CL: - 0.220    CF: - 0.333
24/22 13/8 - 0.341 ( -0.011)
    W: 41.6%    WG:   9.7%    LG: 16.7%   CL: - 0.240    CF: - 0.341
23/21 13/8 - 0.361 ( -0.031)
    W: 41.5%    WG: 10.1%    LG: 16.8%   CL: - 0.240    CF: - 0.361
23/21 8/3* - 0.373 ( -0.043)
    W: 40.6%    WG: 10.4%    LG: 16.7%   CL: - 0.256    CF: - 0.373
23/18 13/11 - 0.390 ( -0.060)
    W: 41.1%    WG:   9.3%    LG: 17.7%   CL: - 0.267    CF: - 0.390
23/21 6/1* - 0.397 ( -0.067)
    W: 40.3%    WG:   9.5%    LG: 17.1%   CL: - 0.275    CF: - 0.397

            Play: 0-ply/expert, Cube: 2-ply/world class, pruned, Full, 1296 games


23/16 is thematic since Blue is ahead in the race after the roll.  But the play doesn't slow White's development.

The downside to the double-hit is that it creates a positional and tactical liability.  If White hits back, Blue's mobility decreases quite a bit.  If White doesn't hit back, Blue is still going to want to cover the blot.

However, non-hitting plays leave White his full roll.  After the double-hit, Blue has eight checkers in the attack zone, so he probably can gain tempo with the double-hit.

The rollout shows 23/16 wins most games, but the double-hit wins the most gammons and loses the fewest gammons.
Also, the double-hit wins most cubeless.
It is close as was expected.  I will go for the attacking approach.


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