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The Donkey Corner #5 - XGR++ & Analysis

Posted By: Stick
Date: Saturday, 29 March 2014, at 8:14 p.m.

In Response To: The Donkey Corner #5 (Stick)

It was my fault for giving this only a fleeting thought OtB. I quickly processed I can play 8, 5 leaving only two shots but still having the issue of clearing the midpoint or at the cost of two extra shots clear the midpoint now and have more builders in case I wanted to temporarily make the bar point.

As has been made clear, my primary focus should be on whacking him on the ace point next turn. I wasn't immediately sure if I always wanted to hit loose on the ace. I thought it might depend on the state of his offense and it really doesn't. Even if he makes a 5 prime I should smack him around next turn.





White is Player 2

score: 4
pip: 140
7 point match
pip: 91
score: 4

Blue is Player 1
XGID=-aBBBBC--AA-dB---bcbc-----:0:0:1:42:4:4:0:7:10
Blue to play 42

1.XG Roller++10/8 9/5eq: +1.431
Player:
Opponent:
86.35% (G:47.63% B:0.16%)
13.65% (G:1.82% B:0.09%)
2.XG Roller++13/11 13/9eq: +1.238 (-0.193)
Player:
Opponent:
82.00% (G:41.85% B:0.20%)
18.00% (G:1.70% B:0.09%)

eXtreme Gammon Version: 2.10, MET: Kazaross XG2

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