: 24/18 13/11   : 13/7* 8/7

Blue to play       for Money Game


+-24-23-22-21-20-19-+---+-18-17-16-15-14-13-+
|1O ' ' ' '5X|   |2X2X ' ' '4O|
|                   |   |                   |
|                 | 1 |       5 1       |
|2X ' ' ' '5O|   | '3O ' '1O4X|
|                   | 1O|                   |
+--1--2--3--4--5--6-+---+--7--8--9-10-11-12-+

Pip counts: White: 160, Blue: 166

• Blue to play        Luck Rate:  -  0.075


            • Money Game Equities

B/20 6/5 - 0.155
    W: 46.0%    WG: 11.9%    LG: 18.1%   CL: - 0.146    CF: - 0.155
B/20 24/23 - 0.220 ( -0.065)
    W: 45.1%    WG: 10.8%    LG: 15.3%   CL: - 0.145    CF: - 0.220
B/24 13/8 - 0.224 ( -0.069)
    W: 43.8%    WG: 12.1%    LG: 16.3%   CL: - 0.169    CF: - 0.224
B/20 11/10 - 0.255 ( -0.100)
    W: 44.2%    WG: 10.8%    LG: 16.1%   CL: - 0.172    CF: - 0.255

            Play: 0-ply/expert, Cube: 0-ply/expert, Full, 1296 games


B/20 24/23 - 0.232
    W: 44.9%    WG: 11.0%    LG: 16.0%   CL: - 0.158    CF: - 0.232
B/20 6/5 - 0.259 ( -0.027)
    W: 45.2%    WG: 12.5%    LG: 19.4%   CL: - 0.175    CF: - 0.259

            Play: 2-ply/world class, pruned, Cube: 2-ply/world class, pruned, Full, 324 games


White has only three builders aiming at his 5-point, and two of them are from stripped points, so entering with the 5 is clear.
White has made his bar-point, so the danger of getting stuck on the 24-point is far greater than the danger of getting attacked.

Slotting with 6/5 is pretty, but it does violate the "don't slot while split" theme.  Usually there needs to be some real duplication involved in order to justify the splotting (split&slot) plays, as it is, there isn't any particularly real one.
True, Blue has a 6 to cover the slot and if Blue gets hit loose on the 20-point, Blue can cover the blot on his 5-point with a non entering 6.  However, the slot can have a big downside of giving White some double-hit numbers.

If Blue chooses not to slot his 5-point, there doesn't seem to be a big difference between the outfield checker on the 11-point vs. the 10-point.  It looks like Blue is better off moving up to the 23-point.
The downside to 24/23 is that the checker on the 23-point is more vulnerable to being attacked.  But moving up puts pressure on White's stripped 8-point, so if White uses a checker from the 8-point to make his 5-point, Blue will have a counter-shot at the remaining blot on White's 8-point.

0-ply rollouts unexpectedly prefer the "splotting" play by a fair margin, but a rollout with stronger settings properly chooses the right play.


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