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BGonline.org Forums
Daily Quiz 8/21
Posted By: Pilgrim In Response To: Daily Quiz 8/21 (Daily Quiz)
Date: Wednesday, 24 August 2011, at 11:43 a.m.
Hello,
#1 - D/P - when compared against the usual ref positions (55 blitz; one in the air, one on the 5 point = D/T), there is an extra checker back for white. However, blue has also got an extra checker back and white has made its 10 point. There is no doubt this a double against a human opponent. On balance the extra white checker back seems most important - I would drop the cube.
#2 - D/P - I would not take this - we are behind in the race, we are out boarded & blue has threats to continue the blitz. The real question is whether this is Too Good. Looking at the position and threat criteria, neither are overwhelmingly in favour of blue - blue is short of ammunition for the blitz, blue has 3 back, white can make its 20 spot and has made its 11 spot. On balance, this seems like a cash to me.
#3 - 6/3, 6/4 - all we need for the gammon is to not get hit. I would start worrying about a backgammon when we have several checkers off and there are still checkers in the air.
#4 - 18/15*, 7/2 - The two options are hit 18/15*, 7/2 or play safe with 6/3, 8/3 or 8/5, 7/2. The advantages of the hit are that, of white's hitting numbers, the 3s & 4s are duplicated with the entering numbers. In addition we are a 27 pips ahead in the race which suggests getting off the 18 spot quickly. The threat when we run from the 18 spot will be the same for the next two or three rolls if we do not hit - by the time white clears the checkers on its 8 point and 10 point, we may have been forced to run anyway. We may as well do so while white has a checker on the roof.
#5 - 21/11(2) - I found this one difficult but I am always bad with doubles - possibly one for the DQR. It seems to me we can run, blitz or half-way-house these doubles. The blitz seems the weakest as white only has 1 checker back - white only has to get back in with a 2 and the game plan becomes questionable. The half-way-house of 21/16(2), 6/1*(2) seems to achieve neither of our objectives - we neither fully blitz nor get the back checkers clear. The racing option leaves us with a simple game plan - get the back checkers clear and if white does not roll a 6 & 3, we send a difficult cube over for white to sweat on.
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