: 24/13   : 24/13

Blue to play       for Money Game


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

Pip counts: White: 156, Blue: 156

• Blue to play        Luck Rate:  -  0.017


            • Money Game Equities

8/3 6/3 +0.123
    W: 52.9%    WG: 12.1%    LG:   9.2%   CL: +0.088    CF: +0.123
24/16 +0.070 ( -0.053)
    W: 52.4%    WG:   7.1%    LG:   8.4%   CL: +0.034    CF: +0.070
24/21 13/8 +0.040 ( -0.083)
    W: 51.5%    WG:   9.6%    LG: 10.6%   CL: +0.020    CF: +0.040
13/8 13/10 +0.033 ( -0.090)
    W: 51.2%    WG: 11.2%    LG:   9.7%   CL: +0.040    CF: +0.033

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


24/16 is thematic, since if Blue doesn't get hit he will almost have escaped both back checkers with a clear advantage.
The downside to this play is obvious.  If Blue does get hit, he not only loses a ground in the race but the tempo as well.

13/8 13/10 unstacks the very heavy mid-point.  The main downside to this play is that Blue leaves White the four indirect shots at the blot on the 10-point.  If White hits, Blue's advantage goes down the drain.

Making the 3-point strips the 8-point, but a point is a point.  In addition, if and when Blue hits something that 3-point will come in very handy.


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