White (6 1) 13/7 8/7
2. Green (2 1) 24/23 13/11
  White (4 3) 24/21 13/9
3. Green (6 2) 24/16*
  White (5 4) bar/20 13/9*
4. Green (6 5) bar/20 11/5*
  White (5 3) bar/20* 8/5*
5. Green (2 1) bar/23 bar/24

Move 5 White





 
Pip: 157
 
Pip: 176
 

# Ply Move Equity
  1 3 20/15 8/5 0.359
    Simplified 3-ply, 50%.
  2 3 8/5 6/1* 0.299 (-0.060)
    Simplified 3-ply, 50%.
* 3 3 21/16 8/5 0.283 (-0.076)
    Simplified 3-ply, 50%.
Alert: Blunder (0.076)

Checker play
Making the 5 point is forced. There are 3 decent 5s remaining: to run to the outfield from the enemy 4 or 5 point or to hit on the ace point.
Although the hitting unloads the heavy 6 point, I dislike it, because it is not constructive.
Running to the 16 point is a blunder because it duplicates 4s as one's good numbers- to cover the golden anchor, to cover the 16 point, to cover the 9 point.
Running to the 15 point brings a good diversification - if Black hits on the 15 point, white would have good returns with a 6.


6. Green (6 4) 23/17 13/9*






 
Pip: 158
 
Pip: 166
 

  White Double
7. Green Take

Cube action equityAlert: Wrong double
3-Ply Money equity: 0.313
  1.0%  22.6%  59.2%    40.8%  10.2%   0.4%
1. No double 0.404
2. Double, take 0.311 (-0.092)
3. Double, pass 1.000 (+0.596)
Proper cube action:   No double, take13%


Cube action
The night is young.
White has a better board, but a heavy 6.
White is ahead, but only 8 pips in a very long race (about 160 pips each) .
White threatens to bring more checkers in the pen, but black will probably anchor.
Finally white is on the bar.
Not a double yet, a take, but not beaver for money.


  White (2 1) bar/23 9/8*

Move 8 Green





 
Pip: 155
 
Pip: 174
 

# Ply Move Equity
  1 3 bar/24 6/1* -0.344
    Simplified 3-ply, 50%.
* 2 3 bar/24 13/8 -0.366 (-0.022)
    Simplified 3-ply, 50%.
  3 3 bar/24 9/4 -0.376 (-0.032)
    Simplified 3-ply, 50%.

Checker play
Which five?
8/3 is ridiculous.
9/4 and 13/8 are passive, but the prettier 9/4 leaves more shots (20 vs 16). 13/8 is better among them.
The best is the "suprising" 6/1*, trying to get something going, keeps a spare on the midpoint. Difficult to find.


  White (6 2) 24/16*
9. Green (5 1) bar/24 6/1
Alert: Anti-joker (0.322)

Move 9 White





 
Pip: 147
 
Pip: 178
 

# Ply Move Equity
  1 3 7/3(2) 6/2*(2) 0.890
    Simplified 3-ply, 50%.
* 2 3 20/16 13/9 6/2*(2) 0.766 (-0.124)
    Simplified 3-ply, 50%.
  3 2 13/9(2) 6/2*(2) 0.743 (-0.147)
Alert: Blunder (0.124)

Checker play
White will win more games and more gammons if she makes the 3 point too.
Not making it when Black is on te bar is a serious blunder.


10. Green (2 1) bar/22

Move 10 White





 
Pip: 131
 
Pip: 177
 

# Ply Move Equity
  1 3 9/4 6/4 0.832
    Simplified 3-ply, 50%.
* 2 3 23/21 8/3* 0.725 (-0.108)
    Simplified 3-ply, 50%.
  3 2 13/11 8/3* 0.719 (-0.114)
Alert: Blunder (0.108)

Checker play
The "passive" making of the 4 point is the apparent best play. Making a high point is never too passive:).


11. Green (3 1) bar/22* 13/12*
  White (1 1) bar/24*(2) 24/23 21/20
12. Green (3 3) bar/22 24/21 8/5*(2)
Alert: Joker (0.582)

Move 12 White





 
Pip: 159
 
Pip: 188
 

# Ply Move Equity
  1 3 bar/22 9/7 0.060
    Simplified 3-ply, 50%.
  2 3 bar/23 16/13* 0.037 (-0.023)
    Simplified 3-ply, 50%.
* 3 3 bar/22 6/4* 0.026 (-0.034)
    Simplified 3-ply, 50%.

Checker play
White is ahead, controls the outfields, but Black has made the best backgame anchors and his own golden point. Black is not afraid of being hit, but white may lose the racing advantage in a skirmish.
The non-committal bar/23 9/7 is best.
No hitting, no chances. Sail ahead safely and try to stay connected.


13. Green (5 1) bar/24 13/8
Alert: Anti-joker (0.332)
  White (5 5) 23/13* 16/11 9/4
Alert: Joker (0.334)
14. Green (3 3) bar/22 8/5 6/3*(2)
  White (6 4) bar/15
15. Green (5 3) 22/14*
  White (4 1) bar/24 15/11*
16. Green (4 4) Can't move
  White (6 1) 24/18 11/10
17. Green (6 3) bar/16
  White (6 1) 24/18 10/9*
18. Green (6 5) Can't move
  White (3 2) 16/14 9/6
19. Green (5 2) Can't move
  White (4 4) 18/10(2)
20. Green (6 4) Can't move

Move 20 White





 
Pip: 101
 
Pip: 190
 

# Ply Move Equity
  1 3 13/5 0.728
    Simplified 3-ply, 50%.
  2 3 14/6 0.718 (-0.009)
    Simplified 3-ply, 50%.
* 8 3 14/12 13/11 10/8(2) 0.696 (-0.031)
    Simplified 3-ply, 50%.

Checker play
Playing against backgames is a technique of the older masters. Nowadays few players play backgames and the technique is hard to find.
What I know is White would like to bear in and off safely. She will have difficulty in clearing every point of the prime. Hence, making the 8 point is not good here.
Clearing of the 7 point should be postponed until both rear checkers are in - preferably on the high 4 and 5 points.
When white has only 2 outside points left, she should clear the 7 point first if possible.
The play 13/5 is best now.


21. Green (3 3) bar/22 8/5 5/2(2)
  White (4 1) 12/7
22. Green (4 4) 8/4 6/2 5/1(2)
Alert: Anti-joker (0.485)
  White (5 1) 7/2 6/5
23. Green (6 3) 22/13
  White (6 2) 8/2 8/6
24. Green (2 1) 24/22 13/12
  White (4 1) 11/6
25. Green (6 3) 22/13
  White (5 3) 7/2 7/4

Move 26 Green





 
Pip: 61
 
Pip: 141
 

# Ply Move Equity
  1 3 13/10 12/6 -0.923
    Simplified 3-ply, 50%.
* 2 3 13/4 -0.946 (-0.023)
    Simplified 3-ply, 50%.
  3 2 13/7 12/9 -1.095 (-0.172)

Checker play
12/6 13/10 bears in efficiently without wasting 2 pips as in the actual play. Beauty is not a consideration here, economy is.


  White (6 2) 6/off 2/off
27. Green (4 3) 22/15
  White (5 5) 5/off(3)
28. Green (3 2) 15/10
  White (5 5) Can't move
29. Green (6 3) 12/6 10/7
  White (5 5) Can't move

Move 30 Green





 
Pip: 38
 
Pip: 111
 

# Ply Move Equity
  1 3 22/16 7/6 -0.973
    Simplified 3-ply, 50%.
  2 3 22/15 -0.986 (-0.013)
    Simplified 3-ply, 50%.
* 4 3 7/1 2/1 -1.138 (-0.164)
    Simplified 3-ply, 50%.
Alert: Blunder (0.164)

Checker play
A grave error.
Hanging on too late becomes expensive. Burying another checker means black will never close his 5 point and will be gammonned much more often because of the wastage.
7/6 22/16 is best. Note the 7/6 move. This is an example of moving a checker "where it belongs". 7/6 serves two purposes: efficient bear in and safety. A checker on the 7 point will guard nobody, but can be hit with, say, 52 from the bar.


  White (5 4) 6/2
31. Green (4 2) 22/16
  White (1 1) 6/4(2)
32. Green (3 1) 16/12
  White (6 4) 4/off(2)
33. Green (4 1) 12/7
  White (6 4) 4/off(2)

Move 34 Green





 
Pip: 14
 
Pip: 89
 

# Ply Move Equity
  1 3 24/21*/16 -0.708
    Simplified 3-ply, 50%.
* 2 3 24/19 24/21* -0.754 (-0.045)
    Simplified 3-ply, 50%.
  3 3 24/21* 7/2 -0.813 (-0.104)
    Simplified 3-ply, 50%.
Alert: Joker (0.802)

Checker play
Serious mistake
Black needs to continnue with the hitter. Not only this checker will supervise the outfields, but the other one will stay in the last ditch.


  White (4 3) Can't move

Move 35 Green





 
Pip: 35
 
Pip: 81
 

# Ply Move Equity
  1 3 19/16 7/6 -0.669
    Simplified 3-ply, 50%.
  2 3 21/18 7/6 -0.700 (-0.031)
    Simplified 3-ply, 50%.
* 3 3 19/15 -0.706 (-0.037)
    Simplified 3-ply, 50%.

Checker play
A mistake, but
Maria has something subtle in mind - she plans to stay on the 15 point and "guard" against 55. In such a case she would have a return from the bar.
19/16 7/6 is still best for the former reasons - efficient bear in, outfield coverage and possibility to build the 5 point. The latter is a remote possibility and inefficient too, with 2 checkers burried. Suppose black takes some chances and succeeds to build the 5 point. She will have to break a point next turn.
But the play of Maria 19/15 has some merits. If in this position one white checker from the deuce stack was placed on the ace point 19/15 would be best. Then, apart from the guarding functions of the checker on the 15 point some attacking functions of the checkers on 15 and 7 will be added. Probably they would happily slot the 5 point "kamikadze style" and wait for the other to cover next turn. If the enemy hit the slotted man, he could retaliate from the bar against the white blot.


  White (5 2) bar/18*
Alert: Joker (0.494)
36. Green (4 2) bar/19
  White (4 3) 18/11
37. Green (5 1) 21/20 19/14*
  White (3 2) Can't move

Move 38 Green





 
Pip: 35
 
Pip: 83
 

# Ply Move Equity
  1 3 20/16 14/12 -0.623
    Simplified 3-ply, 50%.
  2 3 15/13 14/10 -0.625 (-0.002)
    Simplified 3-ply, 50%.
* 4 3 20/18 14/10 -0.643 (-0.020)
    Simplified 3-ply, 50%.

Checker play
Black need not stay "6 away" from the point of entry as white will certainly move on. White has nothing else to move except the straggler.
Black correctly stays on the 15 point and "guards" against 55. Having another man on the 10 point unnecessary makes the 55 joker still better for white.
But then the only correct play left is the 20/16 14/12.


  White (2 1) Can't move

Move 39 Green





 
Pip: 35
 
Pip: 77
 

# Ply Move Equity
  1 3 18/13 -0.560
    Simplified 3-ply, 50%.
  2 3 18/16 15/12 -0.574 (-0.013)
    Simplified 3-ply, 50%.
* 3 3 15/10 -0.596 (-0.035)
    Simplified 3-ply, 50%.

Checker play
Black has about 20% chace to wn this game if she follows an efficient containment plan. She should stay as far back as possible and wait with as many checkers as possible to shoot at the white checker that will pop up in the outfield. Black should slot the 5 point when she has a direct cover for it. Black cannot double before he has 4 checkers off with the enemy on the bar. In the bear off, Black should bear off aggressively, leaving a blot if needed to even the remaining checkers.
15/10 is not the right idea. To win, white needs to diversify and stay back. It is very solid, but leaves behind the ideas of coverage and slotting. This translates into less wins.


  White (5 1) bar/20 2/1
40. Green (5 5) 18/8 10/5*(2)
Alert: Joker (0.581)
  White (6 6) Can't move
41. Green (6 1) 8/2 1/off
  White (6 6) Can't move
42. Green (6 5) 6/off 6/1
  White (1 1) Can't move
Alert: Anti-joker (0.316)
43. Green (4 3) 4/off 4/1
  White (2 1) Can't move
Alert: Anti-joker (0.392)
44. Green (6 4) 5/off 5/1
  White (6 4) bar/15
Alert: Joker (0.300)
45. Green (5 3) 3/off(2)
  White (6 1) 15/9 2/1
46. Green (5 4) 2/off(2)
  White (4 2) 9/5 2/off
47. Green (6 4) 2/off 1/off
  White (3 3) 5/2 2/off(3)
Alert: Joker (0.548)
48. Green (3 3) 1/off(4)
  White (6 1) 1/off(2)
MaiaPeicheva wins 2 points.

Game 1 simplified statistics (EMG Rated)
Player MariaKr MaiaPeicheva
Rating world class expert
Overall 4.201 5.421
Checker play 4.201 4.429
Double 0.000 0.993
Take 0.000 0.000

This file has been generated by Snowie Version 3.0, a product of Oasya SA
Output date: 10:57:00 AM, 12/29/2003(Export v2.10)