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Daily Quiz 5/7

Posted By: Chuck Bower
Date: Tuesday, 19 June 2012, at 4:36 p.m.

In Response To: Daily Quiz 5/7 (Daily Quiz)

First I look at the two extremes:

1) Gammon Go -- 2*(2). Blue still has chances to send back a second checker but even when that doesn't happen there are gammons to feast upon if White has trouble entering. The immediate downside are the five enter + hit rolls {16, 12, 11}. Blue can recover from those but he needs to do so immediately.

2) Super safe -- 18/14, 6/1. (Marty Storer would call this the "weenie play".) The word 'safe' is overdoing things a bit as this is only safe for one roll. White will improve his position and the 14-point might be difficult to clear. The biggest minus I see is the checker put out of play. Lots of things can go wrong trying to get rid of the remaining White checker. Bottom line is I don't even know if this is the best DMP play.

And the tweeners.

6/2* + something: This doesn't look like the right plan. All those shots-n-blots means getting sent back behind a broken prime which may be very difficult to escape from. If opp is going to fan, just make the point.

18/13 + something (best 'something' probably 14/10): Still gives opp 11 shots and full freedom otherwise.

The right play, which I never even considered...

Conclusion: this is a money game with gammons carrying standard value. PoH might even win the most games to boot. You might second guess yourself 14% of the time but the rest are pretty satisfying. Note this might fulfill the "make the play your opponent doesn't want to see" axiom.

2*(2)

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