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OLM Tu 10/04/11 #2

Posted By: Chuck Bower
Date: Wednesday, 5 October 2011, at 3:14 p.m.

In Response To: OLM Tu 10/04/11 #2 (Jason Lee)

Three plays come to mind:

13/7: maintains the best immediate block to keep opp's last checker from escaping;

4(2): pure play which unstacks the heavy 6-point. Fastest way to build the homeboard but gives opp the best escaping chances and the best hit+cover chances.

7/3, 7/5. the tweener play -- makes a homeboard point and still block's 6's. Fewest hit+cover rolls (slightly) due to the duplicated 3's. Does start the 5-point but with the wrong checker.

How are we going to win this game? How do we play our next 6? How bad is getting sent back? I think the pure play answers these better than its competitors.

4(2)

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