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Daily Quiz 8/7

Posted By: Chuck Bower
Date: Tuesday, 9 August 2011, at 12:48 a.m.

In Response To: Daily Quiz 8/7 (Daily Quiz)

Problem 1 I can imagine arguments for trying to protect the race lead, but I see Blue's strength in his homeboard and White's weakness in the lack of HB, the lack of anchor, and two vulnerable blots. Thus 10/4* fits the position.

There is no obvious 3 for me. Does the triple builder 6-point mean dillying can be right? It's either that or 24/21, but what's the rush to shuffle the back checkers? 10/4*, 6/3

Problem 2 The back checkers need to get moving soon. Is this the right time? The race lead is substantial now although converting this to a race isn't going to be particularly easy. Blue's bigger concern is White escaping the prime, but giving up the 7-point is no bargain. It's hard to close out a single opp checker with just six of your own. That also argues for coming out. 24/16

Problem 3 PvP cube decision -- my specialty.... White's take looks so easy that I hesitate doubling. The timing on average is on Blue's side, but often enough Blue has trouble escaping, throwing that component in White's favor. I hold. ND+T

Problem 4 White's attacking game is easy to continue. I like countering by making the 24-point anchor and bringing down a builder. White's homeboard blot gets first attention, meaning Blue's outfield builders are relatively safe. 25/24, 13/9

Problem 5 Doubles don't have to be played in pairs, but it's hard to believe that is wrong here. In isolation, four pairs have merit: 24/20(2), 13/9(2), 8/4(2), and 6/2*(2). [(We can throw in some rolls which use all four dice to move just two checkers, like 24/16(2) and 13/5(2).] There are 4*3/2 + 2 = 8 ways to choose among these.

"When in doubt, make the 5-point." One of those popular "when in doubt..." axioms which sound great for one-liners but depend a lot upon what 'doubt' really means. (Whose doubt?) The compliment of the 5-point is the 20-point, and one could create the axiom "when in doubt, make the 20-point". Here you can execute that and still leave two 4's to play. That's my first half.

13/9(2) is often strong but I don't like the inflexibility of all remaining spares on one point. 6/2*(2) "when in doubt, hit" :) has a lot going for it. Not only do you put opp on the bar but you also maintain decent diversity. I don't like the 2-point+8-point combo but that can be rectified soon by treating the 8-point as builders. 24/20(2), 6/2*(2)

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