1. Green (5 1) 24/23 13/8
  White (3 2) 24/21 13/11
2. Green (3 2) 24/21 23/21
  White (3 2) 24/21 13/11
3. Green (6 2) 13/5

Move 3 White





 
Pip: 157
 
Pip: 148
 

# Ply Move Equity
  1 3 13/5 -0.136
    Simplified 3-ply, 50%.
  2 3 11/3 -0.187 (-0.050)
    Simplified 3-ply, 50%.
* 4 3 21/13 -0.227 (-0.091)
    Simplified 3-ply, 50%.
Alert: Blunder (0.091)

Checker play
The silver anchor (the enemy 4 point) has a long lasting value. We often miss a slot in the middle game while we mistakenly slot in the opening. 13/5 is the correct play.
White cannot hit, but he can start her own 5 point and have some insurance in the form of the enemy blot on the enemy 5 point . In addition, there is some duplication in the hitting and covering numbers.


Move 4 Green





 
Pip: 149
 
Pip: 148
 

# Ply Move Equity
  1 3 6/1 5/1 0.042
    Simplified 3-ply, 50%.
* 2 3 13/4* -0.098 (-0.141)
    Simplified 3-ply, 50%.
  3 2 8/3 5/1 -0.086 (-0.128)
Alert: Blunder (0.141)

Checker play
White threatens to run with his last checker or make the 5, 7, 9 or 10 point. Still, none of them is a substantial improvement of the position, but hitting one of the blots, would bring a substantial advantage to white. The holding game is in fact a racing game spiced with the factor of safe bear in against opposition .


  White (5 4) bar/21*/16
5. Green (4 3) bar/22 13/9*
  White (5 1) bar/20* 13/12*
6. Green (3 1) bar/22 bar/24
  White (6 5) 13/7 12/7

Move 7 Green





 
Pip: 136
 
Pip: 181
 

# Ply Move Equity
  1 3 24/22 6/5* -0.486
    Simplified 3-ply, 50%.
  2 3 6/4 6/5* -0.501 (-0.015)
    Simplified 3-ply, 50%.
* 3 3 9/7 6/5* -0.517 (-0.030)
    Simplified 3-ply, 50%.

Checker play
Ladies and gentlemen, come to the snake show!
Black is now hopelessly behind and, comes a time, he must play pure.
Snowie gives 1.5% advantage to the 24/22 6/5* over 6/5* 6/4 which is to my liking. I would rather keep control over the whole of white's board, keep the possibility to have his ace or deuce made, prepare for my own rapid board and play 6/5* 6/4.


Move 7 White





 
Pip: 141
 
Pip: 178
 

# Ply Move Equity
  1 3 bar/16 0.600
    Simplified 3-ply, 50%.
* 2 3 bar/20*/16 0.552 (-0.048)
    Simplified 3-ply, 50%.
  3 3 bar/20* 6/2 0.469 (-0.131)
    Simplified 3-ply, 50%.

Checker play
To hit or not to hit.
White does not have an inside point yet. Her next assignments are making the 5 point or shooting at it. If white does not hit, black can be the first to make his 5 point. There is a proverb in backgammon: first make sure he plays a backgame, then play against it.


8. Green (6 2) bar/23 8/2
  White (2 2) 13/9(2)
9. Green (2 1) 7/5 6/5
  White (6 2) 16/8

Move 10 Green





 
Pip: 116
 
Pip: 187
 

# Ply Move Equity
  1 3 24/23 6/4 -0.495
    Simplified 3-ply, 50%.
  2 3 24/23 8/6 -0.528 (-0.033)
    Simplified 3-ply, 50%.
* 4 3 23/20 -0.563 (-0.068)
    Simplified 3-ply, 50%.
Alert: Blunder (0.068)

Checker play
The enemy deuce point is very important here. Long past are the times when players had only eyes for (were blinded by) the power of the 23 backgames and would gamble a fortune on them. Nobody plays backgames today.
See how beautiful are those 3 points in his field. Black has 2-4 rolls to throw a 6, and in the meantime white's impressive blockade may crumble.
24/23 is mandatory. After that black will have a 9 to 5 job. Build his board, clear the higher anchor first and watch time go by. Just wait for the payday.


  White (5 1) 6/1* 6/5*
11. Green (6 5) bar/20*
  White (3 1) bar/24 8/5*
12. Green (5 1) bar/20* bar/24*
  White (6 3) bar/22






 
Pip: 167
 
Pip: 184
 

13. Green Double
  White Take

Cube action equityAlert: Wrong double
3-Ply Money equity: -0.318
  0.3%  10.0%  37.3%    62.7%  16.2%   0.6%
1. No double -0.320
2. Double, take -0.685 (-0.365)
3. Double, pass 1.000 (+1.320)
Proper cube action:   No double, take22%


Cube action
Of course black is a clear underdog.
Instead of keeping the cube as a weapon, black gives it away. It looks like a resignation. No more will to fight.


14. Green (5 3) 8/3* 6/3
  White (5 4) bar/21
15. Green (3 3) 24/21 8/5(2) 5/2
  White (5 4) bar/16
16. Green (6 2) 22/20 21/15

Move 16 White





 
Pip: 157
 
Pip: 156
 

# Ply Move Equity
  1 3 24/21 16/10*/7 0.545
    Simplified 3-ply, 50%.
* 2 3 21/18 16/10*/7 0.514 (-0.031)
    Simplified 3-ply, 50%.
  3 3 24/21 16/10* 6/3* 0.433 (-0.112)
    Simplified 3-ply, 50%.

Checker play
White must pick and pass and not permit black to establish a bridge on the 10 point. Staying there is dangerous because black has a four point board, and white has no covers yet.
The actual play of the last 3 is wrong. White should seekdisengagement, not contact.


17. Green (6 5) bar/20 21/15
  White (6 5) 24/18 7/2
18. Green (4 1) 22/21 15/11
  White (6 3) 8/2 6/3
19. Green (5 4) 20/11

Move 19 White





 
Pip: 125
 
Pip: 141
 

# Ply Move Equity
  1 3 11/7 11/8 0.352
    Simplified 3-ply, 50%.
* 2 3 18/11 0.266 (-0.086)
    Simplified 3-ply, 50%.
  3 1 6/2 6/3 0.093 (-0.259)
Alert: Blunder (0.086)

Checker play
If you don't leave a shot when she is stripped. SHE is going to give a shot! 11/7 11/8 is right


Move 20 Green





 
Pip: 118
 
Pip: 141
 

# Ply Move Equity
  1 3 20/12 -0.437
    Simplified 3-ply, 50%.
  2 3 20/15 5/2 -0.506 (-0.069)
    Simplified 3-ply, 50%.
* 4 3 11/6 11/8 -0.519 (-0.082)
    Simplified 3-ply, 50%.
Alert: Blunder (0.082)

Checker play
Big numbers dont grow on trees. White has no board. She has a glaring blot on her three point. Black should use the roll to jump out.


  White (4 4) 18/6 11/7

Move 21 Green





 
Pip: 102
 
Pip: 133
 

# Ply Move Equity
  1 3 21/12 -0.623
    Simplified 3-ply, 50%.
  2 3 21/15 8/5 -0.646 (-0.023)
    Simplified 3-ply, 50%.
* 5 3 8/2 6/3 -0.697 (-0.074)
    Simplified 3-ply, 50%.
Alert: Blunder (0.074)

Checker play
Black should not stay stubbornly "till the last man" but should use the dice to bring one of the strangled warriers to fresh air. 21/12!


  White (5 3) 11/6 11/8

Move 22 Green





 
Pip: 94
 
Pip: 124
 

# Ply Move Equity
  1 3 20/15(2) 15/10 6/1 -0.558
    Simplified 3-ply, 50%.
* 2 3 20/10(2) -0.584 (-0.025)
    Simplified 3-ply, 50%.
  3 3 20/15(2) 15/5 -0.584 (-0.026)
    Simplified 3-ply, 50%.

Checker play
After playing 3 fives black could pause and see that white is not going to give a shot next turn. In such a case black could diversify to the fullest her point making numbers hext turn. Usually Snowie tells us about such possibilities, while we miss them in the heat of battle.
The Snowie eveluation level move 20/15 10/10 6/1 is as beautiful as unexpected, but it has a drawback too. Black buries another checker. Still, without this move, black would be far from making a fifth point any time soon.
I still like Maria's play better.
P.S. A mini rollout has shown that I am right ( positions Mkr009a (actual) and Mkr009b).


  White (4 2) 8/6 7/3
23. Green (2 1) 10/8 5/4
  White (4 3) 6/2 6/3
24. Green (3 2) 10/7 3/1
  White (4 1) 6/1
25. Green (5 3) 8/3 7/4

Move 25 White





 
Pip: 76
 
Pip: 88
 

# Ply Move Equity
  1 3 8/2 8/6 0.523
    Simplified 3-ply, 50%.
* 2 3 9/3 9/7 0.459 (-0.063)
    Simplified 3-ply, 50%.
  3 1 9/1 0.114 (-0.409)
Alert: Blunder (0.063)

Checker play
Robertie's principle of non-commitment!
We know to clear the back points first. But there are other things to take care of. After white played 9/3 9/7, she created both a difficult to to clear bar point and an extremely ugly 6 point. The 6 point is an important stepping stone for clearing the other points and a reservoir for spare checkers.
By playing a surplus on the 7 point, white commits to correct this next turn. This is a blunder.


Move 26 Green





 
Pip: 68
 
Pip: 88
 

# Ply Move Equity
  1 3 3/1 2/1 -0.494
    Simplified 3-ply, 50%.
* 2 3 21/20 3/1 -0.517 (-0.023)
    Simplified 3-ply, 50%.
  3 3 5/4 3/1 -0.555 (-0.061)
    Simplified 3-ply, 50%.

Checker play
Was it Douglas Zare who wrote an article in Gammonvillage about last ditch splits?
Covering with 3/1 is mandatory. Black can choose between the nearly neutral 2/1 and the 21/20 split.
Snowie tells me the split is wrong by 2% in a money game.
Any one with an idea when to split voluntarily?


  White (5 1) 7/1
27. Green (6 4) 20/10
  White (4 2) 8/4*/2
28. Green (1 1) Can't move

Move 28 White





 
Pip: 56
 
Pip: 79
 

# Ply Move Equity
  1 3 8/2 3/1 0.793
    Simplified 3-ply, 50%.
* 2 3 8/6 7/1 0.771 (-0.021)
    Simplified 3-ply, 50%.
  3 1 7/1 3/1 0.400 (-0.392)

Checker play
A technical error. The position requires safety. No more blots, Joe, no more! ("No more zombies. Joe, no more" - John Braine - "Room at the top").


29. Green (5 5) bar/5
  White (6 5) 7/2 6/off
30. Green (6 2) 10/4 2/off
  White (4 2) 6/off
31. Green (4 2) 4/off 2/off
  White (6 5) 6/off 3/off
32. Green (6 3) 6/off 3/off
  White (6 5) 3/off(2)
33. Green (6 2) 6/off 2/off
  White (4 3) 3/off 2/off
34. Green (6 5) 5/off(2)
  White (3 1) 2/off 1/off
35. Green (6 6) 5/off 4/off(2) 3/off
Alert: Joker (1.300)
  White (6 3) 2/off(2)
36. Green (5 5) 1/off(2)
MariaKr wins 2 points.

Game 4 simplified statistics (EMG Rated)
Player MariaKr MaiaPeicheva
Rating intermediate expert
Overall 12.250 5.538
Checker play 6.960 5.538
Double 5.290 0.000
Take 0.000 0.000

This file has been generated by Snowie Version 3.0, a product of Oasya SA
Output date: 10:57:01 AM, 12/29/2003(Export v2.10)