1. Green (4 1) 24/23 13/9
  White (3 1) 8/5 6/5

Move 2 Green





 
Pip: 163
 
Pip: 162
 

# Ply Move Equity
  1 3 13/7(4) -0.054
    Simplified 3-ply, 50%.
  2 3 24/18 13/7(2) 9/3 -0.093 (-0.039)
    Simplified 3-ply, 50%.
* 3 3 13/7(2) 8/2(2) -0.100 (-0.046)
    Simplified 3-ply, 50%.

Checker play
The two plays that keep the midpoint, but have drawbacks, are 13/7(2) 8/2 (2)- the actual play, and 13/7(2) 24/18 9/3.
Making the 2 point has in itself drawbacks, but breaking a good point and leaving 2 blots makes the things worse.
The seven and eight combination shots make a total of 12/36 which is more than a simple direct shot.
Leaving a blot on the 3 point is bad, and resplitting to the bar point has drawbacks too - it "attacks the stack" on white's midpoint and may quickly lead to a blitz or priming. It is also unwise to stay under attack when all is set for the building job.
Both plays contain a drawback - stripped midpoint.
Doubles, especially big doubles, are difficult to play when not blocked. After the double black will be 25 pips ahead. Staying ways from enemy guns certainly has it's merits. The only play that does not expose blots is 13/7 (4) cutting the army in two. This happens to be the right play here - keeping the racing advantage and preparing to prime. Breaking communication.
I still wonder when it is right to sacrifice communication. What is the value of communication.


Move 2 White





 
Pip: 163
 
Pip: 138
 

# Ply Move Equity
  1 3 8/2* 6/2 0.056
    Simplified 3-ply, 50%.
* 2 3 24/14 -0.003 (-0.059)
    Simplified 3-ply, 50%.
  3 3 13/7 6/2* -0.006 (-0.062)
    Simplified 3-ply, 50%.
Alert: Blunder (0.059)

Checker play
White abstains from making the 2 point, but fails to keep black off balance Black is on the ropes and and can be knocked down. Giving him a breath might just be what it takes to make a vital point in a disjointed position. Pointing on the deuce blot means much more than breaking a good 8 point to make the "bad" 2 point.


3. Green (6 3) 9/3 6/3
  White (6 1) 14/8 6/5
4. Green (6 1) 23/16

Move 4 White





 
Pip: 146
 
Pip: 122
 

# Ply Move Equity
  1 3 13/9* 13/11 0.128
    Simplified 3-ply, 50%.
* 2 3 13/9* 8/6 0.065 (-0.063)
    Simplified 3-ply, 50%.
  3 3 13/9*/7 0.046 (-0.082)
    Simplified 3-ply, 50%.
Alert: Blunder (0.063)

Checker play
One more blot on the 11 point is out of harm's reach for the next turn, but it not only creates a new builder in the outfield. I keeps the 8 point activated to attack the bar point and the inner poits. 8/6 is ugly!


Move 5 Green





 
Pip: 140
 
Pip: 131
 

# Ply Move Equity
  1 3 bar/22 24/15 -0.048
    Simplified 3-ply, 50%.
  2 3 bar/22 24/21 7/4(2) -0.064 (-0.016)
    Simplified 3-ply, 50%.
* 5 3 bar/22 24/21 7/1* -0.096 (-0.047)
    Simplified 3-ply, 50%.

Checker play
I said: playing doubles is difficult. One gets tired to assess all possibilities if he sees them all. I admit I did not see all the candidate plays and this is obligatory for a player who tries to play correct.
After entering
Black has two approaches here - the running play 24/16
Or three shifting plays
7/4(2) 6/3;
7/4(2) 8/5;
7/4(2) 24/21
The latter is the best of the building plays as it keeps communication and does not leave an inside blot or does not bury a checker.
The running play is better because the second checker is a great liability for black when he fails to anchor (and he just failed). Also the runaway is a supervisor for black's outfield for one turn and a builder for the outfield or the 4 and 5 points next few turns. Black needs some spare capital to operate with.


  White (3 3) Can't move
Alert: Anti-joker (0.487)

Move 6 Green





 
Pip: 141
 
Pip: 119
 

# Ply Move Equity
  1 3 21/16* 0.313
    Simplified 3-ply, 50%.
  2 3 6/1 0.305 (-0.008)
    Simplified 3-ply, 50%.
* 4 3 7/4 6/4 0.215 (-0.097)
    Simplified 3-ply, 50%.
Alert: Blunder (0.097)

Checker play
To cover the 1;
To make a high point;
Or to hit a second blot.
This is the question.
Covering the ace blot is better than making a high point.
The high point matters in a blocking or priming game, but this is a blitz game. If Black manages to pick the other blot, the game is over.
Oh, but black can hit the second checker now and complete the closeout later! 21/16* not only performs the task of picking a second checker, but brings a prisoner out, which might be a problem in some variations.
I missed that over the board.


  White (6 3) Can't move
Alert: Anti-joker (0.388)

Move 7 Green





 
Pip: 141
 
Pip: 114
 

# Ply Move Equity
  1 3 6/1 0.599
    Simplified 3-ply, 50%.
* 2 3 21/16* 0.552 (-0.047)
    Simplified 3-ply, 50%.
  3 1 13/8 0.251 (-0.348)

Checker play
I still think I need that ckecker and I do not believe I must close my ace with my last spare on my six, staying under the gun.


  White (6 3) Can't move
8. Green (4 2) 22/16
  White (6 2) Can't move
9. Green (5 1) 8/7 6/1
  White (6 1) Can't move
10. Green (6 5) 16/10 16/11
  White (1 1) Can't move
11. Green (3 1) 10/6
  White (4 2) Can't move
12. Green (6 1) 11/5 6/5
  White (5 3) Can't move
13. Green (1 1) 7/3
  White (4 4) Can't move
14. Green (3 2) 13/10 13/11
  White (2 1) Can't move
15. Green (4 3) 11/8 10/6
  White (4 4) Can't move
16. Green (3 3) 8/2 6/off
  White (6 6) Can't move
17. Green (4 2) 6/2 6/4
  White (6 5) bar/19
18. Green (4 2) 4/off 2/off
  White (2 2) Can't move
19. Green (5 3) 5/off 5/2
  White (6 3) bar/16
20. Green (2 1) 2/off 1/off
  White (6 4) 19/15 16/10
21. Green (3 2) 3/off 2/off
  White (6 5) 13/7 13/8
22. Green (5 3) 4/off 3/off
  White (6 1) 13/6
23. Green (3 1) 3/off 1/off
  White (4 2) 15/11 13/11
24. Green (5 1) 4/off 2/1
  White (3 2) 8/5 8/6
25. Green (6 6) 2/off 1/off
boardmaker wins 2 points.

Game 2 simplified statistics (EMG Rated)
Player boardmaker fawn
Rating expert world class
Overall 5.285 2.472
Checker play 5.285 2.472
Double 0.000 0.000
Take 0.000 0.000

This file has been generated by Snowie Version 3.0, a product of Oasya SA
Output date: 2:39:57 PM, 1/31/2003(Export v2.10)