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How far can you go?

Posted By: Chuck Bower
Date: Monday, 13 May 2013, at 5:02 p.m.

In Response To: How far can you go? (Klaus Evers)

21/16 saves your from crunching as often. Then my preference is continuing 16/15. There is slightly better duplication of 3's than 4's, but also important is that if you decide to move that loose checker next turn, it's easier to get away from the 15-point than the 16-point. There is also some value in saving a 6 (checker on the 7-point) in case you get hit and enter on the 24-point, particularly entering with the (non-hitting) 1-6.

21/15

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