1. Black (4 2) 8/4 6/4
  White (5 3) 8/3 6/3
2. Black (4 1) 24/23 13/9
  White (6 4) 8/2* 6/2
3. Black (6 6) Can't move
  White (5 1) 24/23 13/8
4. Black (4 3) bar/21 24/21
  White (3 3) 13/10(2) 8/5(2)
5. Black (6 4) 8/2* 6/2
  White (5 5) bar/5
6. Black (3 2) 13/8
  White (5 5) 13/8(2) 10/5(2)
7. Black (3 1) 8/5 6/5
  White (3 2) 24/22 5/2

Move 8 Black





 
Pip: 88
 
Pip: 132
 

# Ply Move Equity
  1 3 13/11 9/3* -0.002
* 2 3 9/3* 8/6 -0.100 (-0.098)
  3 2 9/3* 5/3 -0.186 (-0.184)

Checker play
As indicated by Paul in his great bible Backgammon, a bold play is indicated among others with a racing lag.
Black is much behind and he needs to contain the white back man. Bringing down a man from the midpoint may not seem a big deal, but it can cover the 8 with a 3 and the 3 with 62, 44 and 22. Also it makes the bar with 61 or 64.
After a white dance, the actual position is not yet a double, but had white played 9/3* 13/11 followed by white dance, it would be a double and a take.


  White (6 4) Can't move






 
Pip: 91
 
Pip: 124
 

9. Black Double
  White Take

Cube action equityAlert: Wrong double
3-Ply Money equity: 0.301
  0.3%   8.5%  64.7%    35.3%   7.7%   0.3%
1. No double 0.461
2. Double, take 0.334 (-0.126)
3. Double, pass 1.000 (+0.539)
Proper cube action:   No double, take19%


Cube action
A little premature.
Because black is way behind in the race and he has a lot of work to do.
As it happened, white tok the easy take and lost. It just happens most of the time, but that does not mean Black's double is correct.
White can win (gammons too) many redoubled or not games. Black may offer the double at a better advantage.


10. Black (4 3) 13/9 6/3
  White (5 2) Can't move
11. Black (2 1) 13/12 9/7
  White (5 2) Can't move
12. Black (5 3) 21/18 12/7
  White (2 1) bar/24 5/3
13. Black (5 1) 13/7
  White (5 3) 8/3 8/5
14. Black (6 5) 21/16 7/1*
  White (6 5) Can't move

Move 15 Black





 
Pip: 81
 
Pip: 89
 

# Ply Move Equity
  1 3 18/15 7/1 0.971
  2 3 16/13 7/1 0.970 (-0.001)
* 7 3 16/7 0.936 (-0.035)

Checker play
If black was in a dire need of gammon, maybe...
Otherwise, a surplus man on the bar point is ridiculous.


  White (5 4) Can't move

Move 16 Black





 
Pip: 81
 
Pip: 80
 

# Ply Move Equity
  1 3 7/1 7/6 0.972
  2 3 18/17 7/1 0.969 (-0.003)
* 3 3 18/12 7/6 0.950 (-0.021)

Checker play
Black plays for gammon.


  White (4 1) bar/24* 6/2
17. Black (6 3) Can't move
  White (6 1) 3/2
18. Black (6 4) bar/21 12/6

Move 18 White





 
Pip: 75
 
Pip: 87
 

# Ply Move Equity
  1 3 5/2 3/1 -0.947
* 2 3 5/2 5/3 -0.984 (-0.037)
  3 2 6/1 -1.085 (-0.137)

Checker play
White must slot the ace point voluntarily before the dice dictate so.


19. Black (6 4) 21/15 6/2
  White (3 3) 6/3(2) 5/2(2)
20. Black (4 2) 15/9
  White (4 2) 3/1
21. Black (4 4) 9/1* 7/3(2)
  White (6 6) Can't move
22. Black (3 2) 6/1
  White (2 1) Can't move
23. Black (1 1) 3/off 2/1
  White (4 2) Can't move
24. Black (5 3) 6/1 6/3
  White (3 1) Can't move
25. Black (2 2) 4/off(2)
  White (5 1) Can't move
26. Black (5 5) 5/off(2) 3/off(2)
  White (6 2) bar/17
27. Black (5 4) 3/off(2)
  White (5 5) 17/2 3/off
28. Black (2 1) 2/off 1/off
  White (5 4) 3/off(2)
29. Black (5 1) 2/off 1/off
  White (6 2) 3/off 2/off
30. Black (4 1) 1/off(2)
DA wins 2 points.

This file has been generated by Snowie Version 3.0, a product of Oasya SA
Output date: 3:59:32 PM, 2/15/2004(Export v2.10)